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Additions Based on Idea Trends Kits, XP, Quests, and Roles

Discussion in 'Ideas' started by randomcitizen1, Jul 2, 2016.

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Should this system be implemented?

  1. Yes.

    76.5%
  2. No.

    11.8%
  3. Part of it. (Please explain in a comment.)

    11.8%
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  1. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    During 18kss’s vacation, in order to pick up the slack when it came to server ideas, I have gone through and read all 219 of the ideas that you have suggested for wild west. I have also condensed them into brief descriptions that can be easily read through. See here. During the time I did this, I’ve come across some interesting trends with the ideas. These are as follows.

    15 separate threads have recommended adding kits, experience, or more ranks to wild west. These three different things often go together in the ideas, with the kits and ranks requiring some form of points or experience to unlock.


    14 threads propose various nerfs to sheriffs (though this really isn’t all that surprising). Common trends here are repeater nerfs, no handcuffing while combat tagged, sheriffs having to work for their gear, and sheriff respawn timers.


    5 different threads have all suggested NPC robberies. 2 of the 5 threads specifically refer to bank robberies.


    4 separate threads propose jailbreaks as an addition to wild west.


    3 separate threads have suggested cattle as a legal means of making money. 2 refer to cattle ranching and one refers to cattle driving. Cattle rustling has been mentioned as an illegal means of making money.


    3 separate threads have suggested some form of explosives as a weapon in combat. Two recommend place able TnT and one throw able dynamite.


    3 different threads propose a way to limit who can access chests in an HQ.


    I will be creating threads based on these trends which seem to tell what the community thinks would be good additions to the server. This thread will be about kits, XP, quests, and roles. This was the largest trend I saw when reading through the server ideas.



    1. Kits, XP, Quests, and Roles

    This is the most common trend and important suggestion I am making. It has wide ranging implications and would change the way wild west is played for the better. What I am suggestion will deal with the main issues wild west faces currently: lack of noob friendliness, lack of emphasis on pvp, large emphasis on boring tasks (mining/drug processing), lack of variety, and lack of lasting appeal.


    Kits and Level Ups:

    Question: What if a system existed that would solve the lack of noob friendliness on wild west as well as give it more lasting appeal and emphasis on pvp?

    Answer: It does exist. Read on.

    The entire server would switch to a kit and level up system. This goes for both normal players and sheriffs. Leveling up would be the main objective of the game and would be based on either money or XP. Each level would cost a certain amount of cash or XP. If it were based solely off money, OP players could give other players enough money to rank up extremely quickly, which would lead to players going easily through the levels or constant begging. XP would not be givable like money, though tasks that give money (mining, selling drugs, doing quests, etc) would also give XP. Leveling up would unlock better kits with weapons and armor, the abilility to buy and fire certain guns, as well as eventually, access to better towns and even a plot world for customizable houses and storage. Here is precisely what I had in mind for players.


    1. Newbie:

    Gear – None. It’s the first kit. People would still spawn with what they do currently though.


    2. Random:

    Gear – Leather helmet


    3. Amateur:

    Gear – Leather helmet and LeMat. and 32 pistol ammo.

    Gun Unlocks – LeMat and Pistol ammo purchasable. Can now fire the LeMat.


    4. Loner:

    Gear - Leather helmet, LeMat, and 32 pistol ammo.


    5. Stranger:

    Gear - Leather helmet, Leather chestplate, LeMat, and 32 pistol ammo.


    6. Newcomer:

    Gear - Leather helmet, Leather chestplate, Leather boots, Volcanic Pistol, and 32 pistol ammo.

    Gun Unlocks – Vocanic Pistol purchasable. Can now fire the Volcanic Pistol.


    7. Citizen:

    Gear – Leather helmet, Leather chestplate, Leather boots, Volcanic Pistol, and 32 pistol ammo.

    Miscellaneous Unlocks - Access to plotworld.



    8. Recognizable:

    Gear – Indian helmet, Leather chestplate, Leather boots, Blunderbuss, and 32 shotgun ammo.

    Gun Unlocks – Blunderbuss and shotgun ammo purchasable. Can now fire the Blunderbuss.


