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| Niliscro:
Using the "pay fines" button when arrested doesn't seem to work. Maybe it's checking their pocket money instead of their bank? |
| nacholu28:
Niliscro, that is EXACTLY what I thought when I read tards message :D Also... Yeah I don't have much to say...hmmm ... Oh yeah, how about some pics of the new map? I haven't seen it at all yet!!! |
| Littledude:
It looks pretty good, it's another island and it has the mountain from the last city in it(pyramid and monolith included). It has the old city hall, for which I am pleased, and some other old stuff. |
| Bushido:
--- Quote from: Bushido on November 30, 2010, 08:19:00 PM ---ok listen to this stuff because it's important on weapons (and crafting too but mostly weapons) you need a metric ass-ton of them i wish i were kidding you but in reality there is a stuff-ton of weapons that exist and some of them are just better then others some of them are custom, some of them are military-grade, some of them are what we in the business call 'tiny babies' diggyRP should have an equal combination of all 3, but newbies in general should never have to actually see them in everyday gameplay unless they do something to piss someone off royally, so here's my proposal make owning guns in general an achievement in it's own right, since not only is it for the most part illegal but hilariously costworthy for anyone who is not a registered gunsmith (the license for which is bought from some government building) have a large arsenal of melee weapons, so you can still have everyday muggers and break-ins and hate crimes and never actually have massive amounts of gun violence sweeping the city (the addition of melee weapons will also prompt villains and criminals to actually put tact into their work: after all, what if your victim HAS a gun?) make guns surprisingly hard to actually obtain (and generally easier to just make take wood and stab a nail through it or something). this is easily attainable, just implement a crafting system instead of a buy-system that includes alot of pandering around to people in other trades for instance, have GUNsmiths (who can of course double as other kinds of -smiths) have to purchase weapons-grade metal (tentative title) from METALsmiths, weapons-grade connectors from TOOLsmiths, normal metal and normal wood from laborers (and possibly some of their 'labor' commodity, more on that later) assuming diggyRP becomes incredibly indepth there needs to be alot of 'fetch questing' as i like to call it from many types of different 'smiths' (or crafters in general) for nearly all types of creations: especially gun crafters because what they make is especially important to the game, but other smaller-scale crafters should have alot of wandering around to do too. here's a quick example of what i'm talking about off the top of my head tier 0 laborers create wood, ore and labor (who they either sell to the government for a fixed stable cost or to other players at a heightened cost and more efficiency) tier 1 carpenters can take wood and turn it into heavy wood or light wood then sell it to private markets (owned by players for the player's price) smelters can take ore and heavy or light wood and convert it to refined metal or heavy metal then sell it to private markets and also convert heavy AND refined metal into weapons-grade metal for use in (you guessed it) weapons tier 2 toolmakers can take refined metal or heavy metal and create simple melee weapons (like, lead pipes, for instance) out of them or make tools out of them like bolts (which can be used as weapons) or other similar items. combining a bunch of bolts creates weapons-grade fasteners tier 3 furnishers can make special furniture (improved spawn points which make you overhealed when you spawn, health-kits for your house that can be used once in a while, lockable doors, etc) out of tools toolmakers sell them for players to improve housing with ammomakers can create gunpowder out of ore and bullets (of various sizes) out of heavy or refined metal depending on the relative power and caliber of any given bullet tier 4 weaponsmiths (!!!) can create weapons out of things all the other tiers create SURPRISE PLOT TWIST here's the kicker folks in case you didn't notice weaponsmiths canNOT exist at all without the tiers under them. weapons can and probably will circulate (especially if there's some basic piece-together function that noncraftsmen have to create primative weapons like nailbats) and thus rely on the rest of the economy for support in other words if the economy doesn't function there will be no warfare of any true kind that any average player will ever notice be sure to not forget this because this is REALLY loving IMPORTANT too better implements require more goddamn resources i really don't give a rats ass about how realistic this is, better implements need better goddamn resources for instance you shouldn't be allowed to make a designated marksman rifle for only slightly more resources then say a sharps carbine (read: single shot breach-action but relatively modern rifle) simply because it's slightly larger, the DMR is practically the goddamn grim reaper's scythe. guns in GENERAL are the grim reaper's scythe but the sharps carbine is a much smaller threat in general and thus should cost less to create to reflect this furniture, weapons-grade objects and 'specialty' things have the same relationship: it takes an ass-ton of material to make really good loving gear more later because this is the really important stuff i wanted to get out early --- End quote --- |
| A Piggy Plump:
whoa! |
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