What Are Your Roleplay Ideas? - Goals And Objectives
119 replies, posted
Perhaps you should construct custom maps for this type of gamemode? You could put in a quarry a processing factory where you could put in the rocks and make different materials mass produced, hire employees etc.
But that's a lot of work.
[QUOTE=DerpHurr;30683325]Perhaps you should construct custom maps for this type of gamemode? You could put in a quarry a processing factory where you could put in the rocks and make different materials mass produced, hire employees etc.
But that's a lot of work.[/QUOTE]
You will be able to mine in the quarry and take your resources to the public factory for refining. But its old and worn down so you may loose a percentage of resources and not get much good stuff out.
Thats where the benifits of organisation factories comes in place.
Also, seen as you can only carry a small amount of resources in your inventory currently you can purchase or rent a truck from your organisation that allows you to transport huge amounts of resources.
[B]I think ive found a nice graphic designer and talking to the modeller tomorrow.[/B]
Sounds like everything is working out nicely so far, perhaps someone could come on board with the idea and build a custom map, but it'll probably have to be big to support all the ideas.
Im going to be using Evocity2 for this.
When gmod is back up i will take a top down view and post some content of where things are and will be.
Nice, that'd be great. Hope it's up soon, I had bought it a year or two ago and lost my account info. I literally just finished buying it and now it's down.
GMod playing time - [highlight]145.83 Days[/highlight]
Few suggestions: Have it so, when cars start up, you have to wait for example, 5 seconds before you can drive off, so people don't just hop in and run from police.
Also, add the fuel/gas mod that mostly all EvoCity servers have these days.
Yea there will hopefully be fuel.
And also, the engines starting has always been a problem cause people just get in and drive.
The police should be able to confiscate keys so they cannot start their car, they also will have an ignition so it takes time to start.
Fuel should be a limited resource by the way, perhaps when it runs out there can be an alternate fuel system? Or just make fuel really hard to craft so it's valuable.
How about the crops you harvest can be crushed using a high powered crusher followed by an extractor to make fuel that can be sold to the shop and the shop sells to people.
Fuel tankers are used to transport large amounts and jerry cans for small amouts, and cause people like to be robbers, lets throw in a way of stealing fuel from other cars tanks.
You should make it so only one Industry can produce certain types of materials, this way economy will flow nicely, and everyone will depend on each other.
[QUOTE=DerpHurr;30684080]Fuel should be a limited resource by the way, perhaps when it runs out there can be an alternate fuel system? Or just make fuel really hard to craft so it's valuable.[/QUOTE]
BioFuel?
[QUOTE=themaw;30684337]BioFuel?[/QUOTE]
[QUOTE=Science;30684137][B]How about the crops you harvest can be crushed using a high powered crusher followed by an extractor to make fuel that can be sold to the shop and the shop sells to people.[/B]
Fuel tankers are used to transport large amounts and jerry cans for small amouts, and cause people like to be robbers, lets throw in a way of stealing fuel from other cars tanks.[/QUOTE]
Exactly, if theres no oil being pumped then people can just use shitty biofuel.
[QUOTE=Science;30684502]Exactly, if theres no oil being pumped then people can just use shitty biofuel.[/QUOTE]
Great, so the economy is going to be reliant on what the laborers do.
What you lot think of the fuels?
[release]
[highlight][U]Petrol/Gas/Gasoline[/U][/highlight]
[B]Process[/B]
- Raw Crude Oil Extracted (Barrels)
- Processed In A Fractional Distrillery At Minimum Temperature Of 100°C To 300°C (Large/Small Sizes)
- Put In A Tanker, Jerry Cans, Storage Tank Or Barrels And Sold To Shop Or To Players
[B]Extras[/B]
- 75% Efficent In Cars
- 40% Efficent In Larger Vehicles
- Expensive
- Short Supplies
- Faster Engines / Higher Top Speed
- Can Be Stolen From Engines Using Siphoning Rods
[highlight][U]BioFuel[/U][/highlight]
[B]Process[/B]
- Crops Grown (Batches)
- Crushed In A 10 Tonne Crusher+ (Anything less wont work) (Vegetable Oil Vats)
- Seperated In A Fractional Distillery (Large/Small Sizes)
- Put In A Tanker, Jerry Cans, Storage Tank Or Barrels And Sold To Shop Or To Players
[B]Extras[/B]
- 55% Efficent In Cars
- 20% Efficent In Larger Vehicles
- Cheap
- Easy To Find And Buy
- Average Engines / Average Top Speed
- Can Be Stolen From Engines Using Siphoning Rods (Really Not Worth It)
[highlight][U]Diesel[/U][/highlight]
[B]Process[/B]
- Raw Crude Oil Extracted (Barrels)
- Processed In A Fractional Distrillery At Minimum Temperature Of 200°C To 400°C (Large/Small Sizes)
- Put In A Tanker, Jerry Cans, Storage Tank Or Barrels And Sold To Shop Or To Players
[B]Extras[/B]
- 85% Efficent In Cars
- 100% Efficent In Larger Vehicles
- Very Expensive
- Very Short Supplies
- Faster Engines / Higher Top Speed
- Cannot Be Stolen From Engines Using Siphoning Rods Or Other Techniques
[/release]
There is going to be lots and lots of different types of factories and crafting techniques to make things.