    9. Familiar:

    Gear – Indian helmet, Leather chestplate, Indian leggings, Leather boots, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks – Carcano and sniper ammo now purchasable. Can now fire the Carcano.


    10. Notable (Legal):

    Gear – Indian helmet, Leather chestplate, Indian leggings, Indian boots, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks - Mauser now purchasable. Can now fire the Mauser.


    10. Notable (Illegal):

    Gear – Indian helmet, Leather chestplate, Indian leggings, Indian boots, Mauser, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks - Mauser now purchasable. Can now fire the Mauser.


    11. Distinguished (Legal):

    Gear – Indian helmet, Indian chestplate, Indian leggings, Indian boots, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.


    11. Distinguished (Illegal):

    Gear – Indian helmet, Indian chestplate, Indian leggings, Indian boots, Mauser, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.


    12. Rising Star (Legal):

    Gear – Indian helmet, Indian chestplate, Indian leggings, Indian boots, Volcanic Pistol, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks – Sawed Off now purchasable. Can now fire the Sawed Off.



    12. Rising Star (Illegal):

    Gear – Indian helmet, Indian chestplate, Indian leggings, Indian boots, Mauser, 32 pistol ammo, Sawed Off, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks – Sawed Off now purchasable. Can now fire the Sawed Off.


    13. Famous (Legal):

    Gear – Diamond helmet, Indian chestplate, Indian leggings, Indian boots, Volcanic Pistol, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.


    13. Famous (Illegal):

    Gear – Diamond helmet, Indian chestplate, Indian leggings, Indian boots, Mauser, 32 pistol ammo, Sawed Off, 32 shotgun ammo, Carcano, and 64 sniper ammo.


    14. Renowned (Legal):

    Gear – Diamond helmet, Indian chestplate, Diamond leggings, Diamond boots, Volcanic Pistol, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.


    14. Renowned (Illegal):

    Gear – Diamond helmet, Indian chestplate, Diamond leggings, Diamond boots, Mauser, 32 pistol ammo, Sawed Off, 32 shotgun ammo, Carcano, and 64 sniper ammo.


    15. Notorious (Legal):

    Gear – Diamond helmet, Diamond chestplate, Diamond leggings, Diamond boots, Volcanic Pistol, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks – T-Gewehr purchasable. Can now fire the T-Gewehr.


    15. Notorious (Illegal):

    Gear – Diamond helmet, Diamond chestplate, Diamond leggings, Diamond boots, Mauser, 32 pistol ammo, Sawed Off, 32 shotgun ammo, T-Gewehr, and 64 sniper ammo.

    Gun Unlocks – T-Gewehr purchasable. Can now fire the T-Gewehr.


    16. Legend (Legal):

    Gear – Diamond helmet, Diamond chestplate, Diamond leggings, Diamond boots, Volcanic Pistol, 32 pistol ammo, Blunderbuss, 32 shotgun ammo, Carcano, and 64 sniper ammo.

    Gun Unlocks – Model purchasable. Can now fire the Model.

    Miscellaneous Unlocks - Access to role specific quests.


    16. Legend (Illegal):

    Gear – Diamond helmet, Diamond chestplate, Diamond leggings, Diamond boots, Mauser, 32 pistol ammo, Model, 32 shotgun ammo, T-Gewehr, and 64 sniper ammo.

    Gun Unlocks – Model purchasable. Can now fire the Model.

    Miscellaneous Unlocks - Access to role specific quests.


    Here is what I had in mind for sheriffs:


    1. Recruit:

    Gear – Sheriff helmet, leather chestplate, leather leggings, leather boots, handcuffs, inspector, and tickets.

    Region Restrictions - None


    2. Newbie:

    Gear – Sheriff helmet, leather chestplate, leather leggings, leather boots, handcuffs, inspector, and tickets.

    Region Restrictions - None


    3. Rookie:

    Gear – Sheriff helmet, leather chestplate, leather leggings, leather boots, handcuffs, inspector, tickets, S&W and 16 pistol ammo.

    Gun Unlocks - Pistol ammo purchasable. Can now fire the S&W.

    Region Restrictions - None


    4. Deputy:

    Gear – Sheriff helmet, leather chestplate, leather leggings, leather boots, handcuffs, inspector, tickets, S&W and 32 pistol ammo.

