Clothing/Script Suggestions

That would require a lot of work and even more money. I agree with you fully but clothing works off of bodygroups and not bonemerge. To add something new it would be to add it on 60+ head models.

However full head replacements I’m not against. I just can’t really find a decent enough motorcycle helmet model.

We shouldn’t be afraid to give metrocop vests. It’s supposed to be the base vest and I’m not aware of anyone hesitant to spawn it.


These seem to be the only 2 decent motorcycle helmet models.
 
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Although I'm not sure if it'd have to be built from the ground up, and I'm sure some folks from the community may have their own opinions on it.. however I personally liked using this; Turn Based Combat.
I think there was still a method to be able to act out your commands, but the only issue is that it IS tied with stats (Endurance, Reflex etc), so that's the only bit I'm not sure how it could be changed.
Again it's only just a suggestion, and I'm sure y'all have to have your own identity. I just thought this was a fun combat system, being able to move spot to spot and what not.
 
Although I'm not sure if it'd have to be built from the ground up, and I'm sure some folks from the community may have their own opinions on it.. however I personally liked using this; Turn Based Combat.
I think there was still a method to be able to act out your commands, but the only issue is that it IS tied with stats (Endurance, Reflex etc), so that's the only bit I'm not sure how it could be changed.
Again it's only just a suggestion, and I'm sure y'all have to have your own identity. I just thought this was a fun combat system, being able to move spot to spot and what not.
I think ik how they did this and it is interesting...Could be a cool way to involve stuff but as for the AI sorta work I'm not sure.
 
I think ik how they did this and it is interesting...Could be a cool way to involve stuff but as for the AI sorta work I'm not sure.
I know that the headcrabs definitely had a weird setting to it, because whenever a zombie would die, and if the headcrab didn't die with it, it'd act as its own 'instance', and normally doesn't get into combat (sometimes). The neat thing is that the AOE of getting targeted chains off. So if one person shoots another: O--------O, then whomever was by the person who got shot, gets introduced, so on and so forth, until all people are in the party.

The other thing that was done about it is that a vote could be placed in, which will allow the players to turn it off and go to "S2K".
 
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Although I'm not sure if it'd have to be built from the ground up, and I'm sure some folks from the community may have their own opinions on it.. however I personally liked using this; Turn Based Combat.
I think there was still a method to be able to act out your commands, but the only issue is that it IS tied with stats (Endurance, Reflex etc), so that's the only bit I'm not sure how it could be changed.
Again it's only just a suggestion, and I'm sure y'all have to have your own identity. I just thought this was a fun combat system, being able to move spot to spot and what not.
I think this would only really be good for events with S2K, and not for your normal P2L or /me events. It would make an interesting alternative to S2K events though. I am fond of the idea of stats being added to the server, such as strength, accuracy, etc.
 
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Although I'm not sure if it'd have to be built from the ground up, and I'm sure some folks from the community may have their own opinions on it.. however I personally liked using this; Turn Based Combat.
I think there was still a method to be able to act out your commands, but the only issue is that it IS tied with stats (Endurance, Reflex etc), so that's the only bit I'm not sure how it could be changed.
Again it's only just a suggestion, and I'm sure y'all have to have your own identity. I just thought this was a fun combat system, being able to move spot to spot and what not.
I would prefer this over whiffing half my shots past 25 yards and getting instantly domed by two shitass metrocop NPCs because the PKM is less accurate than the 1911 I found in the middle of the desert.

Tbh whenever I see "First section is S2K" it takes me out because I feel like most of my deaths and kills in S2K aren't earned, it's just a competition of whose gun sucks less.

I like the idea of having more hard limits (and opportunities!) in S2RP due to characters having varying armaments and capabilities, although obviously that would open up the possibility for people to just game it and find the "meta build" for S2RP characters, and then after one PK, each player would just make a meta-build character instead.

Sort of like how people have a "S2K loadout" but worse because it would have lore ramifications.


