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Backup Sections => Suggestions => Half-Life 2 Roleplay => Archive => HL2RP Development[ARCHIVE] => Accepted HL2RP Suggestions => Topic started by: raged on February 03, 2013, 07:00:03 PM

Title: District Passes
Post by: raged on February 03, 2013, 07:00:03 PM
Essentially it'd be using the combine shield entity to prevent citizens from passing through unless they have an item in their inventory in the form of a district pass keycard. This way districts can be used to seperate the 'average joe' and the loyalist from each other, such as on rp_industrial by securing the plaza (and thus only loyalists can access the fancy apartments, cafe shops and have guaranteed CP protection) whereas everybody else would be forced to live in the slum areas where CP patrols would be less frequent and crime more often.

Since I'm finishing up the loyalist system now I'd incorporate this into account so that it would be one of the rewards for reaching a certain promotion in the loyalist hierarchy.
Title: Re: District Passes
Post by: Dallas on February 03, 2013, 07:02:59 PM
I fully support this idea. As raged explained to me yesterday...

Living in squalor = crime= rp =excitement

It also provides a serious incentive to be a loyalist to get these benefits.
Title: Re: District Passes
Post by: smt on February 03, 2013, 09:35:25 PM
The only loyalist benefit in an OOC sense in this situation is that they get to not deal with really awful crime RP, otherwise everything (again, OOC) fun is happening out side of protected areas~
Title: Re: District Passes
Post by: YankeeSamurai on February 03, 2013, 11:00:51 PM
It would be interesting if the passes were a one-time use, meaning that citizens would have to be continually earning money if they wanted to travel a lot.
Title: Re: District Passes
Post by: Khub on February 21, 2013, 02:17:14 AM
It's sadly not possible to make something just like this - as due to how Source engine works, if one "Player" entity doesn't collide with another entity (can walk through), any other "Player" entity will be treated same - it doesn't allow us to be dynamically resolved, like basing on how many LP they have or if they have an item in their inventory. It is possible to make it fading door-alike though, I'll look into that. As long as the shield itself doesn't allow two people at once to go through, it shouldn't be a problem.
Title: Re: District Passes
Post by: [LP]GMK-MRL on February 21, 2013, 02:50:47 AM
I do remember Oz tinkering with passes and identity cards in his last map demonstration.

Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)
Title: Re: District Passes
Post by: garry :D on February 21, 2013, 03:10:09 AM
I do remember Oz tinkering with passes and identity cards in his last map demonstration.

Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)

The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity.

The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery).

RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.

I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.
Title: Re: District Passes
Post by: Yak on February 21, 2013, 03:16:15 AM
pls do this
i would like this very much
but ppl trying to become loyalists will get their ass beat
Title: Re: District Passes
Post by: Khub on February 21, 2013, 05:23:27 AM
I do remember Oz tinkering with passes and identity cards in his last map demonstration.

Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)

The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity.

The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery).

RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.

I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.

It's not a problem to check the criminal points and stuff, cards can be spawned easily and they can have expiration time because the new Clockwork inventory system is designed fairly well. The problem is that I can't code an entity (eg. the shield) that lets some players through and some not. I have no idea how they've done it, since several people on Facepunch claims the entity collision must be coded basing on entity class and that it must be permanent. All players have same entity class "Player", so it's either so everyone can walk through, or noone can. I will try to look into this but I don't think I will come up with anything better than a fading door.
Title: Re: District Passes
Post by: Yak on February 21, 2013, 05:30:21 AM
I do remember Oz tinkering with passes and identity cards in his last map demonstration.

Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)

The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity.

The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery).

RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.

I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.

It's not a problem to check the criminal points and stuff, cards can be spawned easily and they can have expiration time because the new Clockwork inventory system is designed fairly well. The problem is that I can't code an entity (eg. the shield) that lets some players through and some not. I have no idea how they've done it, since several people on Facepunch claims the entity collision must be coded basing on entity class and that it must be permanent. All players have same entity class "Player", so it's either so everyone can walk through, or noone can. I will try to look into this but I don't think I will come up with anything better than a fading door.
can't you add a black list or we could have a minus points class that denies them access
Title: Re: District Passes
Post by: Khub on February 21, 2013, 05:41:56 AM
I do remember Oz tinkering with passes and identity cards in his last map demonstration.

Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)

The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity.

The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery).

RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.

I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.

It's not a problem to check the criminal points and stuff, cards can be spawned easily and they can have expiration time because the new Clockwork inventory system is designed fairly well. The problem is that I can't code an entity (eg. the shield) that lets some players through and some not. I have no idea how they've done it, since several people on Facepunch claims the entity collision must be coded basing on entity class and that it must be permanent. All players have same entity class "Player", so it's either so everyone can walk through, or noone can. I will try to look into this but I don't think I will come up with anything better than a fading door.
can't you add a black list or we could have a minus points class that denies them access

One doesn't simply overwrite Source engine's player class without binary modules at least, if it's even possible.
EDIT:

Well, whatever. Either garry fixed it, or people on Facepunch were talking bullshit.
It works well.

Prepare for new selective forcefields.
Title: Re: District Passes
Post by: Monkey with a gun on February 21, 2013, 07:03:38 AM
I really like this idea. However one concern I have is if all non-loyalists are now forced to live outside of the main plaza and with less CCA patrols, how much harder is it going to be for citizens to actually earn their loyalist status especially if they're in a less patrolled part of town now.
Title: Re: District Passes
Post by: Reimer on February 21, 2013, 09:00:23 AM
I think this could also work well for keeping vortigaunts in areas we want them if they are granted permission to roam as second-class citizens.
Title: Re: District Passes
Post by: BltElite on February 21, 2013, 09:17:37 AM
Might not be possible but, if the vort thing is added and it goes into P3, in the top left it says something like "unauthorised conscript entry into p3" or something as such
Title: Re: District Passes
Post by: Reimer on February 21, 2013, 09:18:52 AM
That too, in fact, I told Airborne we should have something just like that when we were talking about it.
Title: Re: District Passes
Post by: Khub on February 21, 2013, 09:40:47 AM
Perhaps the vort collars could be made to explode when passing through a hardpoint, still leaving a way to use severs/catwalks/climb over hardpoint.
Title: Re: District Passes
Post by: Reimer on February 21, 2013, 09:45:18 AM
still leaving a way to use severs/catwalks/climb over hardpoint.

I would say don't even do that, last time I checked the applications give you a free vortigaunt as well as a conscript vort if I am not mistaken, if that is the case then we don't need more escaping, besides there is no way out of P1 that doesn't lead to a HAP.
Title: Re: District Passes
Post by: Would you like some 3.14159265? on February 21, 2013, 02:26:18 PM
I'd only be okay with this because it'll finally force the addition of P3 spawns that I've been dying for.
Title: Re: District Passes
Post by: Star Rees on February 22, 2013, 10:23:58 PM
Like mentioned before I enjoy the idea of separating loyalists from any "criminal."
From personal experience on the new map, my Loyalist character can't go to any other street beside the one infront of the Nexus, and going towards the apartments is even a stretch past that. Once he gets out of the immediate vicinity of any CCA, it's a hunt and everyone is after him.
I can understand the small part of realism in the situation, but there's barely ANY loyalist characters that are even open about it, and everyone else tries to just kill them instead of mugging or even trying to talk 'em out of it.
Having a shield that'd stop those encounters when I'm not in the mood for a fight or any bullshit would be amazing, and I'm simply all for it.

But like someone said earlier, the main problem would be for the people who aren't loyalists, which want to progress and become such a thing. Without any real CCA patrols, they'd be stuck in the "P3" area and not have the access to try and attain such a thing.
I do hope that it isn't an actual P3 situation, and if you send something in on your request device, the CCA can actually go in. That's one way to really stop the problem, and make loyalist status a bit more difficult and sort of stealthy to attain. They'd need to be quiet when reporting other things and sort of just laying low, which wouldn't envelop someone into that awful "crime" roleplay.