    Region Restrictions - Shaniko, Amarillo, Harshaw, and Frisco


    5. Cop:

    Gear – Sheriff helmet, leather chestplate, leather leggings, leather boots, handcuffs, inspector, tickets, S&W and 32 pistol ammo.

    Region Restrictions - Shaniko, Amarillo, Harshaw, and Frisco


    6. Officer:

    Gear – Sheriff helmet, sheriff chestplate, leather leggings, leather boots, handcuffs, inspector, tickets, S&W and 32 pistol ammo.

    Region Restrictions - Shaniko, Amarillo, Harshaw, and Frisco


    7. Detective:

    Gear – Sheriff helmet, sheriff chestplate, leather leggings, leather boots, handcuffs, inspector, tickets, S&W and 32 pistol ammo.

    Region Restrictions - Amarillo, Harshaw, and Frisco

    Miscellaneous Unlocks - Access to plotworld.



    8. Investigator:

    Gear – Sheriff helmet, sheriff chestplate, leather leggings, sheriff boots, handcuffs, inspector, tickets, S&W and 64 pistol ammo.

    Region Restrictions - Amarillo, Harshaw, and Frisco


    9. Sergeant:

    Gear – Sheriff helmet, sheriff chestplate, sheriff leggings, sheriff boots, handcuffs, inspector, tickets, S&W and 64 pistol ammo.

    Region Restrictions - Amarillo, Harshaw, and Frisco


    10. Lieutenant:

    Gear – Sheriff helmet, sheriff chestplate, sheriff leggings, sheriff boots, handcuffs, inspector, tickets, S&W and 64 pistol ammo.

    Region Restrictions - Harshaw and Frisco


    11. Captain:

    Gear – Prot 1 sheriff helmet, sheriff chestplate, sheriff leggings, sheriff boots, handcuffs, inspector, tickets, S&W and 64 pistol ammo.

    Region Restrictions - Harshaw and Frisco


    12. Major:

    Gear – Prot 1 sheriff helmet, sheriff chestplate, prot 1 sheriff leggings, sheriff boots, handcuffs, inspector, tickets, S&W and 64 pistol ammo.

    Region Restrictions - Harshaw and Frisco


    13. Colonel:

    Gear – Prot 1 sheriff helmet, sheriff chestplate, prot 1 sheriff leggings, sheriff boots, handcuffs, inspector, tickets, S&W, 64 pistol ammo, Coach Gun, and 64 shotgun ammo.

    Gun Unlocks – Shotgun ammo now purchasable. Can now fire the Coach Gun.

    Region Restrictions - Frisco


    14. Chief:

    Gear – Prot 1 sheriff helmet, sheriff chestplate, prot 1 sheriff leggings, prot 1 sheriff boots, handcuffs, inspector, tickets, S&W, 64 pistol ammo, Coach Gun, and 64 shotgun ammo.

    Region Restrictions - Frisco


    15. Commissioner:

    Gear – Prot 1 sheriff helmet, prot 1 sheriff chestplate, prot 1 sheriff leggings, prot 1 sheriff boots, handcuffs, inspector, tickets, S&W, 64 pistol ammo, Coach Gun, and 64 shotgun ammo.

    Region Restrictions - Frisco


    16. Law Incarnate:

    Gear – Prot 1 sheriff helmet, prot 1 sheriff chestplate, prot 1 sheriff leggings, prot 1 sheriff boots, handcuffs, inspector, tickets, S&W, 64 pistol ammo, Coach Gun, 64 shotgun ammo, Repeater, 64 sniper ammo.

    Gun Unlocks: Sniper ammo now purchasable. Can now fire the Repeater.

    Region Restrictions - Frisco

    Miscellaneous Unlocks – Kevlar kit. Access to role specific quests.


    Kevlar:

    Gear – Prot 3 sheriff helmet, prot 3 sheriff chestplate, prot 3 sheriff leggings, prot 3 sheriff boots, handcuffs, inspector, tickets, S&W, 64 pistol ammo, Coach Gun, 64 shotgun ammo, Repeater, 64 sniper ammo.

