Dead City RPG
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Dead City RPG
After alot of thinking, the Dead City RPG system is released on the forums.
Whether anyone cares is unimportant.Also, This is The section for the RPG, whatever is written here overrites anything I put elsewhere on the subject.
Note: This system applies only to Dead City 2.
Note: Due to the MHMIII server giving 1 point for zombie kills instead of MHM's 13, your score is considered to be x10 for the purposes of titles and medals.
<<<<<<<<<<VERSION 7>>>>>>>>>>
Part 1, Ranks
As you gain points, you receive titles based on your score, these titles make up the greatest part of your status.
100:Novice
200:Apprentice
350:Hunter
500:Warrior
750:Adept
1000:Expert
1250:Elite
1500:Champion
1750:Hero
2000:Master
2300:Legendary
2600:Supreme
Part 2, Medals:
Medals on ratio of lives and score, with the system working like this: every life you have lost deducts 100 from your score, your new imaginary score gives you a colored medal depending on how high it is.Medals are applied before your title.
1000+=Ultimate
850=Tarydium.
750=Diamond
650=Platinum
550=Gold
450=Silver
350=Bronze
250=Red
200=Orange
150=Yellow
100=Blue
50=Green
49-=none.
Part 3, Defender Level
you gain 1 Defence Point for each of the listed areas you spend dusk to dawn in without dying once, you are allowed to move onto the pavement outside the building, but stepping onto the road will disqualify you. Your Defence Points are added to the end of your title after an X.
Base
Shop
Church
Town Hall
Mansion
Swimming Pool (front room only)
Hotel (not the roof)
House
Jail (not in the cells)
Market
Part 4, Food Types:
Food types don't have any system behind them, they're just a bit of fun and an excuse to show off my creativity:
Pupae Crisps
Razorfly Juice
Manta Biscuits (also comes in Cave flavor and Giant portions)
Krallburgers (also available in Elite flavor)
Gasbag Curry (also available in Giant portions)
Skaarj Wine (available in 6 distinct flavors)
Brute Pizza (available in small,medium or large)
Warlord Tarts
Nali Sandwich (also available in Priest flavour)
Cow Chops
Rabbit Nugget
Devilfish Sandwich
Squid Stew
Slith Sauce
Tentacle Cream
Spinner Salad
Mercenary Cola (Also available in Elite flavor)
Titan Steak (also available in Stone flavor)
Queen Cake
Part 5, Title Assembly:
Example player stats:
645 Points 27 Lives.Survived night in the main base and got stuck in the shop but survived
645 score = 500-750 = Warrior
645 score = Warrior (500-749)
27 Lives: -300 medal score.
645 - 300 = 345 = Red
2 named areas survived=X2
TOTAL TITLE: Red Warrior X2
Whether anyone cares is unimportant.Also, This is The section for the RPG, whatever is written here overrites anything I put elsewhere on the subject.
Note: This system applies only to Dead City 2.
Note: Due to the MHMIII server giving 1 point for zombie kills instead of MHM's 13, your score is considered to be x10 for the purposes of titles and medals.
<<<<<<<<<<VERSION 7>>>>>>>>>>
Part 1, Ranks
As you gain points, you receive titles based on your score, these titles make up the greatest part of your status.
100:Novice
200:Apprentice
350:Hunter
500:Warrior
750:Adept
1000:Expert
1250:Elite
1500:Champion
1750:Hero
2000:Master
2300:Legendary
2600:Supreme
Part 2, Medals:
Medals on ratio of lives and score, with the system working like this: every life you have lost deducts 100 from your score, your new imaginary score gives you a colored medal depending on how high it is.Medals are applied before your title.
1000+=Ultimate
850=Tarydium.
750=Diamond
650=Platinum
550=Gold
450=Silver
350=Bronze
250=Red
200=Orange
150=Yellow
100=Blue
50=Green
49-=none.
Part 3, Defender Level
you gain 1 Defence Point for each of the listed areas you spend dusk to dawn in without dying once, you are allowed to move onto the pavement outside the building, but stepping onto the road will disqualify you. Your Defence Points are added to the end of your title after an X.
Base
Shop
Church
Town Hall
Mansion
Swimming Pool (front room only)
Hotel (not the roof)
House
Jail (not in the cells)
Market
Part 4, Food Types:
Food types don't have any system behind them, they're just a bit of fun and an excuse to show off my creativity:
Pupae Crisps
Razorfly Juice
Manta Biscuits (also comes in Cave flavor and Giant portions)
Krallburgers (also available in Elite flavor)
Gasbag Curry (also available in Giant portions)
Skaarj Wine (available in 6 distinct flavors)
Brute Pizza (available in small,medium or large)
Warlord Tarts
Nali Sandwich (also available in Priest flavour)
Cow Chops
Rabbit Nugget
Devilfish Sandwich
Squid Stew
Slith Sauce
Tentacle Cream
Spinner Salad
Mercenary Cola (Also available in Elite flavor)
Titan Steak (also available in Stone flavor)
Queen Cake
Part 5, Title Assembly:
Example player stats:
645 Points 27 Lives.Survived night in the main base and got stuck in the shop but survived
645 score = 500-750 = Warrior
645 score = Warrior (500-749)
27 Lives: -300 medal score.
645 - 300 = 345 = Red
2 named areas survived=X2
TOTAL TITLE: Red Warrior X2
Last edited by BIOMECH on Sat Jan 09, 2010 7:28 pm, edited 20 times in total.
- *POTS*
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Re: Dead City RPG
That is: when Warcraft meets Unreal Tournament... Nice idea BIO! (Love the food part).
Plain Old Telephone Service
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
Phew, I keep having new ideas, I'm on v4 at the moment and not done yet, You'd better not make my system useless Scotty! 

