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Topic: all the mud ideas that are fit to print and many that arent |
Title: Neophyte
Posts: 6
Joined: 23 Aug 2009
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Date Posted: Tue Nov 17, 2009 7:21 pm
Subject: Vehicle repairs
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Getting your ride trashed is the pits but getting it fixed shouldn't be as simple as getting a shop and 1 point of skill. Then spamming the repair command. What I propose is to make the repair <vehicle> command require 100 nuyen in parts per attempt. The parts can be purchased from various mechanical shops similar to cyberdeck parts or looted in piecemeal off of vehicle corpses. Note I said vehicle corpses not wrecked vehicles. We don't need to encourage PK on PC vehicles any more than we have to.
Reason why I think this is a good thing:
1) Encourages people who don't want to spend the money and karma to become a mechanic to find one.
2) Encourages mechanical specialization
3) Adds another element to the economy - players would rather sell parts to mechanics at 50% value than to a merchant for 10%
4) Adds yet another much needed money sink to the game.
Just my 2 cents.
Stressmonkey a.k.a Spyder
addendum: Yes I realize this means it's cheaper to buy a new 2k scooter than to attempt to repair a wrecked one most cases. That is as it should be.
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Title: Fixer
Posts: 232
Joined: 31 Mar 2007
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Date Posted: Mon Nov 30, 2009 3:06 am
Subject:
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| JohnnyDeathSquad wrote: | smuggling runs
i duno if the world is big enough to do it yet, but u buy something wholesale in one place and sell it in another. another mud i played has it and anyone can pm me for a link to more info about trade runs from that mud.
so the idea is u go to a special shop and u buy wholesale guns or drugs or whatever and u rent a truck or something to carry it, then u take it to another shop in another city for a profit and u can return the truck there too. the farther the city the greater the profit. also different cities have different demands for goods. along the way ur attacked by robbers, border patrol, etc. people try to steal ur truck and u have to get it back if they're successful. |
That sounds like something that would quickly be turned into a massive nuyen milking machine by anyone with an armored Bulldog and some spare time. The coding demands for a project like that are really steep for something that wouldn't benefit the MUD overmuch.
-----signature----- :::The Star Sapphire:::
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Title: Fixer
Posts: 104
Joined: 12 Dec 2006
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Date Posted: Fri Dec 04, 2009 5:12 pm
Subject: Re: Vehicle repairs
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| Stressmonkey wrote: | Getting your ride trashed is the pits but getting it fixed shouldn't be as simple as getting a shop and 1 point of skill. Then spamming the repair command. What I propose is to make the repair <vehicle> command require 100 nuyen in parts per attempt. The parts can be purchased from various mechanical shops similar to cyberdeck parts or looted in piecemeal off of vehicle corpses. Note I said vehicle corpses not wrecked vehicles. We don't need to encourage PK on PC vehicles any more than we have to.
addendum: Yes I realize this means it's cheaper to buy a new 2k scooter than to attempt to repair a wrecked one most cases. That is as it should be. | I agree with pretty much everything, except I don't think that player vehicles should be excluded.
-----signature----- ~Frank Tenpenny~
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Title: Runner
Posts: 87
Joined: 24 Nov 2005
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Date Posted: Wed Mar 03, 2010 7:07 am
Subject:
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I'd like to put some suggestions out there to make drone riggers a little more viable. In spite of the excellent changes in the past they still are very tricky to use, and my experience with drones is that they're either entirely untouchable by certain mobs or almost entirely a waste of time. A Doberman can take gunfire all day without blinking but can be trashed by a wageslave in fairly short order, quite a discrepancy. I'm not demanding any of these, just putting the ideas out there and seeing what if anything comes of them.
Allow vehicles/drones to retaliate to attack if they would normally be in a position to do so, such as if they're rigged or have someone manning a weapon mount manually. Perhaps also some kind of upgrade to allow them to fire in self defence as well, a tactical AI system perhaps?
Make charging at someone to get into melee a hostile act that triggers retaliation, why wouldn't you shoot at someone that charges towards you? And going hand in hand with this make closing tests necessary for attacking vehicles/drones as well, since they're often most vulnerable to melee at present or so it seems.
A way to change fire modes for mounted weapons would be nice, whether gunning manually or rigged. This would let you decide to either go for firepower or conserve ammo depending on the situation.
Not that important but it'd be more convenient to be able to reload drone mounted weapons without having to remove and reattach them.
A little pie in the sky but it'd be nice to see more variety of drones be useful, most drones aside from the Doberman are only really RP tools at the minute as far as my experience has gone. My crazy suggestion is to let flying drones set an altitude which acts as changing the rangefor shooting attacks, but prevents them going indoors. Could go so far as to say they can only enter indoor rooms that normally allow veehicles and while they are at ground level.
Some kind of ultrasound sensor upgrade would be handy, to help deal with invisible targets.
I'm not looking to make drones all powerful, I would just like to see their performance be a little more consistent and vary less wildly depending on the mobs you're dealing with. In fact I think sometimes they might be a little too good when dealing with some opponents, but repairing them when they fall below half damage needing a workshop plus limited ammo makes them more than a little awkward and clunky. The 100-round assault cannon doesn't count for the purposes of newbie riggers, costing 90,000 when just buying a dobie would be a stretch.
