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IMPROVED MODULAR VEHICLES (Craftable Vehicle Chassis , No or Reduced Decay, Increased Storage, Full-Time RV Living Option, Misc)


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Posted (edited)

Modular Vehicles are a big hit, especially on our servers.  There's still a lot of things holding them back though from being anything more than a novelty, rather than a viable play strategy/goal.

Cars have become quite a commodity, and with the increased population on our servers, some people are having a very hard time acquiring a car at all - and most players are unable to get ahold of a car that fits their particular play style or goals.  Hoarding is a REAL problem, and the fixed numbers of specific chassis makes it nearly impossible for players to get a car that really fits what they want to do.  I've looked around and there are several plugins for vehicles that would make the below viable, as long as they're compatible and set up properly for balance.

I propose the following, working in conjunction with one another:

  1. Make vehicle chassis craftable at a Lift.  Limit this to 1 per player or something, to eliminate hoarding. Make vehicles locked to owner and/or team in some way (Codelock?).
  2. REMOVE randomly spawned vehicles in the wild.  If players want one, they can trade/buy/research/craft the things they want.
  3. Crafting cost could be set quite high, including scrap, frags, hqm, wood, fuel/crude, battery, components, etc - plus whatever else to make it a real accomplishment for a player to achieve.  (IDEA: maybe make the Aiming Module something useful for this as well? Just a thought.)
  4. Modified storage boxes on cars, so they are much bigger, or multiples stacked in one slot. Current storage modules are just too small to be viable.
  5. Make vehicle living with Camper module viable, without a base (ie: lift).  Remove vehicle decay, or reduce it to levels similar to base despawn for offline inactivity (1 week?) - Solo players would love this especially, since they could even play most of the wipe without a base at all.  Just lock the ability to push the car by other players, to prevent shenanigans.  EDIT: Parking a camper car for extended periods of time at Monuments would fall under the Monument Camping rule (pun intended?), and be subject to admin enforcement.

Some possible plugins, in no particular order:

Edited by Broon Khavar
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Posted

Car hoarding is something that your server admins should be handling. If you have players hoarding vehicles, and others cannot find one, then that is definitely something your admins can speak to the hoarders about.

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Posted

This might work for scourge/survival but does nothing for pure. Pure has a pretty high pop. Even without hoarders, I don't think there are enough cars for everyone who wants one, to have one.

Making them craftable is a great idea but I don't agree with any of the rest.

Meant to be in the wild. Forcing people to craft them is just a punishment for the more casual players.

You can run a 4 mod with 3 storage containers. 2 if you want double engine. More than enough for a solid roadside run.

Campers, maybe a little extra storage? But def should still need a lift and maybe a small hut for excess storage. You also would still need a bed. You can't log out in a car. It kicks you out. Keep the decay on. Leave decay as is. People would lock and park them in/around launch instead of using bags.

Posted (edited)

If you're worried about casual players, then cars spawning in the wild is the worst possible scenario for them.   

The problem with having cars in the wild, is that it makes it a wipe-day race to snatch up all the cars.  Then they're kept around, even if people are not actively using them, in the hopes of profiting.  By removing them from the wild, and making them craftable, it shifts the ownership of cars to those who actually have a use for them - not just prospectors looking to profit.  Those seeking profit via in-game trades can do so with modules, parts, fuel, everything else a car needs - but it breaks the monopoly of car hoarding.  With a limit of 1 car per player, this prevents it from becoming another horse farm situation as well.   

Casual  players therefore have NO chance to get ahold of a car that fits their playstyle the way things are now.  Either you're a wipe-day sweaty player, you pay out the nose for a car, or you don't get one.  This problem becomes bigger when the server pop exceeds the car pop.  Even if the admins enforce Car Hoarding, it still doesn't matter.  Even in that scenario, some players will NEVER get a car - which is exactly what is now happening.

With my proposal - If you need a car for a purpose, you make one.  Even a casual player can swing that, if it's something they really want to do.  If you don't need that size, and want to make a different size one for something else, you can do that by destroying your current chassis - but it naturally keeps the population of cars on the server in check naturally.

As for having a bed, that's what Camper modules are for.  They already work with the /home screen - which is great.  If a way could be found to go to sleep inside one, that'd be all one needs.   As for parking at monuments - that is a potential problem, though we do already have rules regarding monument camping, so that seems like something relatively easily enforced.

As for car storage, I think making the car boxes the equivalent of, say, the size of a fully-unlocked backpack, makes the most sense. 

Regarding how this would affect Pure  ... eh, it wouldn't.  Nothing about this proposal is intended to be used on Pure.  As I understand it, Pure is a classified as a "Community" server (ie: un-modded), and therefore simply vanilla with decay turned off.  Thus none of this would apply.

Edited by Broon Khavar
Posted
26 minutes ago, Postanou said:

I did hear a nasty rumour that, like helis, horses & boats, modular vehicles will eventually have to be purchased in game from an NPC trader...

Something similar, heard Death was working on adding it to the /shop at one point.

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