Discussion in 'Idea Factory' started by ORLYowl, Apr 17, 2010.
I've enough ideas,thanks.
Butcher? Gets ''cattle'' delivered from another guy (two jobs) then must spend time to butcher it, giving the meat to yet another guy for selling. Could also have a farmer to produce the ''cattle''.
Sorry but could you go deeper into the job info description?
I don't really get it.
Depends what you already have... here we go's
Occupation : Farmer
Discription : The Farmer has to by seeds and plant them in worked soil [ you must work the soil before planting] water the seeds wait like 2 min and harvest the grown plants [otherwise hell have to play for days lol] and then sell his harvest.
Income : The Sold Harvest
More : The Farmer can later have sheep or cattle and then can buy and sell them. [solving you're butcher thinghy ]
Occupation : Blacksmith
Discription : The Blacksmith his a job where you should buy iron ore or different types of metal to forged into sword, armor and shield every different ore creates a different kind of sword obviosly. Later he sells his sword,shields and armor for income.its takes time to create items like that so make it like to minutes again like farmer.
Income : The Sold Sword, Shields and armor
More : The Blacksmith can upgrade to making rune imbued items? lol
Occupation : Merchant
Discription : The Merchant buys and sells good to others making a profit from it, because it is fast to buy and sell the income must be less than farmer and blacksmith to balance the game
Income : The Sold items
More : The merchant can buy a shop or something for more busness [ Farmer and blacksmith can buy items for him like ore and seed ]
good luck btw this is my 100 post LOL
So this game is based on a modern setting?
OH BTW What Masken is trying to say that perhaps jobs can be linked. As in one players job is to raise cattle. The next player will then buy the cattle and have it butchered. The next will sell it at a market. He's trying to suggest a system of jobs relating to the same subject.
Perhaps a system could be created where the job interacts with the environment. Like city planner (can build preset buildings that aren't revealed yet(this will include the indoor areas of the building), or nuclear engineer (maintains that the area remain safe), power plant worker (if this job has problems it will affect almost all players as they don't have the power)
I will think about it and implement it into my map.
Anyone has anymore ideas just feel free to post.
You have to:
1)Locate other thief gangs or rally followers to make your own.
2)Make money by looting and stuff.
3)Evade the police.
When a vehicle hits another vehicle, both will receive damage.
When a vehicle hits a villager, villager will be damage randomly (between 20 to 100)
When a villager hits a vehicle, idiot
Here are some of my ideas:
A police/wanted system? x - You do a crime or something bad (Run somebody over, steal, ect.) either you could have multiple levels of a wanted thing, or a FoV thing so say if a guard happens to see you doing something he comes after you, and if he passes by others they follow. Or like the first, the first level a guard comes, then second level an upgraded guard, third level knights ect.
Have you seen this? It's the best real life thing I know of atm.
A very good real life thing for jobs is when you get paid, tax is diverted from your pay (like today's life, because government is gay and takes your money) and then the government gives it to the poorest player. (again like todays real life).
Tax on everything in the game, so if something is 10 gold theres like 1 gold tax.
Making the player buy a license in order to have a weapon equipped (Carried Weapons Permit), and if a guard finds you w/out the permit you go to jail.
Also, prison, yeah. Fun.
I could go on forever with ideas right now, but I don't have the time to. I'll throw up more stuff later.
EDIT: One more thing, you could make vehicles require fuel to run. So say you have an item called Fuel/Mana/Gasoline or w/e you use in the vehicles inventory, so Fuel x1 would make the vehicle run for 2 minutes and such. That'd be a great way to make it more realistic.
More: Pets too, although I'd really consider this optional, you could have a variety of pets considering the large amount of animals in wc3. Guard dog, turtle, snake, ect.
And if you did add pets, you could have them require food also (hunger system above.)
Again, ton of ways to make it realistic, but I'll have to give more later.
Thanks +repped to both.
a garbage man... sounds boring but perhaps the town could get littered with crap and the garbage man has an area effect ability to eliminate the garbage. This could cut down on disease, path blocking and property value
Maybe you could put job upgrades. Like make you have job experience. You gain more everytime you do a job. Also maybe wars. Which are just like waves of units or gang members.
Here are some job suggestions:
Description: Heals injured units.
Money: By treating patients.
Upgrade: Cab perform operations.
Description: Cuts trees for furniture and other items.
Money: Trading wood for money.
Upgrade: Can combine wood with other items to form furniture, which can be sold.