Brickbat swep please let me throw rocks and bricks at people please please plea
 
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I would prefer this over whiffing half my shots past 25 yards and getting instantly domed by two shitass metrocop NPCs because the PKM is less accurate than the 1911 I found in the middle of the desert.

Tbh whenever I see "First section is S2K" it takes me out because I feel like most of my deaths and kills in S2K aren't earned, it's just a competition of whose gun sucks less.

I like the idea of having more hard limits (and opportunities!) in S2RP due to characters having varying armaments and capabilities, although obviously that would open up the possibility for people to just game it and find the "meta build" for S2RP characters, and then after one PK, each player would just make a meta-build character instead.

Sort of like how people have a "S2K loadout" but worse because it would have lore ramifications.


Brickbat swep please let me throw rocks and bricks at people please please plea
In regards to your S2RP segment, I think that's when stats for character creation would be really useful.

Physique:
How much damage a character can take until their body starts failing, and their their overall muscular strength. Can also be a requirement for being able to off hand shoot machine guns and other heavy weapons.

Technical:
Technical attribute is dedicated to one area, like medical, mechanical, or other specialty knowledge. Higher technical means more proficient in that field. Prevents non-combat specialist from being as good as pure combat chars.

Accuracy:
Self explanatory. Also involves being able to spot things better.

Mental:
Charisma and Willpower. Willpower dictates how well someone can deal with pain, being able to overcome fear, etc. Charisma would focus on event chars for haggling with traders, negotiating with the enemy, getting others to work with you.

Agility:
How fast you are, reflexes, coordination for things like parkour, dodging, balance, and stealth (Stealth requires coordination)

All 5 of these stats are pretty equal in their value and force characters to be good at some things, bad at others, or be average at all. It would force strategy and teamwork since everyone would have different strengths and weaknesses.
 
In regards to your S2RP segment, I think that's when stats for character creation would be really useful.

Physique:
How much damage a character can take until their body starts failing, and their their overall muscular strength. Can also be a requirement for being able to off hand shoot machine guns and other heavy weapons.

Technical:
Technical attribute is dedicated to one area, like medical, mechanical, or other specialty knowledge. Higher technical means more proficient in that field. Prevents non-combat specialist from being as good as pure combat chars.

Accuracy:
Self explanatory. Also involves being able to spot things better.

Mental:
Charisma and Willpower. Willpower dictates how well someone can deal with pain, being able to overcome fear, etc. Charisma would focus on event chars for haggling with traders, negotiating with the enemy, getting others to work with you.

Agility:
How fast you are, reflexes, coordination for things like parkour, dodging, balance, and stealth (Stealth requires coordination)

All 5 of these stats are pretty equal in their value and force characters to be good at some things, bad at others, or be average at all. It would force strategy and teamwork since everyone would have different strengths and weaknesses.
The issue is this goes directly against what I want for Idyllic, which is a more open ended experience where you have bad and good parts...And all this does for Skills is directly allow you to make yourself wildly overpowered and essentially an MC if you go far enough.


And I feel like doing RPG-esque roll checks mid rp for stuff would ruin any and all tension. I can really only get this sorta stuff with physical fights or perception checks.
 
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The issue is this goes directly against what I want for Idyllic, which is a more open ended experience where you have bad and good parts...And all this does for Skills is directly allow you to make yourself wildly overpowered and essentially an MC if you go far enough.


And I feel like doing RPG-esque roll checks mid rp for stuff would ruin any and all tension. I can really only get this sorta stuff with physical fights or perception checks.
If the stats don't increase after character creation, then it definetly wont become overpowered, as you'll get stuck with what you have. You'll be good at some things, bad at others.

Players already do a lot of rolling in combat, and it is accepted as an influence in combat. You can code in a roll system for each attribute, where a normal roll is modifed by the attribute, and thats the only differnce.