Temperature of the Fractional Distrilleries is controlled using expensive coal or cheaper wood.
Fuel types seem very realistic, looks like good work. Hope it gets put into action, you've got a lot of stuff going on
[QUOTE=DerpHurr;30685127]Fuel types seem very realistic, looks like good work. Hope it gets put into action, you've got a lot of stuff going on[/QUOTE]
Yes i have huge amounts to work on.
I plan to have this finished by the end of my 6 week holiday.
Great! So we have to have organized labor to extract the crude oil, process it, then ship it to players.
Not just oils and fuels.
We also have the wood, ores, stone, mining, farming and just renting out vehicles and factories to players.
So much will be possible when this is done.
The government is managing the resource collection and distribution, right? So the mayor can do some management. :D
No, the mayor will have so many other controls.
Such as the economy, base rates, stall prices, speed limits, road blocks, government objectives, public objectives.
[release]
[B]List Of Things The Mayor Can Buy[/B]
- Extra Police Slots For more cops
- Extra Medic Slots for more medics
- Default loadout modifications and upgrades for all government workers
- SWAT Teams and extra swat teams
- Government vehicle Quota
- Money Printers - For Government Funds(Not little things, huge warehouse size machines, need to be protected)
- Upgraded City Settings such as speed cameras and radar guns
- 3D2D Notifications when you enter and leave city displaying infomation and speed limits.
[/release]
Im spewing out ideas tonight, ill get to work on later tonight.
[QUOTE=Science;30685425]No, the mayor will have so many other controls.
Such as the economy, base rates, stall prices, speed limits, road blocks, government objectives, public objectives.
[release]
[B]List Of Things The Mayor Can Buy[/B]
- Extra Police Slots For more cops
- Extra Medic Slots for more medics
- Default loadout modifications and upgrades for all government workers
- SWAT Teams and extra swat teams
- Government vehicle Quota
- Money Printers - For Government Funds(Not little things, huge warehouse size machines, need to be protected)
- Upgraded City Settings such as speed cameras and radar guns
- 3D2D Notifications when you enter and leave city displaying infomation and speed limits.
[/release]
Im spewing out ideas tonight, ill get to work on later tonight.[/QUOTE]
Meh. Ah well, at least its quite a lot. Good to see regulated speed limits, ability to modify equipment and so on.
I plan to add more than just that but its just a start.
[QUOTE=CowThing;30640118]None of the Garry's Mod RP servers/gamemodes I've ever seen have interested me. Guns are completely pointless, people buy the guns then kill people, and as soon as they do that everyone starts to yell "RDM BAN HIM OMG", which is total bullshit. If the gamemode has guns and people don't like RDM then the GAMEMODE needs to have ways to combat it, make it so there is very little ammo for guns, make it so there has to be a police force before anyone can get a gun. Or better yet don't add guns at all.
Just allow people to punch each other with fists, and instead of dying they "faint" their screen darkens, but not completely, and they fall to the ground, the player can still look around. From there if someone has a medical kit they can revive them on the spot, or after 10 seconds the player could choose to revive at a hospital.
Vehicles are pretty pointless as well unless you get a very big map.
Maybe have it so we actually have to craft tools and items instead of just buying everything from stores, similar to Minecraft. There could be mines for people to mine various minerals, which can be used to make tools that will speed up, or more efficiently mine, harvest, or do other tasks. A forest to collect apples, herbs, seeds. Seeds could be planted and will make a little mound of dirt that will grow a certain food, like a watermelon, after 10 or so minutes. Stores should only be stocked with what the players sell. So if there is a food store they wouldn't have any food until a player sells them apples they collected from a forest, or various plants they grew.
