CaveJohnson's Mentally Retarded Super Idea Thread

    • CaveJohnson's Mentally Retarded Super Idea Thread

      I know I have been gone a long time
      But I saw another thread and it sparked an idea.

      Volar don't ban me the forums forced me to split my massive idea into multiple posts.

      Display Spoiler
      GET READY FOR SOME SERIOUS AUTISM, BOYS AND GIRLS...



      • We have the following resources: Metal, wood, electricity, food, water, and fuel
        • All of these can be bought. This also gives food an alternative use!
        • These items can be generated with machines. Yes I know, it's dumb that a machine will produce metal if it sits on the wooden floor of your 2nd story apartment, but this is hl2dm RP... how realistic is this dumb shit gonna get!?
        • The machines can be upgraded. Upgrading them costs money and resources.
        • Higher level machines -> more resource production + more durability against attacks.
        • Your machines to generate resources disappear a few minutes after all key holders of all base/apartment doors leave the game. So for example, if you and 1 friend own/have access to your apartment, all machines might disappear 5 minutes after you both disconnect (just an example).
        • Money is also a resource, but it's produced by committing crimes, selling resources, etc. Not by harmless and legal resource machines.
      • Resources are generated by machines in your base
        • These machines slowly generate resources
        • These machines can be upgraded using resources and money to produce faster and to have more room for armor
        • Take generated resources out of machines by pressing e.
        • Machines can be locked with normal door locks.
        • Machines can be locked and unlocked like a normal door using shift key. Machines have keys, etc etc etc. Lock breakers on machines (gains crime), lock picks on machines (gains crimes), can give keys just like with doors, all that shit.
        • Machines can be destroyed by shooting them (gains crime). Destroying a machine makes it drop all items inside of it. Higher level the machine means the more hp it has. These machines at high levels are VERY expensive to make, and VERY hard to destroy. Destroyed machines also lose any locks placed on them.
        • If your machine is destroyed, it can be placed back either as a level 1 machine that you have to spend time and resources upgrading, OR you can spend a massive sum of money to place the machine back at its previous level minus 1. The cost of restoring a machine at its original level minus 1 goes up with the machine level.
        • Max level of machine is the highest level of your bases doors. Yes, doors are upgradeable, which I will get into later.
        • Machines cannot be picked up and placed into your inventory, but you can destroy your own machines if you want to move. Machines cannot be moved after being spawned, but admins can be allowed to move machines within the bounds of some strict rules for the sake of aesthetics.
      • Resources are generated by machines outside of your base
        • Inside your base is a machine that produces baby machines. The baby machines are the same upgrade level as the machine that produces them.
        • Limit to how many total baby machines you can have based on level of research and level of the production machine.
        • These baby machines can be placed around the map at certain locations to gain additional resources. They gather more quickly than the machines in your base, but players can still destroy them (gaining crime), lockpick them (gains crime), and break locks (also gives crime).
        • These machines in and out of your base do not give you additional crime. They are all perfectly legal machines
      • Bases and doors
        • The doors of bases have a level. The level of your base is the max level of all doors.
        • A base with 1 door is ideal for solo players because it's less work to upgrade everything.
        • A base with multiple doors is ideal for gangs because you need space in order to have multiple gang members creating all of their resource machines.
        • If you attempt to spawn a machine that was previously destroyed, but the max level of your door is lower than the machine's previous level (minus 1) then the machine will produce sub-optimally and will have sub-optimal armor (as if it was the same level as your max door level).
        • You can upgrade the levels of your doors.
        • Increasing door level increases the cap on how many locks can be placed on it, increases the amount of crime needed for a /kickdoor, and increases the max level that your production machines can be.
        • Doors can have locks added by a special machine that requires metal and electricity and produces locks for your door. This machine cannot produce locks for your machines. Only for your doors. Each player can only have one of these. It can be damaged and destroyed, resources added and removed, etc just like any other machine in the game.
        • Locks can be added and broken using locks and lock breakers just like we do today, but you're better off using the lock adder and lock breaker machine (lock breaker machine explained under the illegal machines section).
        • The machine that adds locks will not add more locks than the door's max cap.






