:tubular:We got a mother fucking server- 22.214.171.124:27045 - Right now it’s just running Dark RP because the base of the real game mode isn’t made at all. We’ll be adding in mods to make it more like my idea for now.:tubular:
Also, ignore the shit about the train for now. Also also, would quests be a good idea?
HOLY SHIT A GREAT WALL OF TEXT TO KEEP MONGOLIANS OUT OF THE THREAD. Also, assume all lists here of things are incomplete because I’ll be adding more ideas.
Also, steam group. http://steamcommunity.com/groups/planetsettlers
Any bits we already have and don’t need made go here,
GibSplat Two- http://www.facepunch.com/showthread.php?t=801215
Philxyz’s SeriousRP gamemode as a base when it’s done, or SilverRP.
If you have any ideas for *anything*, post it. This needs many more ideas form you all. Also, if you don't understand something tell me.
Also also, this is wrote so terribadly because I hadn’t slept, and it would be a pain in the ass to fix this so fuck.
Settlers is a resource, build, player, and political driven RP with some Bethstinaian RPG elements and no predetermined classes or roles in the standard DarkRPish way.
Anyone can anything so long as they have the skills or the money for it.
The story is a group of interstellar settlers arrive on an old abandoned planet to resurrect the city that was deserted on it.
You start out on an administration ship in orbit and get your stats, model, name, and basic cybernetics sorted out.
After you get off the ship, you get flown in to the planet side space port and take a pre-built train to the city.
But, after more than five people get on the server, the train breaks down.
This is when the admin ship sends down four tool guns, three mobile cranes, some track, and a new train.
Close to the space port is a build zone. Build zones are areas where people can build like in a sandbox.
These are the only areas where you can use a physgun. Things made here are exported out and from there must be moved physically.
This is where the cranes come in, the parts must be hoisted in to place then welded.
You must be very close to an object you want to weld, and objects must be close to each other to be welded outside a build zone. Welds take several seconds to take place, this is how all constraints function.
After three tracks are welded in to place a beam of light will shoot out of the track to take place of the rest of the track and the train can be hoisted on to the track and can be used to get to the city.
Once in the city, the players must get the power plant running.
The plant runs on an ore that players mine.
There are several types of ore:
Normal ore: Gray pot-marked rocks.
Tetrium: Yellow crystals. Gives more power and small amount of silicon is given off as slag.
Thoraline:Small black bouncy balls. Gives off even more power and some metal-strengthening material as slag.
Uranium:Big green glowing rocks. Gives off depleted uranium material as slag.
The admin ship beams down some mining equipment and some vehicles after the players get to the plant.
Players are then directed to a near by ore mine near the city, ore will yeald from 100 to 1000 units of power. After the plant stores 35,000 units of power in it’s primary battery the basic functions of the city will kick on and the admin ship will be fully open to all players.
So long as there is power in the city wire and computers (From PC mod) will work in most of the city.
Players can buy battery packs for small personal wire contraptions (More on wearable contraptions later), and small solar panels for personal power.
All of this is to get the first few players to the server familiarized with how things work. They’ll also be given the status as “Founders” by the Admin Ship.
Their job will be to get most of the basics in place and serve as kind of “founding fathers” for the city.
Shipments of items (We’ll be using Itemforge here) can be bought from the admin ship and arrive at the space port. From there the player must get the items back to the city on their own.
Most items will be shipped in bulk in crates.
For most interaction with the world will be done with physical hands, like in Trespasser.
When the hands are empty, moving the mouse around moves the hand up/down and left/right.
Gravity gun switch key is left/right in/out.
Reload is rotation.
If you bring up the context menu there will be a menu to switch left and right arms, and to switch to throw mode.
Pressing E will let you grab on to things. Mouse 1 is contextual to what you’re holding or looking at. Most of the time it’s used for pressing buttons, swinging melee weapons, or firing guns.
You won’t need to use most of this casually, it’s just there for convenience for anyone who needs it at all.
Contraptions under a certain size and weight can be worn on the player and be used by the hands.
From there the hand can push buttons or pull levers and other objects on the contraption, or a hand grip can be used. Handgrips are explained in the items post.
The world would be interacted with by the right hand and the left would be used for carrying and holding things mostly (But still can be moved around, this will be so people can nail and weld things. They hold the prop in place with the left and have a toolgun in the other hand).
Hand grips are like podless pod controllers. They can direct where the player is looking and what keys/buttons the player is pressing, and parts can be attached to it.
