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Richard Shru

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Everything posted by Richard Shru

  1. I just wanted to say on the note of CK's, that I personally don't like the idea of forced CK's and never actively stayed on an RP server that enforced them. I know that, if left to their own devices, people will CK themselves or come up with similar mechanisms in a large enough quantity to justify not mandating it. In full honesty, its like rping fighting through /do Sucess or Fail, it leads to a more courteous society. People won't get into OOC debates about whether a CK was legitimate, and overall doesn't ruin people's playing time.
  2. Note: I apologize beforehand if this is not the place to put this, but I wasn't sure where else to put this. Have you ever wanted a roleplay server where anything was possible? Where things you did could change the server dramatically? Where the passage of time can actually lead to radical differences in the server? Then Evolution Roleplay is something that might just be for you! Our server seeks to take on a variety of experimental features, in order to try and make a roleplay server for Multi Theft Auto that pushes the limits to the fullest. For example, we plan to feature: 1) Passage of time: The game begins in the 1940's, in a group of Islands in the Baltic Sea. Begining just before World War II, the base game will feature such things as Tommy Guns, age appropriate skins, etc. As time goes on however, small mico-updates will include new items, skin fashions, etc. depending on how the overall story of the server goes, and the what events transpire in the game. So for example, you may start off with the PPSH41, but then a scientific breakthrough causes the AK-47 to be introduced, and as such becomes available to military and criminal organizations. 2) Dynamic Housing System: We plan on making player-owned housing an intresting aspect that adds up to be more than just a gimmick. For example, the ability to produce simple weapons (such as the colt .45, or a pump action shotgun) and the associated ammunition will be available in a purchaseable upgrade. Also, the ability to assemble narcotics in a drug lab will be another upgrade, allowing someone to plant, and then refine different narcotics, such as cocaine. 3) Fully Player-Run Society: Anything is possible here. The Government's first administration will be a Facist, pro-German Dictatorship, but through a coup'd'etat, it can be removed from power. Or player-run resistance organizations/rebellions can remove the government from power aswell. Furthermore, several different crime organizations will be existent to start with, such as the Italian Mafia, the Russian Mafia, and the Yakuza. Finally, we also plan to implement player run businesses of a variety of types, such as food establishments, gunshps, and even motels and inns. 4) NPC's: We plan to also have a new, and dynamic system of NPC use, that allows for them to be purchased and operated all through a command based system. They can be utilized by individual players, government factions, and even player criminal syndicates. And while to begin, their scripts will be very simple, we plan to include a minimum of waypoint-based patrolling, guarding, and command based following. In the future though, we'd like to have them have an adjustable agressiveness setting, differing weapons and prices for upkeep depending on NPC quality, and also housing requirements in order to limit the amount of NPC's that a single player can have at one time. If you'd be intresting in following our server's development, or even assisting in its creation, feel free to visit either our forums or ventrillo: http://constant-gaming.com/forums/forum.php Ventrillo IP: vent.constant-gaming.com Port: 4330 Furthermore, through several projects I am hosting, any whom join the Dev team may be eligible for cash rewards for their work depending on the game's sucess (its advertisement funded).
  3. Thank you very much for the answers. It's greatly appreciated.
  4. I have begun recently looking into MTA as the site for a rather unique roleplay server idea I had, and depending on its capabilities, I might begin trying to create it here. In any case, here's the main questions I had if anyone has time to help me out with them . 1) I have read a fair amount in the wiki and forums here about pedestrians, and also played several servers that use NPC's (primarily the zombie survival mod), and I'm curious, what's the average amount of NPC's a server can handle without great amounts of lag? Are they synched between players (from the zombie servers it seems like it, but I'm not 100% sure)? And do they fade out when you walk out of range such as in single player (the Slothman mod makes me wonder about this one)? 2) I've noticed that each time I connect to a server, the client is updated by a brief download, along with a longer intial download. This makes me curious however, as in some servers, the gun sounds, ped skins, etc, seem modded. Does this mean I can load custom skins, gun modification, etc to the server and it will appear to all other players? Also, if so, can I expand the amount of weapons used to more than the base number (i.e. add new weapon types that still fit within the base slots)? And can I modify vehicals in the same way and have it synched for all players? 3) I have seen CLEO mods used in SAMP, and I have seen them mentioned a few times on here as well, but I can't concretely discover on here or the wiki whether or not they interfere with MTA, or if some of them work for all players. Does anyone here know more about it? If someone can answer some or all of these questions it will be greatly appreciated.
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