    Region Restrictions - Frisco

    The gear from player kits could be collected once every 24 hours. Sheriff kits, with the exception of kevlar, would not have a cooldown. The kevlar kit would usable once every 24 hours. A question that needs to be asked is how to prevent players in OP gear from going to the lower leveled areas and ruining the experience of the less powerful players. I have two suggestions.

    1. Make it so that the money and EXP gained from the towns drastically changes from town to town. This would make it unprofitable for OP players to camp around noob areas. This is still not ideal.

    2. Make it so that high tier gear could not be in the inventory of players in lower leveled areas.

    EDIT 7/26/16:
    These regions would include the town, cartel, indian camp, mine, drug field, and all the land in between them for a certain area. Everything outside of these regions would be freezones where there would be no restrictions on gear.

    If a player attempted to enter a PvP zone in area a region that required lower level gear, they would be tp-ed back or faced with a wall similar to that of Frisco and given the message “You cannot enter this PvP zone with your current gear! Please store any gear of a higher Tier than [].” Armor would spawn in chests in the region of their tier similar to WarZ. Here are the restrictions I had in mind for what loot would spawn where as well as what gear could be brought where.

    Regions:

    Ellsworth – Tier I

    Shaniko – Tier I-II

    Amarillo – Tier I-III

    Harshaw – Tier I-IV

    Frisco – Tier I-V


    Armor:

    Leather (Tier I) - None

    Gold (Tier III) - Amarillo, Harshaw, and Frisco

    Diamond (Tier V) - Frisco



    Legal:

    LeMat (Tier I) - None

    Volcanic Pistol (Tier II) - Shaniko, Amarillo, Harshaw, and Frisco

    Blunderbuss (Tier III) - Amarillo, Harshaw, and Frisco

    Carcano (Tier III) - Amarillo, Harshaw, and Frisco


    Illegal:

    Mauser (Tier IV) - Harshaw and Frisco

    Sawed Off (Tier IV) - Harshaw and Frisco

    T-Gewehr (Tier V) - Fricso

    Model (Tier V) - Frisco

    The same would be true for sheriffs. The “Region Restrictions” part of the kit descriptions spoiler show what sheriff kits could be used where. Since sheriffs can’t drop their gear, changing kits would either clear the sheriff’s inventory or clear the sheriff armor and guns from it. If it cleared the entire inventory, seeing as sheriffs usually try to stock up on medicine, lassos, and etc, each sheriff kit would spawn with 2 lassos, a stack of 10 medicine, 10 bread, 1 whiskey, 1 morphine, 5 antiseptic, 5 splints, 5 bandages, as well as a pickaxe and navigator.

    For normal players, the amount of XP it would take to level up would be at the discretion of the coders, as would the amounts gained by mining, processing, and other tasks. I have no recommendation for this. For sheriffs however, I do have a recommendation. Each arrest would give a set amount of exp. This would encourage sheriffs to patrol regions other than Frisco. Sheriffs would still get money from drugs and illegal items. When a sheriff resigns or is demoted, they would be given the equivalent player level.


    Why We Need a Kit and XP System:

    First of all, I strongly believe that this system will solve the lack of noob friendliness on wild west. If you took the time to glance at what I had proposed for the gear and level ups, you will see that it is extremely balanced. In each town, there is a relatively small margin of difference from the best kit of the area to the worst kit. Sheriffs kits have been balanced as well so they are not either underpowered for OP players nor extremely OP for new players. Thus the massive edge sheriffs have against newer players has been reduced and the disadvantage sheriffs have against teams of full diamond has been rectified.

    This system also fixes the lack of emphasis on pvp, or more specifically, the inability to pvp. Currently in wild west, there are three types of players: noobs with swords, Indians with models, and full Ds with everything. The vast majority of these players are noobs with swords. That’s no fun at all! With the ability to receive a free set of gear once daily for every kit a player has, once they level up a few times, they will be far more able to put up a fight than usual. Gun fights will be the new normal for wild west should this be implemented. I admit the possibility that some of you might think that this would allow players to gain gear too easily. My response is, this shouldn’t be an issue. The fun would be in the fights and hoarding OP gear would be less important. The importance would shift to leveling up to get better gear and progress through the server. This leads me to my final point.