Instead of Advance dupe, we have fabers. Fabers fabricate Advance dupe files. To import a file from outside the game continuity a player must upload it to the server and have it approved by the admins (Real admins). They’ll then pay a fee to have a faber chip with the dupe on it sent to them.
Faber chips are chips for storing and moving the dupe files with in the server. Each chip can hold ten dupes and can be put inside a players Itemforge inventory.
Fabers come in five sizes. Micro, for very small things like things built on to a hand grip. Small, makes things up to the size of a single PHX square. Medium, makes things up to a 4x4 PHX square. Large, makes things up to the size of two Turbo Jalopies. And last, Huge. For things the size of two cargo containers.
The bigger the faber, the more is costs.
Fabers, and single prop spawning along with tools use resources. Prop resources are based on what their physical properties setting is.
Materials will be mined from different material spawning mines, with different sub-types and grades of materials giving different results (Like a metal that’s hyper-resistant to high impact force, or a plastic that’s super bouncy).
Here’s a list of some of the materials and sub-materials. All of these come in different grades that determine the strength and weight of props made out of them.
Metal: Average metal, mostly bullet resistant. Models are various metal HL2 items, not PHX. Corrodes in water or over time and must be polished with bleach.
Plastic: Used to make plastics and rubber. A small layer can be put on to any prop to make it mildly rubberized. Not bullet resistant. Made out of oil automatically by preset oil rigs on the map and packaged in to blue barrels by default.
Fuel:Used for thrusters, cars, and fuel powered generators. Automatically produced by oil rigs and packaged in to exploding barrels. Also, what ever this is in will explode if put under enough force.
Can be poured in to other containers and on to the ground, like in Postal 2.
Glass: For making glass props. Anything made out of glass will transparent. Made out of sand mined by a sand sucking prop. Because there’s sand everywhere, glass grade sand will deplete over time in one area and slowly regenerate.
Silicon:For wire parts, mines the same way as glass.
Alloy materials: For adding new abilities to props.
Gold: Helps with conductivity and makes things gold colored. Some-what rare.
Titanium:Makes things more impact and bullet resistant.
Treloxide:Makes all constraints to a prop stronger.
Stainless steel: For making metal nearly rust-proof.
Depleted uranium: Makes objects denser, heavier and mildly radioactive. Good for projectiles.
Positive/Negative Magnium:Makes things magnetic. Fairly rare.
Droxide: Makes things mildly sticky or very stick depending on the amount used.
Gems and diamonds : Just for show and trade really. Can be welded on to props to make them look pretty.
To save a contraption in game, it has to be scanned by a scanner. Scanners are just like fabers in reverse and come in the same sizes.
Constraints will require either plastic for elastic rope, sodder for welding, nails for nailing, or rope.
There will be no non-wireable uses for the keypad. Also, the keypad will require a mobile keypad that the player must buy and will have a limited range for a player’s wire-input keypad contraptions.
Also, most of the time the keypad will be used for context based actions with things, there will be a menu in the context menu to switch it from item to wire use.
Also also, thrusters will use fuel made from ore and plastic. Why plastic? You already know that, you sexy dog you.
SKILL TREES MOTHER FUCKER.
Most skills will be connected to other skills somewhere on a larger skill tree.
The more you use a skill, the better you will become at it. When you gain a level, you can increase root skills manually and get a perk.
The most obvious of these would be acrobatics, agility, and speed because they all use the legs.
But the more you raise those skills the faster you could raise other physical skills like damage with your fists and melee weapons.
Here’s an incomplete skill tree. Things under the same branch are connected.
Physical- Acrobatics, speed, agility, melee strength, max weight (Physical weight based on the props. Carrying a shit ton of heavy stuff will slow you down, but give you greater stat raises), and parkour (Like in the game mode).
Mental- Electronics (How well a player can use cybernetic implants, use of electronic items like multitools and keyrings, and also reduces materials needed for wire parts), medical, bargaining (Set’s the price of items bought off the ship, lowers your ship-bound taxes as it goes up, and gives a slightly higher chance to find valuable items and materials), and perception (Like in Fallout).
Perks, I can’t think of any now.
Players need to eat, and to eat they need to grow food.
Players must eat around 45 minuets from the last time they ate. If they don’t, they’ll starve over an hour and die.
Effects of starvation are: Lowered stats, big hit on speed and health. Blurred vision and hallucinations, like seeing people who aren’t there, randomly collapsing, and in the final stages inability to walk and tunnel vision.
The idea behind food is to drive food-based industries.
There will be several small lakes in the map that will be fertile and allow for easy growing of plants (And animals, maybe?).
