Author Topic: survivalRP - holywtf bump! and maybe finishing up some loose ends??  (Read 112456 times)

CityRP sucks because it is abusable. You can jail someone for hours (I think) and give all your friends a katrillion dollars.

How is this abusable? We need a new RP script that will be released.

cityRP sucks because anyone can get hold of it and make a crap server. And second, it's abusable.



When people die they should drop all of their stuff that they are carrying. (resources, weapons, etc.)

They probably will, we'll see. Resources for sure, not sure about weapons.

Edit: Updated the original post with a few things.
« Last Edit: May 17, 2009, 09:53:03 PM by LegoEggo »

Got a neat idea for the whole 'survival' bit, a few mechanics to make ends meet and a way to start some nice, juicy conflicts.

Mmm, conflicts.




At the beginning of the game, when you're dropped on your ass in the middle of the cold, unforgiving... unforgiving place, you kinda 'roll' for supplies, gear, and other things you will need outright: you will never actually 'fail' this roll, because you're always at least able to make a campfire and defend yourself from lions/tigers/bears, but no survivor will (start) the same way because that would make it boring. Plus, everyone likes killing the well-equipped fellow to get his stuff, so that could raise some conflicts too.

In addition to that: an 'intimidation' level system.

Put simply, a way to show the world that you are a gigantic loving bad-ass, and they really shouldn't mess with you unless they're feeling really damn lucky

I imagine it would work somewhere along the lines of your equipment and the amount of kills you've amassed, minus the amount of deaths you've gotten (multiplied by some number, given the fact this is a survivalRP), so newbies have a general idea of who to pick a fight with and who to run from screaming; A player's intimidation level could by the color of his name. A more intimidating player would have a really deep red, as opposed to a less intimidating one's bleach-white color.



In ADDITION to THAT, to back up the idea of 'the point of the game is to not die', we should make dying actually be something to avoid: I'm thinking massive respawn times? Maybe everyone could respawn in 'waves', which occur every 10 minutes, to simplify forcing respawns. You know, for when there's a raging starfish spawnkilling people for the hell of it or something.

DDDDOUBLE TOAST

I've got a few concerns about the simplicty of the material system, and a few thoughts on storage


Material and Advanced Material make sense and all, but I get the feeling it'll be too easy to put together weapons. And as much as I loves me a good shotgun, we need to make them hard to come across (or at least UNCOMMON in some way) so survivalRP doesn't become a gigantic loving warzone. I suggest making more materials (and some extra-loving-rare ones) so it becomes harder and harder to make weapons that fit your level. We also need to make ammo scarce too (probably by making them cost alot of material), so people end up fighting over ammo, but using ammo in the fighting, creating a material 'drain' that gives players what they want but always ends up removing material from circulation in some way.

Now about storage.

I imagine people will die quite alot in this game, given the fact that it is A: populated by blocklanders and B: everyone is completely able to build a weapon under their own power (and C: probably going to be inhabited by some form of deadly creature at some point in development) people aren't just gonna be able to hold onto their junk. So, we'll probably need 'buildings' to store it in.

Not big loving buildings, but little crates and cabinets and things like that to hold junk in, that're lootable by everyone and anyone who comes within activation-range. I imagine they would only store a limited amount of material, so you couldn't just build 1 crate and place thousands upon thousands of material (or whatever you feel like putting in the crate) in it.



It's a crate. Not hammerspace.

Wouldn't we let the users of the mod decide how scarce and rare the materials will be? The other stuff is good, I am working on this now (since I have nothing else to work on and this looks like it will get done.)

This looks really fun, hope it gets finished.

=o Can I be the first one to blow up a bear with a Rocket Launcher? XP

About weapons, we should divide them into tiers and make them look all made of scrap or something



Something like Fallout, only less gray and fallout-y and more like something out of Garry's Mod plus a bunch of little scraps of metal and bolts and stuff, and make them slowly fall apart (and eventually disappear) under normal use unless you repair it with another of the same gun, or just some Metal Scrap or something

Probably shoulda used that as my example...

@Bushi's first (2) post(s): Yeah, I've thought about that. I actually removed advanced material from the first post, if you see that. I was thinking we could just make weapons cost alot of material, and have most of it be wasted? So they'd still be costly to get, but still keep the resource system simple. I dunno... we might have to try alot of this stuff in beta.

I really like the start-game you explained. And the respawn every 10 minutes would be awesome. If it was insane long respawn times people could leave game/rejoin, we could maybe stop that with some scripting, but i still like the 10 minute force respawn.

And you workin' on those food models?

@Bushi's latest post: Yeah, I love that idea. Step 1 would be you getting models done lol :P or someone else volunteering their epic modeling skills. I'll let you figure out the falling-apart part... maybe you could just make some animations and stuff that'll be coded in later to make the gun fall apart? I dunno, collaborate with some coder. Milk, if you wanna work with Bushi you could.. Your/Bushi's call. Or Bushi could find someone to help him. Heh. I don't care.