3. S.W.A.T. or Special Operations Tactical Units
Description: People who defend their country in times of grave danger. Make their tasks harder than police.
Money: Killing theives, storming gang hq's, killing drug dealers, etc.
Upgrade: Saving the city from wars. Which gives you many gold for killing a unit or the leader/general.
Description: Makes food from flour and other stuff.
Money: By selling bread.
Upgrade: Can sell cakes, which you deliver to some parties.
Catch Sickness system:
When you eat food sold by random people in the streets, get stricken by envenomed weapons,catch cold (If u're gonna make seasons) you have a chance to catch sickness. When you do so, you will lose some life until you reach 75%, lose some attack speed and movement speed. Also, every few seconds you will have a chance (While on sickness) to fall. You will then be teleported to the hospital, and get cured. Otherwise, get a healing potion/anything that heals to cure yourself.
The Miner mines minerals from a mine. There can be different types of minerals and stuff. The Miner gets money based on how rare the mineral is. He has to bring the minerals to a cart. The cart brings the rocks/minerals to the blacksmith.
The Blacksmith makes money from making weapons from minerals the Miner digs. The minerals must first be smelted in a furnance to get bars. With bars you can make weapons and other tools. The Blacksmith works inside a shop/room. In the room there should be a bookcase or something that has recipes inside it. The shop has handles on a box or something.
Recipes can be like:
Bronze Axe: Requires 3 bronze bars and a handle.
Gun: 3 steel bars, 2 iron bars and 1 bronze bar.
Knight's Armor: 6 steel bars, 3 iron bars.
Legendary Titanium Claymore: 2 titanium bars, 4 steel bars.
Iron Boots: 6 iron bars.
Knife: 1 steel bar, 1 iron bar, 1 bronze bar.
The Engineer has his own car and a toolbag. Different houses and places like a park fountain or sewers have broken pieces that the engineer must fix. The engineer gets money based on how hard the piece is to fix.
Every night the dancer must go to a bar/pub whatever. In the place the dancer must go to a platform. In the platform you are told what arrow key you have to press. Just press the keys in a right order to get money. Every time you hit a right button your combo meter rises. If you push the wrong button it resets. The bigger combo meter you have, the more money you get.
firefighter maybe you could make that randomly houses or something else starts to burn. when that happens the firefighter has to put out the fire, the longer it takes to put out the fire the lesser money he will get.
later he might be able to put out greater fires and drive in a fire engine.
Hunter the hunter has to hunt down some specific Animals in the forest. (example: a deer) Its not only to hunt them down, but to find them.
There might be a hunterbase, where he gets the ability to minimap ping the specific animals location for a very short duration on the minimap.
he might use a knife or a pistol at first, later a rifle and he will hunt down bigger animals (like bears, etc.)
well i might post some other ideas later... when i have some
hope they are not too complicated
I suggest to add a Policeman Job or any job to keep law and order in your town.
Add a curfew system that disallows villagers be outside their houses during a certain time. When they are caught by the Policeman(if there is a Policeman Job) they will pay via gold or be sent on jail if they refuse to pay or dont have gold to pay. If they were sent in jail they will wait for a certain amount of time to be free from it.
Edit: I just read the older post by now and seen that there is already a policeman job suggestion. The remaining suggestion for me is the curfew system. ^^
I'd make sure that you make a system so that jobs that can effect the environment or status of other jobs, can have their effect turned off. That way players don't have to ensure that someone has one of those jobs. I'd suggest environment effecting jobs pay for more since they have such a high hazard level.
I'd also make sure there is some kind of town overseer, someone who can fire a person from their job if they are deemed unworthy of a high hazard job. You don't want some douche to suddenly lose the town's electrical power on purpose.
Also, this is the most important thing. I highly, highly, highly, suggest that you make the town start out very small. Make it go from smaller to bigger over time. Some buildings and jobs will have to be earned by the production of the building by a city planner or something. That way there is some structure, along with the risky jobs being at a limited at the start. This helps bring the players together, task completion effects all players. You don't want it to be like loap, where you suddenly decide you want to be a garbage man, or a president. This way, it also makes it so cities dont always look the same. Which adds originality. Remember this one word, (which I will repeat three times so it sticks in your head while you work on this project) STRUCTURE, STRUCTURE. STRUCTURE!
I'd also suggest implementing a judging and jury system. Something that allows players time to come to the cuncenses on a decision for a players actions. Notice that I said jury too. not just a judge. Majority rule has to be enforced so there is no douchebaggery.
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