Plain and simple, those selective doors are just fucking cool, and I want them.
Title: Re: District Passes
Post by: YankeeSamurai on February 22, 2013, 10:36:36 PM
It should be common sense for players not to take their openly loyalist character into P3. A strict system shouldn't be necessary to protect loyalist characters. Players just need be smart and adapt. Stick to well-populated, Union-friendly areas or just ICly break the rules and hide your loyalist armband (if that's something your character might do). If the player isn't in the mood for a fight, then he should stay in an area where fights are rare and CPs are nearby to keep the peace.
Title: Re: District Passes
Post by: rBST Cow on February 22, 2013, 10:42:30 PM
I think this is a good idea as long as it doesn't block off to
many places. If it blocks off an entire district then I think we should implement spawning in x district that you DC'ed in, as it would just make more sense.
Title: Re: District Passes
Post by: raged on February 22, 2013, 10:49:25 PM
i found something similar thats already coded

(http://imageshack.us/a/img694/2204/uulockcrop.png)

union lock that can be accessed by CP's and citizens who have a union keycard

(http://imageshack.us/a/img839/4970/uulockitemscrop.png)

http://forums.cloudsixteen.com/index.php?topic=983.0 (http://forums.cloudsixteen.com/index.php?topic=983.0)
Title: Re: District Passes
Post by: Yak on February 23, 2013, 12:23:18 AM
Like mentioned before I enjoy the idea of separating loyalists from any "criminal."
From personal experience on the new map, my Loyalist character can't go to any other street beside the one infront of the Nexus, and going towards the apartments is even a stretch past that. Once he gets out of the immediate vicinity of any CCA, it's a hunt and everyone is after him.
I can understand the small part of realism in the situation, but there's barely ANY loyalist characters that are even open about it, and everyone else tries to just kill them instead of mugging or even trying to talk 'em out of it.
Having a shield that'd stop those encounters when I'm not in the mood for a fight or any bullshit would be amazing, and I'm simply all for it.

But like someone said earlier, the main problem would be for the people who aren't loyalists, which want to progress and become such a thing. Without any real CCA patrols, they'd be stuck in the "P3" area and not have the access to try and attain such a thing.
I do hope that it isn't an actual P3 situation, and if you send something in on your request device, the CCA can actually go in. That's one way to really stop the problem, and make loyalist status a bit more difficult and sort of stealthy to attain. They'd need to be quiet when reporting other things and sort of just laying low, which wouldn't envelop someone into that awful "crime" roleplay.

Plain and simple, those selective doors are just fucking cool, and I want them.
'hey why r u loyalist'
'union r the best'
all the loyalists don't even have secound thoughts as to if they're sure about bowing down to the union so no one bothers to talk them out of anything
one even got scorched in the showers by ota and high command with me
we asked him if he still liked the union still loved them
Title: Re: District Passes
Post by: Reimer on February 23, 2013, 01:28:00 AM
i found something similar thats already coded

(http://imageshack.us/a/img694/2204/uulockcrop.png)

union lock that can be accessed by CP's and citizens who have a union keycard

(http://imageshack.us/a/img839/4970/uulockitemscrop.png)

http://forums.cloudsixteen.com/index.php?topic=983.0 (http://forums.cloudsixteen.com/index.php?topic=983.0)

Now that I like, all we need now is to work out a way to use this in the P1 HAPs.
Title: Re: District Passes
Post by: raged on February 23, 2013, 02:05:59 AM
I was thinking more for the UCH apartments and the shops in p1, that way non-loyalists can still enter the area they just can't access any of the stuff
Title: Re: District Passes
Post by: YankeeSamurai on February 23, 2013, 02:48:31 AM
I think it would be better for the precincts to be restricted, that way there's actually a possibility of sneaking in.

It's impossible to sneak into a shop with one locked door, there's just no fun roleplay in that.
Title: Re: District Passes
Post by: raged on February 23, 2013, 05:48:31 AM
I think it would be better for the precincts to be restricted, that way there's actually a possibility of sneaking in.