    This system of kits also helps solve the lack of lasting appeal that wild west has. Once you have it all, though very few do, you have it all! There is no getting better. There is only ceaseless grinding without much of a challenge. This system of progression gives players more reasons to stick around. Even once they max out their level, they still have things to do. I will be coving this in the role specific quest idea later in this thread. For now, however, I will move onto quests.

    Quests and Town Unlocking:

    Tired of doing the same things over and over again? Tired of playing with the same old boring loadout? Reached the top and have nowhere to go? Read on!

    Quests would work as stated in this thread. https://www.brawl.com/threads/58730/ It’s genius and fits perfectly with my kit system. In addition to legal and illegal quests, there will also be sheriff specific quests.


    This is a raid! – Arrest or kill a player in a rebel base.

    Confiscator – Inspect a player who has illegal items.

    Avenger – Arrest or kill a player who killed a sheriff in the last five minutes.

    Into the slammer you go! – Arrest or kill a rogue.

    If you can’t do the time… - Arrest or kill a player with a bounty higher than 10,000.

    Busted. – Arrest or kill a player in a drug field.

    Get over here! – Lasso a player.

    I’m not done yet! – Drink medicine after being shot by a gun.

    In enemy territory. – Enter rebel bases five times.

    I bet you’ll regret this. – Arrest a player who robbed a conductor within the last five minutes.

    Patrolling. – Enter drug fields five times.

    Worth yer salt. – Make 5,000 gold.

    Clam ‘em in irons! – Handcuff 10 people.

    Can’t stop, won’t stop. – Arrest 10 people.

    Never saw it coming. – Handcuff, inspect, and arrest a player while shifting.

    Equestrian justice. – Handcuff, inspect, and arrest a player while on a horse.

    Literal mule. – Inspect a horse with illegal items in it.

    The mother load. – Gain over 1700 gold from one inspection.

    You can run… wait… no you can’t! – Kill a player’s horse.

    Essentially the same of those above, just with different witty names and more times a sheriff has to do something. Combination quests would also be part of the weekly system. For example:

    Large-scale surveillance – Enter rebel bases 50 times. Enter drug fields 50 times.

    EDIT 7/26/16: Advancement Quests Scrapped
    Advancement Quests:

    In addition to the daily and weekly quests, there would also be advancement quests. These quests would have to be completed before a player could access new towns. These quests would be accessed by talking to the town villagers. These quests would be filled with lore about the towns and possibly relate to the villager’s trade. A storyline could even be added. There would be around three quests per villager, one having to be completed before the others. These quests would also give rewards in the form of items, money, and XP. In addition to completing these quests, there would also be a level requirement to proceed. They are as follows:


    Ellsworth: None. The town that everyone starts in.

    Shaniko: Level 4.

    Amarillo: Level 7

    Harshaw: Level 10

    Frisco: Level 13


    Role Specific Quests:

    These quests would only become available once a player reached the highest level. It would give them something else to put their time and effort into after reaching the top which would add more lasting appeal to the server. These quests would be accessed only by talking to mysterious NPCs which would crop up towns from time to time. For sheriffs, they would spawn in sheriff stations. These NPCs would have nametags above them saying what they were as well as what role their quest pertained to. These NPCs would have to be talked to by a player of the appropriate level and would leave town after one irl day to be replaced by a different NPC. Completing the quest that the NPC gives a player unlocks a role kit for the player.

    Specific example of how the process would work: A player notices a villager with a nametag that says “Doctor” above his head. The player rights clicks the villager which clears the chat and begins a dialogue. “Hmm? Oh no, I don’t drink. I was just looking at those bottles of alcohol over there… They look so similar to my medicine bottles… What’s that? You want me to teach you how to be a doctor? Well, this is a dangerous place and I see people turnin’ up with all sorts of injuries. We could always use some more doctors… Alright, I’ll do it. Here is what I want you to do. Take some of my equipment and heal some folks. If you can do that, come back and talk to me.” A note spawns in the player’s inventory saying “Quest: Heal [insert number here] players.” Splash potions of healing spawn in the players inventory. After doing this, the player returns to the Doctor who congratulates him and gives him access to the kit.