      tl;dr - all of the cancer above describes a 95% rewrite of the game as we know it. It keeps most of the RP aspects we currently know, but also gives players something to do for much longer than the game currently does. Also it sort-of converts the game into a little more of a base-building game.
    • Illegal machines
      • We already have money printers as an example. For this reason, jobs will be replaced with a concept called "specialty". I will get into specialties later.
      • Lock breaker
        • This is a machine you place on the enemy door. It requires electricity and oil, and it breaks locks continuously off of the door you place it on.
        • The machine level is based on the level of your "machine producer machine" described earlier.
        • If the lock breaker machine is a higher level, it can break locks faster. If the door you are trying to break in to is a higher level, this counteracts your machine and slows down the lock breaking process.
        • The lock breaker can have electricity and oil added via menus, and only by the player who owns it and keyholders. The lock breaker can be destroyed like any other machines.
        • The lock breaker increases your crime level every time it breaks a lock.
        • A lock adder and a lock breaker can work on the same door simultaneously. Might need multiple lock breaker machines to completely take down a door, or you might need to also use lock breaker items from your inventory.
      • Cuff saw maker
        • Cuff saws are no longer multi-use with cool down. Instead they are made by the cuff saw maker.
        • For rebels, this is an illegal machine that produces single-use cuff saw items.
        • For police/combine, this is a LEGAL machine that produces single-use handcuff items.
        • For rebels withdrawing cuff saw items, this gives crime. Cops do not gain crime for pulling out handcuffs.
      • Explosives Maker
        • This is a machine that produces explosives.
        • Requires metal and electricity
        • You gain crime when you take explosives out of the machine.
      • Weapon manufacturing
        • A machine that will produce weapons.

        • Requires a lot of oil, metal, electricity, and "explosives" to make weapons.
        • The set of weapons it can make depends on its level.
        • Honestly, it would almost always be more convenient to just go buy weapons from the gun store.
        • You gain crime when you finish making weapons and you withdraw the weapons.
        • This machine has built-in weapon storage that increases in size with higher machine levels.
        • The benefit of this machine over going to the gun store is that it produces weapons 24/7 from resources alone rather than costing money.
          • The machine has a limited queue size
          • You can add weapons to the production queue
          • Only produces one weapon at a time
          • Production speed related to the machine's upgrade level
          • Higher level means you can have a longer production queue
        • You gain crime whenever you withdraw weapons from the machine.
      Specialties and crime<ul style="font-size: 13px; background-color: rgba(0, 0, 0, 0);">[*]No more jobs. Only "specialties", with the exception of police and police ranks.
      [*]Every player picks a specialty from one of the below:
      • Builder
        • Gains: You can upgrade and build stuff in your base 5% more quickly, and you can place a special "tool enhancement" machine that increases your building speed by a maximum of an extra 35% depending on its level. Upgrades also cost 5% less resources. If a machine is destroyed, you can create it at the level it was destroyed at without it costing a level. Normally players who have a level 15 machine destroyed (for example) will be able to pay a bunch to place it back as level 14 at best. Builders can place their destroyed machines back at the full original level. Machines and doors also get a 10% buff to their armor (except illegal machines).
        • Losses: Upgrades cost 10% more money. External gatherers gather 5% slower. All "illegal machines" give you 50% more crime when used, have 10% less durability. Production of machines that you take outside of your base, and the production of weapons takes 100% longer.
      • Farmer
        • Gains: Machines inside of your base produce resources 50% faster. Machines for gathering outside your base gather resources 25% faster. Farmers can receive double the resources from recycling trash. Farmers can build a machine that can be used once per day to provide extra resources, except money.
        • Losses: All "illegal machines" give you 50% more crime when used, but do not lose durability. All illegal machines produce things (such as money, locks, lock breakers, weapons, etc) 25% more slowly. Illegal machines give you 100% more crime than the base crime amount.
      • Trader
        • Gains: Shop prices are 10% lower for buying. This is the only specialty that can sell resources for profits. Traders can also have 2 money printers. The only specialty where 2 money printers can be owned simultaneously.
        • Losses: Upgrades take 30% more time and cost 50% more money. Resource production is 5% slower. No machines are buffed nor nerfed in any way.
      • Gatherer
        • Gains: Gathering machines gather 100% more quickly. Also gain 100% more resources when recycling trash just like with farmers, but gatherers are the only ones who receive money from gathering trash. Gathering machines also have 100% more armor.
        • Losses: Illegal machines give you 100% more crime. Home-base machines are unaffected for resource production. Weapons take 25% longer to produce. Illegal machines take 25% longer to produce.
      • Criminal
        • Gains: Weapons and explosives produced 50% faster. 100% more storage space in your weapons factory. The only specialty that can plant weed, but can only use 1 money printer just like any other specialty. Money printer is 20% faster. All illegal machines give 25% less crime. Illegal machines can be produced 25% faster. This is the only specialty that can steal resources from other player's machines without completely destroying those machines with weapons. Other specialties can only take the resources dropped by completely destroying the machine. Lock breaker machine produces lock breakers 10% faster when placed on a door. This is also the only specialty that can rob NPCs.
        • Losses: Criminals cannot create or spawn gathering machines. Resource production machines in the base produce 50% fewer resources.
      • Hacker
        • Gains: All specialties can hack computers, but a hacker is the only specialty that receives two softwares instead of one while also receiving 30% less crime for hacking. A hacker's machines are all immune to any sort of software applied to their machines to nerf them, but can apply software to buff their machines. When a machine is destroyed, it keeps whatever software buffs were applied to it, so the machine can be rebuilt with those same software buffs.
        • Losses: Gathering machines and home-base machines gather/produce 20% fewer resources (can be fixed with software buffs), and doors and all machines have 15% less armor protection against being destroyed. Lock breaker machines and money printers are also 20% slower, but once again software buffs can potentially be used. Additionally, if a home-base machine is destroyed, it loses at least 2 levels when you pay to rebuild it at it's original level.

