Attract new role-players with an object creation & Inventory system
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Simon Bourne
Anthony_Weber
6 posters
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Attract new role-players with an object creation & Inventory system
I've been playing for a few hours on this server, but I've realised that the role-play is restricted to character to character interactions and only a few character to object interactions. The only character to object interactions are the few scripted things that you can buy at the 24/7 store, and the weapons in the Ammu-nation. The programming team may perhaps allow players to create THEIR OWN role-play items.
The only flaw in this system is that it requires maturity, fairness and a realistic attitude from the role-players both when they create the item, and when they use it.
I feel that this system may expand the flexibility and quality of role-play in this server, thus making it more attractive for future role-players to stay. Players can make their own business out of this. At least, it would make the role-play slightly more realistic, since right now, role-play objects can be created just like that, for free. For example, I can pull out an Mp3 player from nowhere and start listening to a song in the server with a simple /me command. Which in real life, isn't quite possible.
It's quite a laborious system, but it would definitely be a unique system that will entice players to play for more hours and give this server something unique, something that people have never seen before.
The only flaw in this system is that it requires maturity, fairness and a realistic attitude from the role-players both when they create the item, and when they use it.
- Spoiler:
- 1. At specific locations (e.g. at a factory), a player can go into a marker and:
/createitem (class of item from the following list of classes) (name of item) (amount of item to create)
Classes:
Foodstuffs: Cost 10$ to create each food item (e.g. pizzas, sweetrolls, hotdogs, sprunk...)
Electronics: Cost 100$ to create each electronic item (e.g MP3 player, speakers, torches)
Stationary: Cost 5$ to create each stationary item (e.g. papers, pencils, rubbers, notes)
Drugs: Cost 50$ to create each drug item (e.g. Adrenaline, disease-curing drugs, pleasure drugs, poisons)
First-aid equipment: Cost 10$ to create each piece of equipment
(Creating RP weapons as a class would be a BIG no-no. Neither a miscellaneous section should be allowed because people will use it to come up with all sorts of stupid items.)
2. Then, characters would be able to check their "inventory" by:
/inventory
Which will display a screen with the items and their respective IDs and amounts.
3. To use an item:
/use (id) (action)
Which will post a message similiar to this:
Firstname_Lastname uses his <object name> ((<object class>)) to <action>
For example: Bishop_Bourne uses his MP3 Player ((electronic device)) to listen to some Korn music.
Important: There must be something that distinguishes this from /me or /do, so players wouldn't be able to fake using a non-existant item.
4. /giveitem (id of player) (id of item) (amount of item)
(used for general RP, transferring of items to players, whether it be pick-pocketing or doing business while giving pizzas)
5. /dropitem (id of item) (amount of item)
This will drop a briefcase sign with an ID on it, and the class of object that it has. So, when players are at this marker they can:
5. /pickupitem (id of item)
6. /destroyitem (id of item)
(this would be used to RP one-time use items, such as the first-aid kits that we mentioned before, or the drugs that we mentioned before)
I feel that this system may expand the flexibility and quality of role-play in this server, thus making it more attractive for future role-players to stay. Players can make their own business out of this. At least, it would make the role-play slightly more realistic, since right now, role-play objects can be created just like that, for free. For example, I can pull out an Mp3 player from nowhere and start listening to a song in the server with a simple /me command. Which in real life, isn't quite possible.
It's quite a laborious system, but it would definitely be a unique system that will entice players to play for more hours and give this server something unique, something that people have never seen before.
Anthony_Weber- Eavesdropper
- Posts : 82
Join date : 2011-03-13
Re:Attract new role-players with an object creation & Inventory system
Lol i do that as keybind "7" t/me takes his iPod out and listens (type the song here)
Simon Bourne- Sheriff's Department
- Personal Text : Only the dead find the true end of War
Posts : 1858
Join date : 2011-01-16
Age : 28
Location : Somewhere in Nevada.
Re: Attract new role-players with an object creation & Inventory system
It would be good if this suggestion was scripted this is a good idea /support
Marcus Campbell- Sheriff's Department
- Personal Text : R.I.P VHRP 2010-2012
Posts : 990
Join date : 2011-03-12
Age : 27
Location : Belgium,Europe
Re: Attract new role-players with an object creation & Inventory system
This would be very great,but only if certain people had the ability to use this command. Like there is donator status, so there could be this. Rudy types in a command or goes into the script and gives you some status that lets you use this. It would be great.
Re: Attract new role-players with an object creation & Inventory system
Chris_Bell wrote:This would be very great,but only if certain people had the ability to use this command. Like there is donator status, so there could be this. Rudy types in a command or goes into the script and gives you some status that lets you use this. It would be great.
Perhaps there will be an application to use the creation command, and only people that are known to be role-play trustworthy could use this command.
Alternatively, this could be restricted to people from level 3 above. That may make it more feasible.
Anthony_Weber- Eavesdropper
- Posts : 82
Join date : 2011-03-13
Re: Attract new role-players with an object creation & Inventory system
No applications, I think just admins should be able to give them out(level 2+ admins). Applications are so easy to do. No one is truthful with those, its just blowing shit out your ass to make it seem like you deserve whatever your getting. A really good example is a police application
One day your shooting random civilians, the next your "asslicking" on an application to be a cop, if your accepted whoopee!, if not, you go back to shooting civilians.
One day your shooting random civilians, the next your "asslicking" on an application to be a cop, if your accepted whoopee!, if not, you go back to shooting civilians.
Re: Attract new role-players with an object creation & Inventory system
Chris_Bell wrote:No applications, I think just admins should be able to give them out(level 2+ admins). Applications are so easy to do. No one is truthful with those, its just blowing shit out your ass to make it seem like you deserve whatever your getting. A really good example is a police application
One day your shooting random civilians, the next your "asslicking" on an application to be a cop, if your accepted whoopee!, if not, you go back to shooting civilians.
Very, very good idea.
Anthony_Weber- Eavesdropper
- Posts : 82
Join date : 2011-03-13
Re: Attract new role-players with an object creation & Inventory system
Chris_Bell wrote:No applications, I think just admins should be able to give them out(level 2+ admins). Applications are so easy to do. No one is truthful with those, its just blowing shit out your ass to make it seem like you deserve whatever your getting. A really good example is a police application
One day your shooting random civilians, the next your "asslicking" on an application to be a cop, if your accepted whoopee!, if not, you go back to shooting civilians.
Some factions already have that in place, I'd support a more IG application system..
Peter Greenson- Donator
- Posts : 2558
Join date : 2011-02-01
Location : Australia
Re: Attract new role-players with an object creation & Inventory system
In game applications are even easier, because only a few people can see the applier. When an application is made on the SD forums, all hired members can see it. The more people that judge something, the fairer it will be. As everyone says forum applications are harder, which usually means better role players do them.
I still think that the admin handout would be the best choice, but other then that, this is a very good script and I think everyone would love to see it in game.
I still think that the admin handout would be the best choice, but other then that, this is a very good script and I think everyone would love to see it in game.
Re: Attract new role-players with an object creation & Inventory system
No level 5 should be good
Akira- Forum Member
- Posts : 123
Join date : 2010-12-10
Re: Attract new role-players with an object creation & Inventory system
My chars are around lvl 3/4. So I'm instantly not trusted?Akira wrote:No level 5 should be good
I go with Chris's suggestion.
Guest- Guest
Re: Attract new role-players with an object creation & Inventory system
I see plenty of high levels who can not use this right, or will not be trusted at all times with this. I think just admins should be able to hand out some kind of "license" to do it. Levels are nothing, it just means that you know the script, it doesn't mean you are a trusted member.
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