It's impossible to sneak into a shop with one locked door, there's just no fun roleplay in that.

mug a loyalist and take his card and get access to the biolocks

they'd also be in blackmarket circulation so its not like they're loyalist exclusive
Title: Re: District Passes
Post by: ??. McBullet on February 23, 2013, 10:12:39 AM
This is a fantastic idea. I envision a City 17 where a citizen getting access to P1 and the nice Hotel in the area qualifies for bragging rights. To a Loyalist, P1 should be the upper-class, well-protected, crime-free area and should be seen as a reward for serving the Union well.

Bob: "Hey, Joe. I got in to Precinct One!"
Bob shows off his shiny new P1 pass.
Joe: "Darn, maybe if I get enough loyalist points, I can earn my way there too!"
Title: Re: District Passes
Post by: Reimer on February 23, 2013, 12:49:11 PM
I agree. The whole "forbidden fruit" mentality would make for some interesting roleplay not only for the people that can't get in, but for the loyalists worried about every Larry Harry and Garry coming inward and threatening their new sanctuary.

If anybody here has played Fallout 3 and the Tenpenny Tower quest, I can see something like that developing, and I can't help but kinda feel excited for it, if it comes. I can see riots or attempted sabotage, or person-smuggling rings and black markets designed for getting people in.

Title: Re: District Passes
Post by: [LP]GMK-MRL on February 23, 2013, 12:59:37 PM
This is a fantastic idea. I envision a City 17 where a citizen getting access to P1 and the nice Hotel in the area qualifies for bragging rights. To a Loyalist, P1 should be the upper-class, well-protected, crime-free area and should be seen as a reward for serving the Union well.

Bob: "Hey, Joe. I got in to Precinct One!"
Bob shows off his shiny new P1 pass.
Joe: "Darn, maybe if I get enough loyalist points, I can earn my way there too!"

With bragging rights comes eliteism. With eliteism comes jealousy. With jealousy comes murder. What causes the murder and supports the murder of Loyal Citizens? Webuls. And there could be a large spike/increase of them killing loyal citizens and taking their passes only to get inside these special sectors without having to be checked for points. The bad part is, they may even forget that they are webuls and might just become "Loyalist". So they would've destroyed someone's developed character only to have their cause abandoned, which is a monumental waste. You would never know if that loyalist could be the next Sectorial or he could be the next CWU Organizer, or the new face of the Anti-Citizens.

Yet, this could provide some fantastic RP if planned/used properly.

I mean, if you don't have a problem with any of that, then by all means this system should be used. I personally don't have a problem with any of that as it can be easily fixed and can possibly be stopped even before they get to plan it out. Maybe some units at a makeshift station outside of the nice Hotel that double check someone for points. And if a citizen some how gains this pass and has negative points or criminal status, he/she should be charged with a level 2-level 1 verdict, as it is impossible to tell if they stole it or if they killed someone for it.


BUT, it can be connected with the hunger mod and with the economic reset as these passes can enable access to extra rations and what not. The ration system can be operated via AI and citizens with these passes just enter it inside of some terminal at the entrance and out puts two extra rations. Then the pass is dropped at a drop box maybe located near the ration distribution box. And with the economic reset, it would be nice if Citizens with neutral status can just buy their passes. But it would cost a lot of tokens. Maybe around 10,000-15,000 tokens? 

P1 won't really provide much eliteism against the AC's and webuls as most anti-citizens and webuls stay out of P1 today and completely avoid it at all cost. But those with neutral status would like to explore it and would want to stay alive due to the new hunger mod. It all really depends on how they develop their character.
Title: Re: District Passes
Post by: Reimer on February 23, 2013, 02:22:20 PM
That's another thing, people should actually stay and roleplay in P1 now that P1 actually has some value over P2-P3, people always value something more when it is limited by social status or by the roleplaying skill to gain it.
Title: Re: District Passes
Post by: Khub on February 23, 2013, 02:43:27 PM
This is a fantastic idea. I envision a City 17 where a citizen getting access to P1 and the nice Hotel in the area qualifies for bragging rights. To a Loyalist, P1 should be the upper-class, well-protected, crime-free area and should be seen as a reward for serving the Union well.

