All these require, i think, a new system for each of them. But it's worth it. They are in no order of neededness or goodness.
1. Character body customization
I've already made a topic about a possible way to do this, here
2. New mission system
Team vs team, crew vs crew, player vs other player, more interaction, the works. Rarebit, i know you want this :smileywink:
3. New item system (add buffs, change colour, silence weapons, etc.
This is really why i made this topic, so it's gonna be a longer read :smileytongue:)
We all know (we who have read the ask the devs thread), that with
the current system, making custom buffs and changing colours, a very
very very very large database is needed, for every possible combination
of buffs and colours for one item. So, the new system would be like
this:
Of every item there would be made a colourless, buffless template, one
for each gender, and to it you could add buffs, make it into a new
colour, add a silencer for weapons, what ever you want. Every item
would be deleted, and replaced with a template, except those in peoples
inventories, which would still be in circulation, but would follow the
rules of templates. Decompiling such an item would extract the buffs,
which would, in extracted form, be Buff Fragments. The colour of the
item would be seen in extracted form as a Dye Fragment, or Colour
Fragment. The decompiled item would of course also give codebits.
When you make a new item, let's say a new shirt, you would first select
the shirt template. Then there would be a button with the caption
"Buffs". Click it, and a new window would appear, the buff panel, there
would be a checkbox and a slider (for the power of the buff) for every
buff fragment you have. Now, when increasing the power of the buff,
every 5 steps would require a new buff fragment of the same buff. The
max power depends on the buff. When going over 10, every 3 steps would
require a new buff fragment of the same buff.
There would also be a "colour" button. This would simply bring up a
colour chart of all the available item colours in-game. Changing the
colour would require ONE dye fragment, they don't have versions for
every colour. The more buffs, the higher level is the item, and,
following the rules of cause and effect, the more difficult it would be
to code the item.
Now, the item would only exist in the client, as the server database
only has one template of each item. When an item is made, it would be
uploaded to the PIDB, Player Items DataBase. This database would, of
course, grow very big. But when a item loses it's stability, or when
it's recycled or sold to a vendor, the item would be deleted from the
PIDB. The stuff that would be uploaded to the PIDB would be in simple
text form, telling the sever which template it's made of and which
colour it is. No need to upload the buffs. Now when the player enters
the matrix, the other players clients would see the player, download
it's clothes parameters from the PIDB, and see the player like he/she
is. As every clothing file would only be like
Template=Arasiki driving gloves
Colour=black
the file would be very small, and cause no lag whatsoever. The client
that downloaded this info would show the Arasiki driving gloves
template, coloured black, on the screen. When fighting the player, the
buffs calculations would be client-side.
I want my loot!
Using this system, there would be no ready loots for the player.
There doesn't need to be. When opening a drawer, for example, the
client would fast as ligthning randomly throw together an item, taking
only one command from the server into consideration; Buffs, Yes or no. Of course, using this system, all loot would be different from players in a team, depending on who's the looter is.
So, these customly made clothes would be decompilable just like normal clothes, and tradeable just like normal clothes.
Devs would also all the time make new templates :smileytongue:
Getting buff and dye fragments
They would come from loot, old clothes that weren't deleted, and
new clothes that were customly coded and decompiled. Also, a number of
vendors would be selling them.
1. Character body customization
I've already made a topic about a possible way to do this, here
2. New mission system
Team vs team, crew vs crew, player vs other player, more interaction, the works. Rarebit, i know you want this :smileywink:
3. New item system (add buffs, change colour, silence weapons, etc.
This is really why i made this topic, so it's gonna be a longer read :smileytongue:)
We all know (we who have read the ask the devs thread), that with
the current system, making custom buffs and changing colours, a very
very very very large database is needed, for every possible combination
of buffs and colours for one item. So, the new system would be like
this:
Of every item there would be made a colourless, buffless template, one
for each gender, and to it you could add buffs, make it into a new
colour, add a silencer for weapons, what ever you want. Every item
would be deleted, and replaced with a template, except those in peoples
inventories, which would still be in circulation, but would follow the
rules of templates. Decompiling such an item would extract the buffs,
which would, in extracted form, be Buff Fragments. The colour of the
item would be seen in extracted form as a Dye Fragment, or Colour
Fragment. The decompiled item would of course also give codebits.
When you make a new item, let's say a new shirt, you would first select
the shirt template. Then there would be a button with the caption
"Buffs". Click it, and a new window would appear, the buff panel, there
would be a checkbox and a slider (for the power of the buff) for every
buff fragment you have. Now, when increasing the power of the buff,
every 5 steps would require a new buff fragment of the same buff. The
max power depends on the buff. When going over 10, every 3 steps would
require a new buff fragment of the same buff.
There would also be a "colour" button. This would simply bring up a
colour chart of all the available item colours in-game. Changing the
colour would require ONE dye fragment, they don't have versions for
every colour. The more buffs, the higher level is the item, and,
following the rules of cause and effect, the more difficult it would be
to code the item.
Now, the item would only exist in the client, as the server database
only has one template of each item. When an item is made, it would be
uploaded to the PIDB, Player Items DataBase. This database would, of
course, grow very big. But when a item loses it's stability, or when
it's recycled or sold to a vendor, the item would be deleted from the
PIDB. The stuff that would be uploaded to the PIDB would be in simple
text form, telling the sever which template it's made of and which
colour it is. No need to upload the buffs. Now when the player enters
the matrix, the other players clients would see the player, download
it's clothes parameters from the PIDB, and see the player like he/she
is. As every clothing file would only be like
Template=Arasiki driving gloves
Colour=black
the file would be very small, and cause no lag whatsoever. The client
that downloaded this info would show the Arasiki driving gloves
template, coloured black, on the screen. When fighting the player, the
buffs calculations would be client-side.
I want my loot!
Using this system, there would be no ready loots for the player.
There doesn't need to be. When opening a drawer, for example, the
client would fast as ligthning randomly throw together an item, taking
only one command from the server into consideration; Buffs, Yes or no. Of course, using this system, all loot would be different from players in a team, depending on who's the looter is.
So, these customly made clothes would be decompilable just like normal clothes, and tradeable just like normal clothes.
Devs would also all the time make new templates :smileytongue:
Getting buff and dye fragments
They would come from loot, old clothes that weren't deleted, and
new clothes that were customly coded and decompiled. Also, a number of
vendors would be selling them.