Loader

Another Idea By Yours Truly.

Started by Khorn, 09-11-2011

0 Members and 1 Guest are viewing this topic.

Yep, I'm back as the ideas guy. Can't wait for you to shoot me down due to an issue you disagree on.

And don't forget to not add any ideas yourself.




Now there are probably ton of loop holes that could be fixed, but I'd really love it if you people who planned to spend a minute on reading this would offer me some insight and things without simply shitting all over this.
Any form of help is appreciated and I am surely gonna get a lot of hissy fits from people who don't like to read.




So we all know, SRP has been plagued by people needing items like guns and suits. What I propose we do here, is throw ideas around in hopes of finding the best way to handle the situation so items don't stay top priority for old and new players to SRP.

We also know, regardless of what we do, many people will always stay focused on items. So ignoring them, what we need to do is find ways to make item hoarding less appetizing.


Now onto my soon-to-be-killed idea, probably by Paintcheck, as history has foretold.



First are factions. Faction have no reason to be focused on items, at all. They should be focused on their ideals and the want to remove other factions and their ideals out of the zone.

Duty, they want to destroy Zone.
Freedom, open the zone to the world for all.
Monolith, be crazy and kill anyone disrespecting their home, basically.
Military, keep crazy idiots out of the zone, AKA shoot all stalkers.


Now what I was thinking to do to cut back on their need for items, and to increase their thirst for blood shed was making their characters into a "Generic Grunt" but with names and personalities. In a way, turn it into STALKER Multiplayer.

Each Faction got their ranks, each rank has their set gear. This gear is super glued to the character so as they can never lose the item they use. (Yea, it can make people rambo a bit, but it makes the wars more juicy)

In order to get better gear, you got to rank up in your faction. Talk to the leader of said faction to see how. There are ways to handle this ranking system. You can have unlimited ranks. You can have set limits to ranks. Or you can have a price set to ranks, or requirements to let someone rank up.

So the gear itself is stuck with you, no matter what. You die, you still got your gear and you're ready for round two when it comes. (You may hate this idea, and I bet you will yell at me why) But if you ever played the actual game, you would know, the factions never had an issue with gear or soldiers. Unless they were posted out in some shitty back water zone. So items should never have been an issue. This would be limited to basic gear, no extra Exo's or FN2000.

So, if a faction has no issue with buying ammo or gear, than that means they shouldn't worry about doing actual shoot outs in the zone like they should.
If a player dies, than they just stay out of the battle. Once it's over, they return to were ever their base is. This would help with getting factions more willing to act like a faction and less like a summer camp for random loners.



Loner factions on the other hand, should be focused mostly on survival, and hitting it rich on some sort of score.

Loners/Rookies, Sneak into zone, fuck military bitches and get money.
Bandits, Sneak into zone, fuck loners bitches and get money.
Mercs, Waltz into zone through private means, do jobs, get money.
Ecos, Fly into zone in style, study bitches, make jobs, give money.
Traders, Evolve from Loners or some something, make jobs, make money, give money, get items, give items.


Loners and mercs would make money and get jobs for assisting factions. Factions Leaders get paychecks, to pay off these hired hands. Loners and Mercs use this money to improve themselves, while making ties with factions.

Over time a loner or merc may join up with a faction adding to their ranks. Or stay independent. Or be stupid and help both, thus causing them to kill the idiot permanently.

Bandits can help in a similar way as loners and mercs, except they can disregard factions and rob loners and such. They should never bother trying to rob a faction member, as they should never really encounter a single one.(Shoot me your complaints)

Ecos are there to make jobs for those who wish to stay independent and keep to more Passive RP.
Traders act the same as Ecos too, but would offer a different line of work that could effect factions. Maybe.




Now onto mutants.

Nothing to really add. They kill stalkers and eat them. They shouldn't even be allowed to hold any gear.






Now there are probably ton of loop holes that could be fixed, but I'd really love it if you people who planned to spend a minute on reading this would offer me some insight and things without simply shitting all over this.
Any form of help is appreciated and I am surely gonna get a lot of hissy fits from people who don't like to read.

The way srp works and stalker, is upgrading your items when you get more money, getting a better suit or gun. It's progressional. Factioners also upgrade and specialise within their faction. With sniper rifles and such. It's something that should never be changed because it's just what makes stalker.. well... stalker. Even if you try to push for "Generic" layouts, people will always want more to express themselves and their character.

Quotebreslau: if i cant cheat i dont wanna play
breslau: period

But here is the thing with your idea Korn. Your idea, like you said, makes Stalker into a multiplayer. Also if factioneers don't lose any gear then how will faction A be hindered by faction B when faction B launched a mortar strike? Plus, making the dutiers 'just grunts' loses a lot of roleplay.