I actually feel that the feeling of being overpowered and a MC is what a lot of combat is like at the moment. Its either relying on the character to not roleplay as john wick, or GMs throwing random results around to meet the quota of difficulty for the event. This would really put a hard stop on people's capabilities in combat while staff still have control over the outcomes whether it is a high or low roll.
 
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If the stats don't increase after character creation, then it definetly wont become overpowered, as you'll get stuck with what you have. You'll be good at some things, bad at others.

Players already do a lot of rolling in combat, and it is accepted as an influence in combat. You can code in a roll system for each attribute, where a normal roll is modifed by the attribute, and thats the only differnce.

I actually feel that the feeling of being overpowered and a MC is what a lot of combat is like at the moment. Its either relying on the character to not roleplay as john wick, or GMs throwing random results around to meet the quota of difficulty for the event. This would really put a hard stop on people's capabilities in combat while staff still have control over the outcomes whether it is a high or low roll.
I suppose that is true.

I can look tlowards some stats stuff and see what digs up.
 
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In regards to your S2RP segment, I think that's when stats for character creation would be really useful.

Physique:
How much damage a character can take until their body starts failing, and their their overall muscular strength. Can also be a requirement for being able to off hand shoot machine guns and other heavy weapons.

Technical:
Technical attribute is dedicated to one area, like medical, mechanical, or other specialty knowledge. Higher technical means more proficient in that field. Prevents non-combat specialist from being as good as pure combat chars.

Accuracy:
Self explanatory. Also involves being able to spot things better.

Mental:
Charisma and Willpower. Willpower dictates how well someone can deal with pain, being able to overcome fear, etc. Charisma would focus on event chars for haggling with traders, negotiating with the enemy, getting others to work with you.

Agility:
How fast you are, reflexes, coordination for things like parkour, dodging, balance, and stealth (Stealth requires coordination)

All 5 of these stats are pretty equal in their value and force characters to be good at some things, bad at others, or be average at all. It would force strategy and teamwork since everyone would have different strengths and weaknesses.
what if we called them Physique, Haggling, Accuracy, Technical, Agility, and then we split Willpower into Spine and Spirit? For your ability to handle physical stress and mental stress?

Then we could call it the PHATASS system for short, and--

WAIT COME BACK I'M NOT FINISHED! HEAR ME OUT!
 
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Thinking about it the night over I dont think I will do such skills as charisma or willpower but rather the simples

- Strength
- Agility
- Perception
- Accuracy


Likely toss one in like Sanity to go hand in hand with the sanity meter and how you handle it...


But this is alot of work so I still gotta mess about and do stuff with it.
 
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Thinking about it the night over I dont think I will do such skills as charisma or willpower but rather the simples

- Strength
- Agility
- Perception
- Accuracy


Likely toss one in like Sanity to go hand in hand with the sanity meter and how you handle it...


But this is alot of work so I still gotta mess about and do stuff with it.
Just try to make sure the skills are balanced in their usefulness. We don't want 90% of characters picking certain builds because the other skills aren't as useful. I still think a technical skill should be added to balance people who have non-combat skills, that way people don't just apply for an extra advantage and so there is a downside to it.
 
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Just try to make sure the skills are balanced in their usefulness. We don't want 90% of characters picking certain builds because the other skills aren't as useful. I still think a technical skill should be added to balance people who have non-combat skills, that way people don't just apply for an extra advantage and so there is a downside to it.
Maybe for other servers.

We want Technicians and such to play huge roles so adding that sorta thing with a technical skill would make that null.
 
This will be my 550th request to add a setting in the settings menu to enter keywords that will highlight in chat.

As an example you put your characters name or whatever other keywords and it will highlight therefore it makes everything easier for s2rp and bigger engagements and stuff

Thanks loser
 
This will be my 550th request to add a setting in the settings menu to enter keywords that will highlight in chat.

As an example you put your characters name or whatever other keywords and it will highlight therefore it makes everything easier for s2rp and bigger engagements and stuff

Thanks loser
Already did this.