Bob: "Hey, Joe. I got in to Precinct One!"
Bob shows off his shiny new P1 pass.
Joe: "Darn, maybe if I get enough loyalist points, I can earn my way there too!"

With bragging rights comes eliteism. With eliteism comes jealousy. With jealousy comes murder. What causes the murder and supports the murder of Loyal Citizens? Webuls. And there could be a large spike/increase of them killing loyal citizens and taking their passes only to get inside these special sectors without having to be checked for points. The bad part is, they may even forget that they are webuls and might just become "Loyalist". So they would've destroyed someone's developed character only to have their cause abandoned, which is a monumental waste. You would never know if that loyalist could be the next Sectorial or he could be the next CWU Organizer, or the new face of the Anti-Citizens.

Nobody says that a PK/charban will be enforced in such a situation. Unless it's some special occasion you can always try talking with the person who killed you and negotiate to NLR.

Title: Re: District Passes
Post by: smt on February 23, 2013, 02:55:32 PM
NLR will always cause issues, if you kill a loyalist for their pass, and they respawn and then get their loyality pass or whatever again, that's literally endless loyalist passes, so eventually all the unloyal people will have one too
Title: Re: District Passes
Post by: Khub on February 23, 2013, 03:18:19 PM
NLR will always cause issues, if you kill a loyalist for their pass, and they reason and then get their loyality pass or whatever again, that's literally endless loyalist passes, so eventually all the unloyal people will have one too

Theoretically, the script can save the card's item ID into the loyalist's datafile, and the loyalist can then go to a CCA unit and have it disabled. Not sure if that'd be good or bad.
Title: Re: District Passes
Post by: YankeeSamurai on February 23, 2013, 03:51:42 PM
CityRP is going to slant even further toward being a loyalist circlejerk, I can see most quality roleplayers either sitting in P1 or trying to get in. We need some concrete incentives for players to continue to travel to P2 and P3. Perhaps with the implementation of hungermod, we could have contraband food sold in P2/3 that fills up the hunger bar more/longer. Or, if tokens are going to be more valuable, we could have the best-paying jobs located in P2/3.

I'm concerned that you guys are going to make hl2rp too centered around P1, similar to how it was in C45. If it was up to me, I would be thinking of ways to get the most out of the entire map, not just one portion of it.
Title: Re: District Passes
Post by: Reimer on February 23, 2013, 04:07:39 PM
CityRP is going to slant even further toward being a loyalist circlejerk, I can see most quality roleplayers either sitting in P1 or trying to get in. We need some concrete incentives for players to continue to travel to P2 and P3. Perhaps with the implementation of hungermod, we could have contraband food sold in P2/3 that fills up the hunger bar more/longer. Or, if tokens are going to be more valuable, we could have the best-paying jobs located in P2/3.

I'm concerned that you guys are going to make hl2rp too centered around P1, similar to how it was in C45. If it was up to me, I would be thinking of ways to get the most out of the entire map, not just one portion of it.

I think most of that came out of everybody sitting in P3 away from the CCA, so we gave more reasons to stay in the plaza area, which overshot a little.

I'm thinking a balance would work as follows:

P3 has jobs of higher pay, but much higher danger due to anticitizens mugging people, stores being robbed, and less-common patrols.

P1 has lower paying jobs and food of less quality, but due to the proximity to the nexus and the limited allowance of people within it, it would be the safest of the two choices.

One seeking the wealth to buying a P1 pass, or paying people to help smuggle them in, would have to work at places that are mostly secured by hired help, or not at all. This would create a slightly anarchistic locale for people to work in, they need to pay for food somehow.

(I don't like having it that insecure, but I think it's the only way to balance it.)

Once access into P1 has been acquired, they have to deal with lower paying service jobs, cleaning up after Civil Workers, being dishwashers or busboys, or in some rare cases, shop owners themselves.

P1 is safer, but less gain comes.

P3 is unsafe, but has jobs of better pay.

The CCA, as it does now, mostly sticks to P1 and P2 and only goes into P3 when called upon or during times of civil unrest.