The point I'm getting at is the current system is alright. We just need more events and jobs to take place that contain higher risk.

[flash=500,30]http://www.youtube.com/v/9UousVNJaIM[/flash]

We had this system before Silver decided to use Kuro's bullshit script and it worked very well I miss those times.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

Quote from: Jake on 09-11-2011
We had this system before Silver decided to use Kuro's bullshit script and it worked very well I miss those times.

This, I seem to recall Silver had this for Monolith fighters to make them easier to be killed without bankrupting the faction/dumping a shit ton of guns in the economy and it worked pretty well. It also would keep the factions balanced since that way active factions wouldn't horde cash for days on end and wind up with so much wealthy that they can all run around with top end guns that other factions can't compete with (this was a huge problem a while back with military sitting around essentially money farming for weeks on end and winding up with 10 SKATS and VSS while Freedom has like 3 players with AK74SUs, thereby ensuring Freedom would get even more inactive as military assfucked them repeatedly).

And Khorn I only shoot down shitty ideas, not all ideas. The problem is most people suggest shitty ideas that I can think of a way to break in 5 seconds. The only thing I can think of that might cause problems is the half-retarded player base not joining factions because they can't grind for gear any more (though why people WANT to do that astounds me).

Of course it does make being an unaffiliated loner more difficult since the only money would come from factions (traders don't get the "Free" money the faction leaders get so they still won't want to make jobs).

Quote from: Paintcheck on 09-11-2011
Of course it does make being an unaffiliated loner more difficult since the only money would come from factions (traders don't get the "Free" money the faction leaders get so they still won't want to make jobs).

It was part of the fun.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

We used to have spawns with AK74-us that were not droppable, back a long time ago. It was kind of anoying, but it worked in ways.

Quote from: Jake on 09-11-2011
We had this system before Silver decided to use Kuro's bullshit script and it worked very well I miss those times.
I was about to search for loopholes in Khorn's text, but Jake just made me have awesome flashbacks.

09-11-2011 #8 Last Edit: 09-11-2011 by Paintcheck
Actually come to think of it way, way back flags spawned with guns based on the flag for factions but the gun was droppable. But you spawned with it every time so fights were far more common since losing a faction war didn't mean bankruptcy.

Downside with droppable, spawning guns of course is after every faction fight the economy gets flooded with guns.

Quote from: Paintcheck on 09-11-2011
Actually come to think of it way, way back flags spawned with guns based on the flag for factions but the gun was droppable. But you spawned with it every time so fights were far more common since losing a faction war didn't mean bankruptcy.

Downside with droppable, spawning guns of course is after every faction fight the economy gets flooded with guns.

Mili had abakans, Freedom had LR300s, and Duty had Ak74ms if i remeber.

Quote from: Paintcheck on 09-11-2011
Actually come to think of it way, way back flags spawned with guns based on the flag for factions but the gun was droppable. But you spawned with it every time so fights were far more common since losing a faction war didn't mean bankruptcy.

Downside with droppable, spawning guns of course is after every faction fight the economy gets flooded with guns.

Yeah and that never worked, loners never spawned with that stuff, they would try and farm guns from factions and likewise factions could just respawn and drop their guns. Like darkrp.

Quotebreslau: if i cant cheat i dont wanna play
breslau: period

Exactly which is why you don't make the guns droppable like Khorn said.

Quote from: meetdadoom on 09-11-2011
But here is the thing with your idea Korn. Your idea, like you said, makes Stalker into a multiplayer. Also if factioneers don't lose any gear then how will faction A be hindered by faction B when faction B launched a mortar strike? Plus, making the dutiers 'just grunts' loses a lot of roleplay.

The point I'm getting at is the current system is alright. We just need more events and jobs to take place that contain higher risk.

You didn't read much into I guess. the faction war would be like the multiplayer in Stalker. And Factions would hinder each other by having better fighters or more territory. We could put a scheduled thing together for when territory can be attacked and taken and when you can't(Like a day or two after a war. The recouping period.)

And I never said make dutiers grunts. I said make faction characters grunts in a sense, they still have names and a personality(if the person playing can handle that much.)

Lastly, the current situation is not okay. Throwing in more events and jobs won't help anyone. It's a temporary solution that won't affect much.
Basically doing that just pumps in more money from nowhere and giving it to players who are lucky enough to get on or have gear already to survive.



And going back at the idea, it could be made that no one drops their gear and simply go NLR each time they die. Over time they may make connections and enemies until they get to a point where they get listed for a PK by a group or person that hates them.

Quote from: PaintcheckAnd Khorn I only shoot down shitty ideas, not all ideas. The problem is most people suggest shitty ideas that I can think of a way to break in 5 seconds. The only thing I can think of that might cause problems is the half-retarded player base not joining factions because they can't grind for gear any more (though why people WANT to do that astounds me).