    Role Kits Explained:

    These kits would not have a cool down. Instead, they would give the player certain kit specific items similar to sheriffs as well as effects. This items couldn’t be dropped or stored and would disappear upon death or switching kits.

    Mule: Can’t fire guns. Increased processing speed.

    Miner: Efficiency pickaxe. Increased processing speed.

    Sentinel: Slowness 2. Resistance (I? II?). 1 online sentinel per team.

    Lone Ranger: Can’t be on teams. Won’t go rogue under normal circumstances. Will go rogue for one minute if within 100 blocks of another Lone Ranger.

    Doctor: Splash potions of health. Can only use pistols.

    Escape Artist: Can’t fire guns. Can call a horse the speed of a normal one in 10 seconds.

    Gunslinger: Can only shoot pistols. Pistols have no reload.

    Sharpshooter: Can only shoot snipers. Snipers have increased hip accuracy.

    Horse master: Slowness 1. Horses are faster and have more health.

    Indian: Jump boost. Can’t fire guns. Spawn with a bow enchanted with power. Can use tomahawks (like the ones that used to be in fpsHG). Can’t go rogue. Players wouldn’t go rogue for attacking an Indian.


    Sheriffs:

    Juggernaut: Resistance (II? III?). Can’t fire guns. (Can use handcuffs and melee weapons.)

    Sniper: Can only shoot snipers. Snipers have increased hip accuracy.

    Gunslinger: Can only shoot pistols. Pistols have no reload.

    Shotgun Messenger: Can only shoot shotguns. Shotguns have a faster rof.

    Whirlwind: Can only use handcuffs. Speed I

    Role Kit Mastery:

    Role kits can be leveled up through a mastery system. The requirements for gaining mastery would vary with the kit. (For the doctor, it would revolve around healing players. For the mule, it would revolve around processing and selling drugs. For the sharpshooter, it would be about killing players with snipers. Etc.) Each kit would have three levels of mastery: Apprentice, Journeyman, and Master. The benefits gained from them would increase with higher levels of mastery.


    Why We Need Quests, Role Specific Kits, and Mastery:

    There are two main reasons that this would positively change the server. It tackles two of the things that plague the server in its current state. The first of these is the lack of variety. We desperately need more things to do in wild west than mine and go on drug runs. Quests will add an element of excitement to the server as well as providing variety with a constantly changing line-up of things to do. Role specific kits as well as mastery also add an interesting dynamic to the server. It adds different play styles to it as well as an element of strategy for teams who have completed the original ranks.

    Roles specific quests and kits are designed to solve the lack of lasting appeal. These special kits allow players to change the way they play the server with the use of a simple command. It also gives players who have reached the top something else to do. They will continue to have fun trying to master the kits and bring different traits to their team or more variety to their game play.

    Plot World:

    I briefly mentioned an unlockable plot world previously. I know a bunch of you are probably wondering why I snuck this in here, but believe me, it’s important.

    For those of you who didn’t read through what I specifically had in mind for kits, the plotworld would be unlocked upon reaching level 7, which, if the player had already completed the advancement quests for Shaniko, would fall right as the player enters the third town: Amarillo. This plotworld would serve as a place for individual players to have their own personal home or HQ. They could build their house via blocks purchasable from a new and improved home improvement NPC. This NPC would sell blocks for different prices as well as the standard chests. Players could enter the plotworld in towns and could freely tp to their own and other players plots once inside the world.

    EDIT 7/26/16: Chests bought from the home improvement NPC might have their prices adjusted to fit this system. These would be able to be placed in your own plot. Players would be given a few chests to start with upon unlocking the plotworld. There would be a limit on how many chests a player could have in their plot depending on their level. The highest level wouldn't have a restriction. More plots could also be purchased.


    Now I can already hear you asking “But Randy! What would this mean for the current team hq system?!?” Chests in team hqs would essentially be made obsolete, however, this does solve the issue of players having access to team chests. The main value team hqs would provide in this system would be to supply that all too necessary team hq function. Honestly, who doesn’t want a free tp into a safezone? To give purchasing larger hqs more of a purpose, the number of tps daily would be limited. Smaller hqs would provide less tps per day while larger ones would provide more. I don’t have a recommendation for how many tps should be provided and at what cost.

