Lord Rahl's New Ideas

PostNukeRP Gamemode Suggestions

Lord Rahl's New Ideas

Postby Lord Rahl » Tue Feb 14, 2012 11:22 am

Havent said much in a while but I still have ideas!

1) Ammo Recycling.
I've been playing Fallout New Vegas *alot* lately, and got an idea: In fallout when you shoot guns you recover ammo shells that can be recycled and used with gunpowder &etc. in order to make ammo instead of purchase it.
-What if on pnrp, as an engineer, you have a slight chance to get scrap/small parts when you fire your gun.
Maybe even implement an ammo shell item/resource that can be converted into bullets using the engineer's furnace?

2) So I'm playing on this zombie survival server, and basically you choose between being human and zombie, as a zombie you have a zombie arms swep that makes you growl with secondary fire, and smack things with primary.
-What if PNRP had a Zombie class? Sometimes its fun to just go around killing players, so what if you can switch to a zombie class, and be not only allowed to kill, but ENCOURAGED to kill? While playing as a zombie, you wont lose materials on death, and you cant have weapons or scavenge. Its a class just for roleplay purposes!

3) What if Scientists could create a health/energy generator, Which directly runs on chemicals?
It could be a permanent tool that needs to be refueled occasionally and generate to any player, or maybe cost the player character a certain amount of chemicals per use?

4) What if Scavengers could find special items while scavenging at resource points? Meaning if they are at a node, scavenging, they suddenly find a can of beans that gets added to their inventory? Or maybe ammo? A metal pot? Some items can work for this others wont.

6) I actually got this idea from a really old idea from sy: Raider camps that spawn with lockers and stockpiles.
You said this couldnt work due to the AI involved. What if you make it Abandoned camps with lockers and piles? A zombie filled camp, with some but not many props to make it look realistic? Zombies will spawn alot in these areas and can only be destroyed when all the wooden fences outlining the camp are down. Or something similar.

7) this was suggested before, but I'll add it here as well: Headcrab canisters. They work like antlion mounds and will spawn around the map, (no flying in or anything needed) They will spawn with an explosion & smoke effect in order to mask the random appearence of the canister itself.

8) What if the engineer, scientist, and cultivator had special tools that allow to create their atrributed items more efficently? It would work like the Engineer's construction skill but affected by the prop itself: if you are standing near it when you craft, its chepaer then normal.
It would be a workbench of some sort for Engi, A lab/computer desk prop for scientist, or a stove for cult.
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Re: Lord Rahl's New Ideas

Postby eldarstorm » Tue Feb 14, 2012 1:33 pm

1. Not sure about ammo recycling. Maybee the scrap thing, will have to think on that. Also we don't really want to copy fallout.

2. Interesting idea on the zombie class, not sure if it's a rout we want to go. Will have to talk to Lost and Main about that one. It rather reminds me of another gamemode that we might build after pnrp. Will explain more on that one later.

3. Sounds alot like the medical in TF2, and would make hp kits useless.

6. Talked about raiders before, still debating that one.

7. Things about 7 is, pnrp is not completely based off of half life. So using those like that would not really fit.

4. We are already talking about finding other items when you scavenger, beans was one of them. We may be revamping the crafting system in the future, building stuff may require parts that you have to find. Good may require hunting as well. Beleave this is already on my post about stuff we have planned.
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Re: Lord Rahl's New Ideas

Postby Remnant John » Tue Feb 14, 2012 5:16 pm

some of those seem pretty useful, but others, make classes more independent, i love when classes NEED each other

some things like the ammo recycling, i dunno, seems in hang-time to me

as for the health regenerator, that sounds like a horrible idea, (sorry to be so harsh) sounds like it could completely remove the need for medkits. the only cool thing i think would come out of that, would be like a sort of, rental type service, where you could set it up somewhere and have someone pay for the refills (plus your profit too)
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Re: Lord Rahl's New Ideas

Postby Remnant John » Tue Feb 14, 2012 5:19 pm

and about the raider camps, this has been suggested in so many damn posts, but i still can't even FATHOM the amount of code you would need for that, unless of course, the camp was the same in EVERY camp, which would get pretty dull after a while, and also, what happens when you raid the stockpile/locker? the rest of the props just stay there?

doesn't make much sense to add it to me
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Re: Lord Rahl's New Ideas

Postby Lord Rahl » Tue Feb 14, 2012 5:29 pm

Well I appreciate the criticism and maybe I'm just being too defensive- but as for your reactions to 1, 3, & 6:

1) It wouldnt be copying fallout, i mean its not a very unique idea to pick up ammo shells after you shoot. Personally, if i was in a wasteland, I would become a hoarder of any possibly useful item lol.