      [/list]
      • Police is the only real "job". You are a combine, and your goal as always is to stop crime.
        • Police can have a base. Their machines produce resources like normal. Gatherers gather like normal. No buffs are nerfs.
        • Police can only use software given to them from another player on their machines.
        • Police can produce weapons in their base for the purpose of fighting crime (to supplement their spawn weapons).
        • Police cannot create or use machines to break locks, they cannot use money printers, or any of the "illegal" machines, except for the explosives and weapons production machines, which now do not give them any crime.
        • Police can build the "cuff saw" maker, but instead of cuff saws, it makes handcuffs and gives no crime for withdrawing handcuffs from the machine.
        • All police are considered to be part of a single "alliance". The PD itself is the base. That means all cops want to work together to upgrade all doors of the police department so they can upgrade their machines further.
        • Cops can be kicked out of the police alliance by a majority vote (not just a majority vote by the cops online, but by a majority vote lasting some time and involving (hopefully) most players online and offline with cop status).
          • The plugin should be coded in such a way, and the gameplay rules should be structured in such a way, that cop apps are no longer required. Players can choose to become a cop by simply setting their "specialty" to "cop", assuming they weren't recently voted out of the police force.
          • If a vote to remove a cop is started, that cop will not be able to access any machines except their own. Aka if the cop being voted on was causing damage, their influence will be limited until the vote is finished.
          • Once a vote is started, it cannot be cancelled. It can only finish with the majority of voters keeping the cop around, or voting them out.
          • A player who has been voted out of the police force cannot rejoin the police force for at least 1 month. Perhaps this can increase for each time the player is voted out of the police force.
          • Being voted off of the police force will destroy all of your machines, gatherers, etc. You can rebuild them after picking a rebel/normal specialty.
        • Police have the following tasks:
          • Earn money by confiscating weed plants
          • Earn money and metal resources by confiscating cuff saws out of a rebel cuff saw maker
          • Earn money by helping rebels by removing software that nerfs their machines for them (note: this would have a cool down to prevent collusion exploitation)
          • Can confiscate software off of players. Can then scrap the software for money and resources, or use the software on their own machines to buff them. Cops cannot use software that nerfs machines for any reason. Confiscating "bad" software automatically yields money and resources rather than it going to the cop's inventory.
          • Earn money by confiscating money printers.
          • Earn resources and money by destroying lock breaker machines.