    Why We Need a Plotworld:

    We need this for a few reasons. First of all, as many players have correctly pointed out, most of the fun in wild west comes in the pvp. What do you need to pvp? Gear, and lots of it! If players had more ready access to storage, they would have a lot more fun. Also, with gear being far more easily to obtain in this system, hoarders like me will need lots of chests to store our loot. I can speak from personal experience that pvp based servers with sufficient storage capabilities is awesome. I’ve played on a server that involved guns, drugs, and a plotworld before and it was one of the best servers I had ever played. It was so great, that I left Brawl for months. Unfortunately, I hit the top at the server and had nothing else to do after some time. Also, the average player count dropped to around eight people. That being said, it was immensely fun while it lasted.

    The plotworld would also serve as a money sink for players who have nothing better to do but buy thousands of blocks to make an amazing home in their plot.

    Furthermore, who wouldn’t want to be able to customize their own house?!? Sure the ones in wild west look pretty great, but they are very impersonal. A very well received suggestion in the server ideas section proposed adding customizable houses. This idea would provide players with an opportunity to do just this!

    I read every single server idea thread for wild west. This suggestion is based on the trend of Kits, XP, Quests, and Roles seen throughout the server ideas. My system of Kits, XP, Quests, and Roles would solve the main issues wild west faces currently: lack of noob friendliness, lack of emphasis on pvp, large emphasis on boring tasks (mining/drug processing), lack of variety, and lack of lasting appeal.

    Leveling up via an XP system would unlock better kits with weapons and armor as well as eventually, access to better towns and even a plot world for customizable houses and storage. Kit gear for players would be obtainable once daily. High tier gear couldn’t be brought into low tier areas. Sheriffs would have different tier kits per the different areas. Kits and XP balances sheriffs with players, encourages pvp, and brings lasting appeal to the server.

    There would be daily, weekly, advancement, and role specific quests. Daily and weekly quests: https://www.brawl.com/threads/58730/. These would provide XP and money for players. Advancement quests via town NPCs would add lore to the server, and be required to advance to the next town. Role specific quests would be available to players who have maxed out their level. These would unlock role kits, such as a doctor, sharpshooter, dueler, etc. Role kit mastery would be a way to level up these kits. Quests add more variety to the server, as do role kits. Role specific quests and mastery add more reason for pros to stick around.

    There would be a plotworld that players would unlock slightly before completing half of the original ranks. Provides storage and customizable homes. Can only be accessed in towns. There would be a limit on tps from /team hq. Team hqs would be used for /team hq. Larger buildings provide more tps. A plotworld would be needed due to the increased amount of gear and fights that would be present. Buyable blocks for houses would be a money sink for pros.

    Feel free to ask questions. I'd be more than happy to explain or elaborate upon my ideas. Please leave me feedback and vote on the poll. Thanks guys!
     
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    #1 randomcitizen1, Jul 2, 2016
    Last edited: Jul 26, 2016
  2. InfiniSTistus

    InfiniSTistus I´m Rock´s mommy

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    Get a L i f e... :wink:
     
  3. Hitchens

    Hitchens Well-Known Member

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    Get a random citizen and you'll have one.
     
  4. 19Cameron91

    19Cameron91 Well-Known Member

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    I think Amarillo qualifies more of as a starting town than Ellsworth.
     
  5. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    The thread has been updated.

    EDIT 7/26/16:
    Regarding regions:
    These regions would include the town, cartel, indian camp, mine, drug field, and all the land in between them for a certain area. Everything outside of these regions would be freezones where there would be no restrictions on gear.

    Advancement Quests Scrapped

    Chests bought from the home improvement NPC might have their prices adjusted to fit this system. These would be able to be placed in your own plot. Players would be given a few chests to start with upon unlocking the plotworld. There would be a limit on how many chests a player could have in their plot depending on their level. The highest level wouldn't have a restriction. More plots could also be purchased.
     
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  6. NeoGer

    NeoGer Well-Known Member

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    When you die you keep the level right?
     
  7. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    Yes.
     