Last edited by BIOMECH on Sun Apr 12, 2009 8:05 am, edited 1 time in total.
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
I'll have to bump this post every few versions so people can see the changes. 

Last edited by BIOMECH on Wed Apr 15, 2009 11:50 am, edited 1 time in total.
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Re: Dead City RPG
I'm looking at a scoring system for MH anyway that is server based like RPG, but without the stat system. It's in the early stages but I think it's do-able. I have been looking at the Nexgen code to see how players can be individualized to save them. The upside to this would be that your cumulative score would carry over from game to game and day to day.
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
AAAAAAA!!!!!ScottyD wrote: The upside to this would be that your cumulative score would carry over from game to game and day to day.

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- Posts: 1396
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Re: Dead City RPG
Not as like a cumulative total score, but as an aggregate. Something like:
gopostal
XXXX
230
where "X" is some small symbol denoting something like 1000 monsters killed, then your current map score under. Total monsters killed would discard pupae and fly. It's all in the formulative phase ATM, but I could do it.
gopostal
XXXX
230
where "X" is some small symbol denoting something like 1000 monsters killed, then your current map score under. Total monsters killed would discard pupae and fly. It's all in the formulative phase ATM, but I could do it.
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
Interesting... my only worry is it will make the people who look up "selfish" in a dictionary and realise it's actually their autobiography, even worse...
UT2004 RPG Invasion---lest we forget.
UT2004 RPG Invasion---lest we forget.
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- Joined: Tue Nov 18, 2008 9:32 am
Re: Dead City RPG
Yeah thats the downside to having any sort of saved system. People play towards high score versus the map. Not sure how to skirt that either. One of the worst things I ever did was install a mod on my 2K4 server that had stat tracking that fed to a webpage. The page started getting hammered with people checking their server ranking and I noticed the regulars playing to score better versus what was dictated by the map or fair play.
- BIOMECH
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- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
I believe that's the beauty of my system, it applies scoring only for those who want it, and get's wiped after the map ends 

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Re: Dead City RPG
If you are not wanting a carry over then it makes it a lot easier to craft. Let me try coding a few in-map triggers up and see if I can build a scoreboard.
- BIOMECH
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- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
Don't we already have a scoreboard? It's called F1ScottyD wrote:If you are not wanting a carry over then it makes it a lot easier to craft. Let me try coding a few in-map triggers up and see if I can build a scoreboard.

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Re: Dead City RPG
I can never tell if you are serious or doing the passive-aggresive thing.
The scoreboard simply reflects the scorekill total from the game. I am thinking of an in-game board listing accomplishments. It will light up when you achieve a certain something. All I need is to figure out how to add names as people come and go and tie the entry to them. There are programs that allow script to render in game "Player leads with 23 frags" but I need multiple copies to render to a board so it can track names. Once the lattice is in place to track and show, creating accomplishments would be easy to add.
The scoreboard simply reflects the scorekill total from the game. I am thinking of an in-game board listing accomplishments. It will light up when you achieve a certain something. All I need is to figure out how to add names as people come and go and tie the entry to them. There are programs that allow script to render in game "Player leads with 23 frags" but I need multiple copies to render to a board so it can track names. Once the lattice is in place to track and show, creating accomplishments would be easy to add.
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
well, as of yet all I have are Medals, Ranks and Defence Points...but if it was computerised and thus saw everything...
I wonder if there could be one for a certain number of kills with a single weapon, I'd do it myself but one player can't see every kill.
I wonder if there could be one for a certain number of kills with a single weapon, I'd do it myself but one player can't see every kill.
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Dead City RPG
Now I've done the 5th,6th and 7th versions, that's 3 versions and time for a nice bump... 