Title: Re: District Passes
Post by: Yak on February 23, 2013, 08:13:01 PM
Not everyone wants a job, Riemer.
I honestly won't be setting up a shop because I don't enjoy the RP.
Title: Re: District Passes
Post by: raged on February 23, 2013, 10:49:03 PM
CityRP is going to slant even further toward being a loyalist circlejerk, I can see most quality roleplayers either sitting in P1 or trying to get in. We need some concrete incentives for players to continue to travel to P2 and P3. Perhaps with the implementation of hungermod, we could have contraband food sold in P2/3 that fills up the hunger bar more/longer. Or, if tokens are going to be more valuable, we could have the best-paying jobs located in P2/3.

I'm concerned that you guys are going to make hl2rp too centered around P1, similar to how it was in C45. If it was up to me, I would be thinking of ways to get the most out of the entire map, not just one portion of it.

the idea was to have non-UU shops established in p3 that'll be selling food in the first place that'll be cheaper than CWU products, don't jump to conclusions that we're trying to focus on RP in precinct 1
Title: Re: District Passes
Post by: Reimer on February 23, 2013, 11:46:39 PM
Not everyone wants a job, Riemer.
I honestly won't be setting up a shop because I don't enjoy the RP.

Neither do people in real life, but they still need to eat.

But I'm sure other ways to make money will come up, either of the illegal sort or not.
Title: Re: District Passes
Post by: Lone Wanderer on February 24, 2013, 03:39:38 AM
I don't see this being too good of an idea. I mean, whene I usually hop onto the City server nowadays, I'll head into P3, as per usual on my characters that aren't so loyal and need to do he majority of their stuff there, and I'm usually stuck by myself because half the population is units, and the rest of the citizens are sittin on benches, cleaning stuff, or doing something else in P1. Now, with the addition of a district pass, I won't even be able to go to P1 on the occasion I'm desperate enough to risk the danger there to get some roleplay with another person. Most of the roleplay I see when I get on the server happens in P1. Locking the few people that aren't licking the Union's boots out of there because they aren't doing the Union's bidding all the time doesn't seem like a very good choice to me.
Title: Re: District Passes
Post by: raged on February 24, 2013, 04:01:17 AM
I don't see this being too good of an idea. I mean, whene I usually hop onto the City server nowadays, I'll head into P3, as per usual on my characters that aren't so loyal and need to do he majority of their stuff there, and I'm usually stuck by myself because half the population is units, and the rest of the citizens are sittin on benches, cleaning stuff, or doing something else in P1. Now, with the addition of a district pass, I won't even be able to go to P1 on the occasion I'm desperate enough to risk the danger there to get some roleplay with another person. Most of the roleplay I see when I get on the server happens in P1. Locking the few people that aren't licking the Union's boots out of there because they aren't doing the Union's bidding all the time doesn't seem like a very good choice to me.

sir y dont u read thread properly and see biolocks
Title: Re: District Passes
Post by: Yak on February 24, 2013, 04:28:47 AM
Not everyone wants a job, Riemer.
I honestly won't be setting up a shop because I don't enjoy the RP.

Neither do people in real life, but they still need to eat.

But I'm sure other ways to make money will come up, either of the illegal sort or not.
I love getting a job and working in a roleplay game where I'm supposed to escape from reality after I work in real life so I keep fed
Title: Re: District Passes
Post by: Reimer on February 24, 2013, 12:17:39 PM
But I'm sure other ways to make money will come up, either of the illegal sort or not.


It's still HL2RP, you can do every illegal thing you can think of providing you have the imagination and the backstory.

Go make a mafia, mug people, reenact Breaking Bad in the sewers and cook drugs. I really don't care as long as you don't lolspawn stuff.

Or you can donate for 50k tokens because the economy is a joke anyway.
Title: Re: District Passes
Post by: Khub on March 25, 2013, 03:39:15 PM
Thought I'll update you on the progress of this. I coded both the forcefields and the configurable locks - but the way how forcefields work tends to crash the physics engine. Due to that, forcefields won't go out for now, until it's fixed. The locks, however, will come in the next update.

Moved to accepted suggestions, locked.
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