Of course it does make being an unaffiliated loner more difficult since the only money would come from factions (traders don't get the "Free" money the faction leaders get so they still won't want to make jobs).

The half retarded playerbase that wants to grind for gear can go ahead, but it would be tougher, like it should be. Acting alone in the zone should be difficult. That would force them to interact with others and maybe join a faction.

And the thing is, Loners shouldn't make paychecks in a sense. We should get some damn artifacts back into the server so people can find and sell them again to Eco.
Traders should get some form of paycheck to help fund missions. If it must, make each admin have a Trader. No longer let players fuck the server with their greed. Even though admins would have it too. Perhaps make it so the Trader is a faction with set gear that can't be exchanged either so they won't be able to spend money on themselves.



Again, ideas to fix the issue with the current script would be lovely. You all should know we have issues and pumping more money into won't fix anything. And wiping it a few months later won't help either.

A good idea to solve faction bankrupcy after a fight would be to make their fights an exception of GR or to buy moderate weapons for them. Not G36's and AS VAL's.
░░░░░░░▐▄▀▒▒▀▀▀▀▄▄▄▀▒▒▒▒▒▐
░░░░░▄▄▀▒░▒▒▒▒▒▒▒▒▒█▒▒▄█▒▐
░░░▄▀▒▒▒░░░▒▒▒░░░▒▒▒▀██▀▒▌
░░▐▒▒▒▄▄▒▒▒▒░░░▒▒▒▒▒▒▒▀▄▒▒
░░▌░░▌█▀▒▒▒▒▒▄▀█▄▒▒▒▒▒▒▒█▒
░▐░░░▒▒▒▒▒▒▒▒▌██▀▒▒░░░▒▒▒▀ ▌
░▌░▒▄██▄▒▒▒▒▒▒▒▒▒░░░░░░▒▒▒ ▌
▀▒▀▐▄█▄█▌▄░▀▒▒░░░░░░░░░░▒▒ ▐
▐▒▒▐▀▐▀▒░▄▄▒▄▒▒▒▒▒▒░▒░▒░▒▒ ▒▌
▐▒▒▒▀▀▄▄▒▒▒▄▒▒▒▒▒▒▒▒░▒░▒░▒ ▐
░▌▒▒▒▒▒▒▀▀▀▒▒▒▒▒▒░▒░▒░▒░▒▒ ▌
░▐▒▒▒▒▒▒▒▒▒▒▒▒▒▒░▒░▒░▒▒▄▒▒
░░▀▄▒▒▒▒▒▒▒▒▒▒▒░▒░▒░▒▄▒▒▒▒

09-11-2011 #14 Last Edit: 09-11-2011 by Paintcheck
Traders don't spend money on themselves, the issue is it takes a huge amount of effort to put together a mission that will be over in 2 minutes or result in you getting swamped by 10+ players at once treating you like an NPC which sucks and isn't fun. That's got nothing to do with greed. Or, alternatively (the last few times I tried to make missions) I spend 15-20 minutes setting something up and no one shows up for the mission. And then they bitch about not having anything to do. That, and OrangeReel and I (mostly OrangeReel) are about the only active traders. But that's a completely different issue.

Artifacts would indeed be nice as would active ecos as would a price list for artifacts so traders have some idea of what they are worth. Whenever someone brings me an artifact neither of us have any idea how much a fair price for the artifact is. Which is frustrating.

But again that is neither here nor there.

09-11-2011 #15 Last Edit: 09-11-2011 by Khorn
I don't know about that, but I recall a few traders having quite a nice set of gear back then.

As for the mission making. I understand that part. Which is why they need to be less elaborate and more generic.

Perhaps a quick scout mission or find an object in a field of anomalies.

Kill off a pack of mutants in a location. Or deliver something to someone else.



Also, having artifacts spawn would help eliminate the need for missions, as people could find them.
Perhaps along with artifact spawn, we can have a stash spawn. But it have to spawn in an anomaly field like artifacts, or danger zones. Something admins can turn on or off, or dependent on number of players on server.

I'd like to seen full blown faction conflicts, but money is too tight.


Either people lost interest, or all the active players have responded.

Any  other input would be great, since something needs to be changed.

I'm not trying to say lets wipe the server and try this idea.

I just want people to input ideas, brainstorm, and come to an agreeable solution to better SRP. An agreement that will get rid of the majority of players need for gear. Something to breath life back into the server, the factions, and the players.

Since the FRP server is dead, why not make it a test run server for any idea we come up with?

I'd like to see factions have weapons locked on their character, It'd definitely spice up fights between factions  with none of the rooks hoarding the field for gear, and less camping because of money issues.