[IDEA] Zones, rulesets, karma, guards


  • Administrators

    This stuff was in noxrpg, not noxrp but it would be very useful.

    First, add the ability to create zones by defining a min/max vector, a name, and some rules. Also allow sub-zones or priority based on zone size (so smaller zones take priority when calculating which zone you’re in, in case of conflict). When you change zones, display the zone name and the ruleset at the right side of the screen for a bit. Some important places would be combat restricted such as public work stations, spawn points, etc.

    Rules to be configured:

    • Combat: Enabled / restricted
        - Enabled: allowed to unholster weapons
        - Restricted: forced to holster at all times. monsters are auto-despawned.
    • PvP: Enabled / restricted
        - Enabled: same rules as now
        - Restricted: not allowed to damage other players
        - Open: allowed to damage other players without karma loss or criminal flag
    • Guarded
        - Guarded: police respond to things here
        - Unguarded: police don’t care

    Collisions between players should be disabled in combat restricted or pvp restricted zones. You also should not be able to run to a combat restricted zone if you have been damaged/damaged something recently. Same idea with pvp restricted with players.

    Now, about the police / karma. Police AI is stupid in a lot of cases, first of all. Kicking doors that are already open, taking priority in walking to a node rather than shooting their target, shooting innocent people if they have to be in the way of a target, walking in to glass windows to name a few. They also don’t serve their purpose that well without saying /police.

    • Make the hidden “criminal flag” public. When a person does something deserving of being criminal, they are alerted to that and their name to others changes to some other color. The first time they do it, they are flagged for X seconds. If they do it again within 1.5X seconds, they are flagged for 2X seconds, and so forth, up to a maximum of 3 minutes or so. One thing I did in noxrpg to prevent people “blue baiting” was to make the name color fade between blue and gray when it’s about to change.
    • People with ultra-low karma have a red name and are always considered criminal.
    • People that are not criminal can freely attack criminals without becoming one.
    • Remove /police and make it automatic. Police automatically go after people they notice are criminal.
    • Give them a melee weapon to beat people up with. They pull out their gun if they can’t reach the person after a while.
    • Optionally: make it so saying help/police/guards makes a cop teleport to you (complete with lightning bolt and halberd) then promptly kills you if it notices no criminals are around.

  • Administrators

    This stuff was in noxrpg, not noxrp but it would be very useful.

    First, add the ability to create zones by defining a min/max vector, a name, and some rules. Also allow sub-zones or priority based on zone size (so smaller zones take priority when calculating which zone you’re in, in case of conflict). When you change zones, display the zone name and the ruleset at the right side of the screen for a bit. Some important places would be combat restricted such as public work stations, spawn points, etc.

    Rules to be configured:

    • Combat: Enabled / restricted
        - Enabled: allowed to unholster weapons
        - Restricted: forced to holster at all times. monsters are auto-despawned.
    • PvP: Enabled / restricted
        - Enabled: same rules as now
        - Restricted: not allowed to damage other players
        - Open: allowed to damage other players without karma loss or criminal flag
    • Guarded
        - Guarded: police respond to things here
        - Unguarded: police don’t care

    Collisions between players should be disabled in combat restricted or pvp restricted zones. You also should not be able to run to a combat restricted zone if you have been damaged/damaged something recently. Same idea with pvp restricted with players.

    Now, about the police / karma. Police AI is stupid in a lot of cases, first of all. Kicking doors that are already open, taking priority in walking to a node rather than shooting their target, shooting innocent people if they have to be in the way of a target, walking in to glass windows to name a few. They also don’t serve their purpose that well without saying /police.

    • Make the hidden “criminal flag” public. When a person does something deserving of being criminal, they are alerted to that and their name to others changes to some other color. The first time they do it, they are flagged for X seconds. If they do it again within 1.5X seconds, they are flagged for 2X seconds, and so forth, up to a maximum of 3 minutes or so. One thing I did in noxrpg to prevent people “blue baiting” was to make the name color fade between blue and gray when it’s about to change.
    • People with ultra-low karma have a red name and are always considered criminal.
    • People that are not criminal can freely attack criminals without becoming one.
    • Remove /police and make it automatic. Police automatically go after people they notice are criminal.
    • Give them a melee weapon to beat people up with. They pull out their gun if they can’t reach the person after a while.
    • Optionally: make it so saying help/police/guards makes a cop teleport to you (complete with lightning bolt and halberd) then promptly kills you if it notices no criminals are around.


  • @JetBoom:

    • Remove /police and make it automatic. Police automatically go after people they notice are criminal.

    Although I agree with this, I think a ‘call police’ command could still be useful. A nearby idle cop heads in this direction, so do-gooders can call cops if it looks like a fight is going to start somewhere in town. It could also be used to lure cops away from crimes, which I think would be an interesting mechanic. But of course you can just make it so you need a high karma for them to care.


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