  8. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    Ok. You wanted my two cents and I took a lot of time to read/think/reread over this all (it was a lot, but very informative) and here we go. Hopefully my answer isn't as long as your OG post. xD

    The general thought on all of this:
    I really like this idea and I believe it will add more excitement and energy to this gamemode, while bringing something different to an already unique gamemode. However, I have some questions.
    The beginning of this:
    How do we expect to compensate for all of the players' hard work? Are we going to have to go through each and every player that has already played wildwest and figure out what rank they should be? Or are we just going to reset all over again? I don't think people would want another reset, even if it is for the betterment of wildwest. Players would want to keep their stuff. Also, is Mario aware of how much coding this would take? Adding an xp system to an already established gamemode would take not just weeks of dedication, but also new API's and removal/additions of code just for this to become a reality. I don't believe it's been done before without making an entirely new gamemode (war 2.0, skywars 2.0, etc.)
    The bandit/sheriff ranks and restrictions:
    I love this idea a lot. I think it would solve this civil war that is happening between bandits and sheriffs, but again, I'm having some doubts about getting this started as well as what the ranks entail. For instance, with the bandits, are they also going to have restrictions on where they can go? It seems unfair for sheriffs to have restrictions while bandits are free to go as they please. My suggestion would be to either make restrictions universal or use the bandit's system of regulating who can go where (making their inventory appropriate for the town) the same for the sheriffs. For the sheriffs, who is going to decide the starting ranks of sheriffs (assuming the server doesn't completely reset.) Also it seems like sheriffs are going to be extremely underpowered until they get more than just a pistol. This is just my opinion though.
    Questing:
    I love this idea and I see nothing that could go wrong with this except for the amount of coding that would have to take place. It would be cool to have some form of rewards system set up as well for completing quests. Other than that, not much else to say. ​

    Plotworld:
    I feel like this concept is cool in thought, but wouldn't actually work out. For instance, how would the houses be saved? Also, how would rent be assigned, and what would happen should the rent not be met? Would the house be destroyed? It's a good idea, but I see too many bugs with it.
    Well there ya go. sorry it was longer than I thought, but I wanted to let all my ideas out. @randomcitizen1 I thought I should tag you because you wanted my input. I tried my best to organize it, but let me know if I missed anything. See ya!
     
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  9. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    This has not been determined as of yet. However, some ideas have already been discussed on how this would work. There are a few things that could happen. 1. A full reset. Not ideal, but if all else fails, this might have to be what happens. 2. (Suggested by Mafias) Have people apply for a level on the forums based on their previous stats. This is better for the players than a full reset, but I think we can still do better. This would be a lot of work for whoever's job it would be to go through these and would probably cause a lot of drama if someone got a lower level than they thought themselves worthy of. 3. Players would keep their Bank, Wallet, and Team bank as well as their teams. This is the best idea so far. In order for this to work, the level system would have to be based solely on XP, not money. This is perfectly ok since players would beg for money otherwise. The more successful players would have a large edge on those who were not successful if this were implemented, but would still have to rise throughout the ranks. This would be ok since they would keep their money.
    Yes, he is. Mario himself has expressed interest in implementing an XP system and has recognized that it would be a lot of work. That being said, I have faith that Mario can succeed in coding this if he puts his mind to it. He's a very competent and hardworking coder.

    I'm not sure I understand what you are saying. Both bandits and sheriffs will already have to have their inventories appropriate for the region they are in. Bad gear can be brought into better areas, but not vice versa.

    Assuming players keep their money and start at level 1, the same would be true for sheriffs.
    This thread was created before sheriffs couldn't cuff while combat tagged and before I learned to be able to calculate armor damage reduction. I will probably have to rework the kits for bandits and sheriffs to some extent to function with these new developments.

    The plotworld would not be a part of the actual wildwest map. It would be saved in a different world/dimension, or whatever you want to call it, but it could still be accessed via a command in-game. I know that this is a possibility, as I have played on servers that have these. There wouldn't actually be any pre-built houses in the plotworld, only plots. You build what you want there. Plots would not be rented. Once you have bought or unlocked one, you have it for life.
    Thanks for all your input. I hope this helps to answer your questions. If you have any more, please don't hesitate to post them here.
     
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