They’ll be containers for water to be transported around for players to grow plants in less fertile areas, like having a rooftop garden in the city. Blue barrels will always be usable for this.
Also, liquids can be poured out using the Liquit containers mod as a base, and will flow on the ground like in Postal 2. Things can be poured from one container to another.
The map will be as large and tall as it can be made to house the large main city, the small outlying urban outskirts, the desert, the oasis farmland areas, the admin ship, the Underworks, and what ever we can jam in.
The Underworks are a large series of tunnels, sewers, and some small abandoned communities and facilities.
This will be the cave-crawl part of the game. Along with the far out barren areas, their will be various monsters in the Underworks.
A short list is-
Vorts (They’ll be the aliens that killed out the first settlers and are the natives of the planet.)
Robots (Combine soldiers along with manhacks and roller mines will do here.)
And last, crazy people (Rebel NPCs that attack players).
Most NPCs will have loot determined on what they are.
Robots will have loads of silicon (For wire chips.) and some electronic equipment.
Maybe these could be shutdown and reprogrammed as robot pets?
Zombies will have meat and some human items still on them from before their zombifacaiton.
Players that are killed by zombies will become super zombies, like boss zombies. Players can either stay this way an play as a monster or use the kill command to respawn, and the zombie would become an NPC.
Vorts will have alien weapons (Most are low grade, but some are rare and have great and strange powers), meat that boosts stats, rare materials, and alien tech.
If a player is killed by a vort, some of the time they’ll be taken to one of their cities underground and be locked up for study and will loose random items. The same will be done to any incapacitated the aliens find.
Crazy people will have a random assortment of things based on the mean of all the player’s inventory.
Found in the sewers and in abandoned towns and are the most common to get in to the city.
All these baddies can get up through the tunnels and in to the sewer, then in to the city.
Unless they’re enticed, this will be rare.
Zombies can be enticed with dead bodies, robots with silicon and metal, humans with food, and vorts with gold and rubies.
But some parts of the city will be unexplored, shutdown, and infested with various things that want to either rape, eat, or bash your face.
When you kill any of these you can use materials from the body to make things like (Custom PAC based, and model based) clothing. Think of wearing a robot’s skin as a suit, or using a headcrab as a back pack, or wearing people’s faces as shoulder pads.
You can also mount anything wearable on to props.
And in these unexplored areas of the city and the Underworks, there are items of great value.
Sometimes it’s rare materials, sometimes it’s armor or weapons, but most of the time it’s technology.
Tech that players can take with them back to the surface and build with.
Items ///////Moved to post below.
Now on to hurting things.
All props will have health based on their material and weight and will take damage from different things accordingly I.E. You could shoot plastic and weak metal to hell, but high grade metal won’t take your shit.
If a prop takes too much damage, first it becomes unwelded from other random props it’s welded to, then if you keep shooting it, it will unweld from everything, then if you’re an asshole and keep on shooting it, it will die and delete itself. Same goes for physical force, not everything can take a super strong/fast blow.
If you try and constrain something that’s been damage too much it will unweld itself at random times to simulate a damaged object.
Players will be able to buy a cheep personal shield to protect them from immediate harm like bullet, but once the shield’s power is dead the fun part starts.
With no shield, the player will take location based physical damage. If you shoot someone in the arm, they’ll drop their gun. In the leg and they’ll either get slowed down or drop to the floor if you want to be a bitch about it and keep shooting them.
We’ll have goremod 2 so for all the gore.
Corpses will decay over time, with the bone being the last and the longest to decay.
Dead bodies will retain damage done, bullets will stay in the bodies and can be matched to the gun that fired it. This is all to drive CSI enterprises and contraptions.
People will bleed out of open wounds and will die to death if it’s not patched up, but there’s a small chance you’ll nick a major vein or artery and they’ll die much faster.
If they have low physical stats they’ll have a good chance of being knocked to the ground, or unconscious by being shot anywhere. But chest/abdomen shots give the highest chance of this.
Headshots are almost always fatal, but rarely the person will have a little life left in them and might have just enough left to crawl to a medic or shoot their attacker.
Personal shields can be upgraded, but cost a shitload.
All players start out with five lives and can buy more from the ship’s insurance company, but only one every two hours. When killed they can take three items with them to the new body and a quarter of their money.
They can also subscribe to a revival service like in Borderlands. But they’ll take some hefty stat hits and drop random items with the corpse if they die too much too fast. After too many times they might not come back at all, or as something really freaky-deaky.