Author Topic: Diggy's Metropolis Server  (Read 336608 times)

Using the "pay fines" button when arrested doesn't seem to work.  Maybe it's checking their pocket money instead of their bank?

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!!!


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.

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
« Last Edit: November 30, 2010, 10:38:07 PM by Bushido »


Sounds extremely advanced. It's most likely to succeed if you managed to persuade Diggy into doing this, especially since we're proposing to make new materials already. Hope it works out :D

Update: The main parts of the mod have been updated to include new ammo, resource and other types of data. Nili is working on the weapons and jobs aspect of the game, allowing me to focus on more important new things. I'm currently looking for someone who can model a personal vault (which will be 4x cube sized). If this works out you will be given a fair amount of money in the new city when it goes up, and put into the credits. Other models may be needed later. It will still be approximately another week before the mod is fully updated and out of beta again. Thanks for being patient

Sorry I forgot if you have already told us, but will criminals be able to break into vaults? And if so why not use the bank? Tho I have to admit personal vault/safes would be epic.

Sorry I forgot if you have already told us, but will criminals be able to break into vaults? And if so why not use the bank? Tho I have to admit personal vault/safes would be epic.
It'd be good if banks take like 10 dollars off your paycheck every 6 ticks, due to keeping money in the bank for so long.
Safe's would be awesome, more awesome if you could put money/guns in them, and later can take them out to use it.

Update: The main parts of the mod have been updated to include new ammo, resource and other types of data. Nili is working on the weapons and jobs aspect of the game, allowing me to focus on more important new things. I'm currently looking for someone who can model a personal vault (which will be 4x cube sized). If this works out you will be given a fair amount of money in the new city when it goes up, and put into the credits. Other models may be needed later. It will still be approximately another week before the mod is fully updated and out of beta again. Thanks for being patient
I could take a crack at the model, unless you want it animated.


Here's a 10 minute safe Model. Pretty basic. Of course you can suggest features to make it the model you want most.

I can make the bevels larger, or smaller, or remove them completely. I can change the lock to something else, number pad, keyhole, etc. And I can do whatever color-scheme you like. Make the door an un-paint-able light gray color, make the inside dark or black, whatever you like. I can have it animate like JVS content. Just say it and I'll do it.

« Last Edit: December 02, 2010, 04:22:03 PM by phydeoux »

That's pretty sweet, Phy.

holy balls on fire thats a lot of buildings

Here's a 10 minute safe Model. Pretty basic. Of course you can suggest features to make it the model you want most.

I can make the bevels larger, or smaller, or remove them completely. I can change the lock to something else, number pad, keyhole, etc. And I can do whatever color-scheme you like. Make the door an un-paint-able light gray color, make the inside dark or black, whatever you like. I can have it animate like JVS content. Just say it and I'll do it.



marry me. This is perfect as it is already! Phydeoux you're the bestest. It would be nice to have it animate open and if possible have some stacks of bills inside for when people break it, it would also be neat to be able to hide the money if there's nothing in the safe, but i doubt that's possible. Anyways, having an animation would kick ass, I'm not sure how i owuld implement it, I'm using the system_props add-on (by nixill i think) for the current ones.

I think I fixed a bug that causes crashes on ticks, and I added in Niliscro's new gun fixes which should have things working very well.

« Last Edit: December 02, 2010, 11:23:43 PM by [USSR] Diggy »