Edit: Also, you guys that have sent me screenshots of what you're working on and stuff (or what you've finished), I'm gonna add them to the main post if you don't mind.
« Last Edit: May 18, 2009, 06:52:37 PM by LegoEggo »

Got another idea for how material spawning and other such things that would be hard otherwise would work



Random Events.

When a player walks a sufficient distance away from their home base (the place of their latest campfire) and any bricks, stuff randomly spawns around the player with a strange little snowy particle effect (to hide the fact they're just materializing from thin air)

The stuff spawned from the event sticks around until it is removed manually by the player (IE: mining it, killing it, solving it) but as long as it's still within a certain radius of the player it can't disappear. Trust me, it's hard to describe on paper, but when it's actually put into gameplay people will be like "WHERE THE forget DID MY SUPER AWESOME LASER ALLOY MINE GO, IT WAS LIKE RIGHT HERE"

I've got random events I've thought up to share, too

> Wolf Pack
A small band of wolves appears and attacks the player!
They stick around until they're all dead, but if the player just flees, the pack thins out and wanders idly around until they come across another player to mangle. This does not occur if there's already 30 wolves in the server

> MEDIC! (UNCOMMON)
A blocklander lies dying on the ground.
If you 'activate' him, he tells you that he is horribly loving wounded and needs medical attention
If you have a medkit to spare, you can use it on him and he'll give you a random object, ranging from just metal scraps to unique weapons
If you feel like being an ass you can shoot him, and he'll drop a few resources and disappear
The NPC eventually disappears if the player leaves

> Geyser Encounter (RARE)
A geyser bursts up from under the player, sending him into the air and setting his heat level really, really high
Sometimes a few items pop up too, but only more natural ones like material and stone
The geyser sticks around for a little bit but then eventually disappears

> Encountering a Mine
Some bricks filled with ore appear around the player
These can be mined for material and such, and take forever to actually disappear

> Don't feed the bears! (UNCOMMON)
A bear spawns near the player and instantly rushes him
If the player retreats, the bear disappears

Nice, Bushi. Good ideas.

Wolf Pack: We're actually going to have roaming packs of wolves on the server. Don't have that in the main post, but they will be there. So no need to make this one 'random', it'll happen.

Medic: Awesome. Epic idea.

Geyser: Also an awesome idea. As for scripting, there might be a sort of 'limit' to the amount of a heat a player can have, though. Azimuth is using the bar for the jump-jet and stuff for heat, so we'll see.

Mine: I think we could build mines around, and then have really good ones be random?

Bears: Maybe we could also have bears in the server, but have them travel solo and not be as many of them? But more powerful.

Prototype of bread, comes with GLOVES animation and particles



OM NOM NOM

Hahaha that's awesome.

Practical alliance benefits/drawbacks ideas:

While near an alliance member

Weapon damage multiplied by like 1.3x (decreases with multiple members until reaches 1.1x)
Heat goes down at a slower rate (being with buddies makes you warm, obviously) (stacks with multiple members)
Resources gained increases slightly (stacks with multiple members)
Chance to successfully make any given item is raised (stacks with multiple members)

Food consumption is increased slightly (20%?)

Passive Effects

Resources gained increases just barely (like, 10%)
Higher chance for better random events
Health raised slightly (20%)

Practical alliance benefits/drawbacks ideas:

While near an alliance member

Weapon damage multiplied by like 1.3x (decreases with multiple members until reaches 1.1x)
Heat goes down at a slower rate (being with buddies makes you warm, obviously) (stacks with multiple members)
Resources gained increases slightly (stacks with multiple members)
Chance to successfully make any given item is raised (stacks with multiple members)

Food consumption is increased slightly (20%?)

Passive Effects

Resources gained increases just barely (like, 10%)
Higher chance for better random events
Health raised slightly (20%)

Nice.

Practical alliance benefits/drawbacks ideas:

While near an alliance member

Weapon damage multiplied by like 1.3x (decreases with multiple members until reaches 1.1x)
Heat goes down at a slower rate (being with buddies makes you warm, obviously) (stacks with multiple members)
Resources gained increases slightly (stacks with multiple members)
Chance to successfully make any given item is raised (stacks with multiple members)

Food consumption is increased slightly (20%?)

Passive Effects

Resources gained increases just barely (like, 10%)
Higher chance for better random events
Health raised slightly (20%)

I like. We'd need to tweak the numbers, I think some of them are too high. But I'm used to EVE, where you spend days training skills just to get a 2% bonus (I've almost trained Learning to V... 6 days or something overall. Worth it, though. 2% more decrease to all training times!).