Or maybe have it so stores are completely player run. there could be a market place which has several stands that are free to use, but will take 5% of all the money you make. You enter a stand and there will be a menu where you can place items, and set a price for each item. other players can then come and view your store and buy things. Then there can be actual stores, or maybe be able to run a store from your house. These will need to be purchased, but once you have it you can set up a similar store system as the market place, but it wont take 5%, and you wont need to stay in the store for it to work.
Every time you do an action like mining or collecting from a forest you should earn a very small amount of money. But you should not get money every x minutes, and you shouldn't need to sign up for a job. Players can determine there own job by what they do. Maybe they want to mine a lot. Or maybe they want to create rare or useful tools to sell to other players. They could make medicines with herbs that when taken by someone will speed up their actions, or make them run faster for a certain amount of time.
Players will have "health" and "energy". Health goes down when taking damage like being hit or falling, which when it hits 0 will lead to fainting. Energy is used when doing any action, and when you craft something is goes down a lot. If your energy is 0 any action or crafting you do will take from your health. Both health and energy can be replenished by eating foods or taking medicines made with herbs.
I don't know how difficult this kind of stuff would be to code, I'd imagine the inventory and item stuff wouldn't be too hard because I've seen plenty of that in Garry's mod. But anyways, this is the kind of stuff I would want to see in an RP, to me this is the kind of stuff that needs to be done to keep players doing actual things, and not just pretending, as well as giving as much freedom as possible to the player.[/QUOTE]
LOL Sounds a bit like gangwars
[QUOTE=madhatterzz;30692870]LOL Sounds a bit like gangwars[/QUOTE]
CowThing probably stole that from gangwars yeah, gangwars was the first to do this and no one else can do it!
[QUOTE=_Chewgum;30701941]CowThing probably stole that from gangwars yeah, gangwars was the first to do this and no one else can do it![/QUOTE]
Hey, whatever brings about this awesome gamemode idea I don't care if the idea was taken from another game.
Nobody cares about all that shit. If people wanted to make money and spend it one gasoline, they'd go out and do it. People roleplay because things can happen that don't happen in real life, without all the consequences. What you need is sporadic, admin-run special "events" and such. These could be anything. Earthquake. Virus outbreak. I don't know. The admins would need to be creative. These events need to be frequent enough to make people keep playing, and infrequent enough so that the don't become mundane. In between these events, which some times can last days or maybe only a few hours, there should be nothing but player-driven roleplay. Periods of passive rp. The events ought to help progress some over-arching plot, but the players ought to be able to mold their own characters' personal dramas into that plot. I've seen it done and when it works, and with the right players, it's phenomenal. The thing you need to avoid, however, is admin elitism (excluding players from the "Events") and also players becoming dependent on these "events." That's a balance you'll need to work out on your own.
[QUOTE=DerpHurr;30702206]Hey, whatever brings about this awesome gamemode idea I don't care if the idea was taken from another game.[/QUOTE]
[sp]He was being sarcastic.[/sp]
[QUOTE=GoldenGnome;30703327]Nobody cares about all that shit. If people wanted to make money and spend it one gasoline, they'd go out and do it. People roleplay because things can happen that don't happen in real life, without all the consequences. What you need is sporadic, admin-run special "events" and such. These could be anything. Earthquake. Virus outbreak. I don't know. The admins would need to be creative. These events need to be frequent enough to make people keep playing, and infrequent enough so that the don't become mundane. In between these events, which some times can last days or maybe only a few hours, there should be nothing but player-driven roleplay. Periods of passive rp. The events ought to help progress some over-arching plot, but the players ought to be able to mold their own characters' personal dramas into that plot. I've seen it done and when it works, and with the right players, it's phenomenal. The thing you need to avoid, however, is admin elitism (excluding players from the "Events") and also players becoming dependent on these "events." That's a balance you'll need to work out on your own.[/QUOTE]
You are describing Heavy Rain.
Having some big storylines or random eathquakes is an annoyance. Its better to let people into some city and let them make the story from then on, rather then kicking them right off the bat.
Successful roleplay? Less RP, more RPG.
People enjoy a bit of a grind so they can get whatever they wish. With true RP, it's up to the player so set their goals and not a lot of people do that well.
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