3) The tool would have to be completely stationary, like an activated miner, and expensive to boot. I think this would be a really good idea, tbh, and after recognizing that my previous use of field generators was cheating, It seems impossible to recover health quickly and efficiently without cheating, I just think that can be changed ;P

6) I'm not saying raider NPC's, I'm saying zombie infested "camps" that resemble old abandoned bases, they can have tools or materials in them or something.
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Re: Lord Rahl's New Ideas

Postby eldarstorm » Tue Feb 14, 2012 10:09 pm

Knew what you meant on the camp thing, something like that would be tricky. And it's usability would carry on different maps.
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Re: Lord Rahl's New Ideas

Postby [TBU] CrazyKid » Wed Feb 15, 2012 2:27 pm

Unfortunately Rahl, I am agreeing with John and Eldar on this one...I totally do not like the health generator idea at all... Talk about getting healed fast lol, just buy some medkits :P we all have them and they already work
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Re: Lord Rahl's New Ideas

Postby CmdZoidberg » Thu Feb 16, 2012 3:46 am

Health Generator = No No. It would be like sticking a TF2 Dispenser in the game, and that just wouldn't be fitting for the setting at all. Not even were you to have it as one of those wall mounted health dispensers from HL2. It'll just throw away the use of Med Kits if you can have a tool that produces health constantly so long as it's fed chemicals (which are ridiculously easy for Scientists to get, you're essentially making them immortal with this).

Bullet Recycling I'm in two minds about. On one hand I'm like Eldar, I feel it's stepping on Fallouts territory (despite what you claim about it not being unique, how many games actually feature ammo recycling?) On the other hand, I could see it being added as a sort of perk which reduces prices on ammunition for the Engineer, rather than having to collect all the bleeding parts which would be more problematic.

Player Character Zombies? Do. Not. Touch. However successful it may have been on whatever server you saw it in, I must advise you do not allow this sort of thing in the server if you're hoping to create an RP gamemode. Speaking from experience here, permitting people to play the bad guy constantly in a RP environtment without any PvP rules set is a mingebags wet dream, and can become extremely disruptive for those who are RPing sensibly. If you're gonna have this at all, have it as a members only sort of thing. So you know the people who will play Zombies, are more inclined to do so for the fun of it rather than to annoy people.

Scavenging items... I don't know why this isn't in already if I'm honest. A fairly limited loot table would stop it from shunning out the usefulness of the crafter classes, as well as a very low percentage chance of actually finding anything additional.

Raider/Deserted Camps. How I'd love to see these come to fruition. Sadly, I don't see it ever coming. For one, it needs to be scripted so that the pre-designed camp will actually spawn, then spawn locations need to be set carefully so you don't get a tent wedged inside the wall of a dilapidated building. Then there's the spawns themselves. Zombies are not so much a problem, but raiders? Humans armed with guns? They would shoot anything they see and end up clearing up most of the map (unless made considerably short sighted, which then just leaves them open to snipers and makes it no fun).

I think it was me who suggested the Headcrab Rocket Pods, though I never knew that the server was supposed to be based in a alternate reality to HL. So if thats the case, for something like this I'd see either a Headcrab Nest being introduced, or randomly spawning portals to Xen.

Perk items essentially. Sort of similar to what I'd suggested awhile back, where all classes would need certain tools to create anything. Rather than being able to fashion an AK-47 assault rifle with their bare hands (good look with fashioning the pressed steel frame!)


And boom goes the dynamite.
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Re: Lord Rahl's New Ideas

Postby eldarstorm » Thu Feb 16, 2012 10:45 am

Have not introduced scavanging items yet becouse the construction system had not really reached the level for that, plus in the early days we were rather new at this and it never crossed out minds at the time. When we first built that system, it was alot just to get the 3 materials.

We have allready been putting together plans for this system. Once patching is compleat, we will be overhauling many of the systems in PNRP.

The playable zombie class, Zoid brings up a verry good point against that, one that I really hated about DarkRP. It encourages RDM without reprocutions. Dont worry about a gameode with playable zombies, we have had one in the planning stages for a while.

Tempted to spill the beans... but must resist. :twisted:
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Re: Lord Rahl's New Ideas

Postby CmdZoidberg » Thu Feb 16, 2012 3:35 pm

Give the admins/moderators Zombie Master-esq controls.
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