I'm not saying these suggestions are perfect either, in fact if just one of these ideas gets taken on board I'll be surprised. I have thought about these as far as I'm able to with what knowledge I have though. Feel free to use or ignore any/all of these.
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Title: Fixer
Posts: 232
Joined: 31 Mar 2007
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Date Posted: Tue Mar 23, 2010 8:54 pm
Subject:
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Hey guys! Can we get more ideas in this thread? Specifically, I'm interested in ideas for new features or modifications to existing ones- the sorts of things that I could do myself.
-----signature----- :::The Star Sapphire:::
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Title: Runner
Posts: 59
Joined: 20 Sep 2005
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Date Posted: Wed Mar 24, 2010 3:07 am
Subject:
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I'd like a command, like consider, to take into account some sort of say, street etiquette roll, that would give you hints to person's reputations to notoriety ratio. Give you like, ratings, when you eyeball someone, listing them as, say elite, professional, amateur, violent, farking psycho...
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Title: Runner
Posts: 67
Joined: 28 Mar 2007
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Date Posted: Wed Mar 24, 2010 6:17 am
Subject:
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That would be a good one. Maybe have two different titles attributed, one for reputation and one for notoriety though rather than the title being on the amounts and ratio of each?
-----signature----- Characters:
Chacol: Adept Gangstar
Baadankatoo: Street Doc
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Title: Neophyte
Posts: 23
Joined: 10 May 2008
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Date Posted: Wed Mar 24, 2010 9:50 pm
Subject:
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While I can respect the concept, I disagree with either implementation. Notoriety is strictly an OOC measurement and as such, a character should not be able to judge any measurement of it. To elaborate further, since this MUD is not RP enforced, some characters may go on episodic wanton paths of destruction and murder with no consequence strictly for personal gain, and if such actions were taken in character it would create quite a disconnect. There are after all, limited ways to codedly increase your abilities and wealth, making some characters who are great for roleplaying unviable otherwise.
Reputation is used in the MUD as a measure of 'good karma earned', so to speak, to determine what autoruns are available to you at any given time. I understand this could be debatable, but reputation is really just a MUD mechanic, and doesn't have much if anything to do with a character's IC reputation. Furthermore, if you're interested in judging a character's reputation, the mechanics are there to do so the old fashioned way, socially. Again, if the in game reputation score was taken ICly, you'd often see a disconnect in the way some characters are played.
My opinions on this matter assume that any response from the command would be taken ICly, though I don't think implementing the command for OOC reasons would be beneficial (though we do have top twenty lists of reputation and notoriety).
Somewhat related, but somewhat not, I used to think karma was strictly an OOC concept. I've heard that in Cybertechnology, “Magic And Death”, there are in character discussions of karma and its uses. I haven't read it, but thought it might be interesting to pass that on.
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Title: Member
Posts: 273
Joined: 18 Dec 2006
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Date Posted: Thu Mar 25, 2010 12:57 am
Subject:
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I've gotta agree with Alba on this one.
Can you imagine, 'judge tinmai' 'Tinmai is a well-known (reputation) serial-killer (notoriety). Kind of a disconnect.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Site Admin
Posts: 477
Joined: 03 Apr 2005
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Date Posted: Thu Mar 25, 2010 7:07 am
Subject:
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I'm going to imp this over the consider command for other players. Keep an eye out
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Title: Site Admin
Posts: 477
Joined: 03 Apr 2005
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Date Posted: Tue Aug 24, 2010 1:12 pm
Subject:
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No one has posted anything here for a while.
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Title: Member
Posts: 297
Joined: 17 Dec 2005
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Date Posted: Wed Aug 25, 2010 8:56 pm
Subject: Hmm...
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Narcojet, Neurostun, Pepper-Punch, Seven-7 and Green Ring. Couple others. Toxins and spray delivery method weapons would be bitchin. Oh, and flame throwers.
-----signature----- Therefor, your mechanism of material better be sickly, or let your lead spread incredibly quickly.
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Title: Runner
Posts: 59
Joined: 20 Sep 2005
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Date Posted: Thu Aug 26, 2010 6:21 am
Subject:
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How about, instead of having a storekeeper refuse to sell to your race outright, you get an etiquette roll to get a chance to buy from him--at outrageous mark-up.
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Title: Neophyte
Posts: 23
Joined: 10 May 2008
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Date Posted: Sun Aug 29, 2010 5:03 pm
Subject:
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I think it would be a good idea if the Resist Pain spell was made to be a permanent spell again as it should be, and the help file was updated to reflect that.
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Title: Runner
Posts: 67
Joined: 28 Mar 2007
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Date Posted: Sun Aug 29, 2010 6:53 pm
Subject:
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Just an idea, not sure if it has been mentioned or not yet.
How about the ability to change the colour of different parts of the game?
I don't mean that they change the colour of the rooms and the like, but have the ability to have the says, emotes, Johnson/mob lines, and combat lines to be changeable colours. And not just have a set Mud wide colour, but have it customizable for each player.
-----signature----- Characters:
Chacol: Adept Gangstar
Baadankatoo: Street Doc
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