      • Last thing I can think of: Software
        • Any specialty can hack computers and gain software.
        • Only hackers can apply software to other player's machines.
        • Software can be used to buff or nerf machines, or can be converted to resources.
        • All machines, legal or illegal, can have at least one piece of software applied to them.
    • I think HLA is single player only but it has a SDK!


      Anyway I got down to "Bases and doors" and was mostly with you but then I realized this is a mod for Gmod not hl2dm.


      The amount of game play changes and entity's required for this would better suit there. It wouldn't be darkRP though, because its the hl2dm roots in pvp that separate it. it needs everything we got now though. hl2 guns and bhopping. Then whatever game you put it in it will work.


      For hl2dm, what we have now we need to add to it, not take away. Adding market exchange, trying out new npc events, new items, new raiding tools etc etc. lots of folks have money so we can give them stuff to buy at high tiers.

      I had the base idea of a game mode lined out on gmod but i gave up and put it on hold cause lua.

      Then theres RDR2. #redrp revival
    • The idea's are great, the money sink that creating and repairing 'machines' upgrading bases could work. But I have a bad feeling that this may create a blistering camp end game.

      When your bases Level & in turn machines production rate outweighs the cost to run or defend it, especially in multi-user bases. This will lead to a lot more grouping together & camping in bases. This is excluding the issues that could revolve around having all these extra entities spawned around the map when there are a lot of users online. The machines should require a form of resource that has to be extracted from outside the base so they can continue to run.

      i.e You have to go crowbar rock entities for coal which you can put in your machine.
    • CaveJohnson wrote:

      ThunderShorts wrote:

      So you've reinvented Rust, or maybe Ark? lol
      I think I reinvented one of those mobile base building games, but slightly less shitty since hl2dm, gmod, etc aren't mobile games. Or does Ark and Rust allow you to produce resources with machines in your base? I thought in those games you had to collect all resources manually.
      Use collected resources to produce a higher tier resource using machines.
    • Yes, gather wood to make charcoal, combine it using a machine to make gunpowder, use gunpowder and metal (also gathered as ore and then refined in another process) to make bullets on a workbench... it goes on and on. Ark has a great system... very "grindy" game. You basically progress from wood to stone, then metal and eventually "tech" tiers complete with electronics.
    • ThunderShorts wrote:

      Yes, gather wood to make charcoal, combine it using a machine to make gunpowder, use gunpowder and metal (also gathered as ore and then refined in another process) to make bullets on a workbench... it goes on and on. Ark has a great system... very "grindy" game. You basically progress from wood to stone, then metal and eventually "tech" tiers complete with electronics.
      Yeah I agree it is very similar.
      Big difference is the ability to produce your own resources from within the base.

      But for RP, we currently do not have enough to do. That's why I thought of all of this.
      1) Not enough to do
      2) Not enough players online at any given time
      3) Engine limitations means smaller maps unless everything in the map looked like Kirbyplaza.
      4) Even a full server with 32 players isn't really that good for rp tbh. Some of the larger RP maps makes it so 32 players aren't enough.
      etc
      etc
      etc
    • CaveJohnson wrote:

      ThunderShorts wrote:

      Yes, gather wood to make charcoal, combine it using a machine to make gunpowder, use gunpowder and metal (also gathered as ore and then refined in another process) to make bullets on a workbench... it goes on and on. Ark has a great system... very "grindy" game. You basically progress from wood to stone, then metal and eventually "tech" tiers complete with electronics.
      Yeah I agree it is very similar.Big difference is the ability to produce your own resources from within the base.

      But for RP, we currently do not have enough to do. That's why I thought of all of this.
      1) Not enough to do
      2) Not enough players online at any given time
      3) Engine limitations means smaller maps unless everything in the map looked like Kirbyplaza.
      4) Even a full server with 32 players isn't really that good for rp tbh. Some of the larger RP maps makes it so 32 players aren't enough.
      etc
      etc
      etc
      I mean if I kirby plaza'd it or just made dev texture maps so the edict count is less than 200 I could knock out a map every map cycle.

      The only thing that is keeping me from releasing anything or completing anything as of late is how I've been raising the bar for myself to make them bigger and more refined. If i made them extremely simple in dev textures, I'd have no issue.

      So I guess open poll on that?