Ideas for a GM..
#3

Quote:
Originally Posted by -Sneaky-
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TL ; DR:

I basically want to re-create All Points Bulletin in SA-MP.

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I have and had many idea's for gamemodes for SA-MP over the years since I started playing in 2006, I actually was busy making the following gamemode idea from scratch until I got banned from SA-MP and gave up and deleted everything.

Now I don't plan on remaking it all again, and since I hardly play SA-MP anyways and only visit the forums and IRC once in a while I decided to share the best idea of all time, sadly I never wrote my idea's down so I'm making it up as I am writing this. Hopefully someone will take upon this gamemode idea, I'd love to see that happening.

The main idea:

Set in whole San Andreas, a criminal versus police gamemode called "All Points Bulletin: San Andreas", upon joining you must register and choose a side (faction): criminal or enforcer (each faction has it's own benefits - see below). Once you have chosen a side you will go through a small but fun to do tutorial, once the tutorial is completed you will be able to choose which city you want to spawn (LV, SF, LS, country side etc).

Each faction has contacts, these are stationary bots you can pledge to, once pledged you can do missions for them and gain contact standing, each contact has a max level of 10, once maxed out an other contact will be unlocked you can pledge to (ultimately unlocking the boss).

Once pledged you have to be ready to accept missions you will be able to set your ready / not ready status by pressing a button, once ready a mission for that contact you are pledged to will start automatically. Missions are all sorts of different things, this can be picking up a item and delivering it somewhere and then break into a house and steal a car which you have to deliver somewhere else.

Upon finishing a mission you will gain experience and a small amount of cash (depending on how well you did the mission). But that is not all, when other players are online who are around the same skill level (and part of the other faction) you will be automatically be matched up against them. Say for example I am part of the criminal faction and are on a mission, the system checks if there is anyone available for a mission with around the same skill level as you, the system matches you up against a enforcer and his task simply is to prevent whatever you are trying to do (like steal a car or capture a checkpoint).

Each mission has stages, if you fail stealing a car the next stage will start. If you succeed you will win the mission or the next stage will still start but it will be the other way around (the enforcer has to do something you have to prevent), in the second case the one with the most stages won wins, if it's a draw the final stage will initialize where for example you and your enemy have to hold a checkpoint and the one who holds it for the longest time wins the whole mission.

Now you might be wondering what about other players, won't they interfere with your mission (griefing you)? Well it's like this, if you are not on a mission you can not kill anyone (they have grey names to you), on a mission you can only kill your assigned enemy (who has a red name to you) and not anyone else.

You also will be able to create groups of 4 players max, the leader of the group can invite/kick players out of the group etc, do missions with your group and get matched up against other groups.

Basic Features:

Fully mysql gamemode.
Register/login/stats etc.
Dynamic systems for vehicles, houses, businesses, contacts etc.
Walking weapons server (no running weapons such as sawnoff/tec/uzi).
Max health is 100 (no armour AT ALL in the whole gamemode) - more quicker and fun fights.
Addictive gameplay, always something to unlock or to do (leveling).

Contacts:

Each faction, criminal and enforcer have sub factions which you can work for, for example:

Criminal Faction:

pawn Code:
Grove Street Families
    * Tier 1:
        * Grove guy 1
        * Grove guy 2
        * Grove guy 3
        * Grove guy 4
        * Grove guy 5
    * Tier 2:
        * Grove guy 1
        * Grove guy 2
        * Grove guy 3
        * Grove guy 4
        * Grove guy 5
    * Tier 3:
        * Grove underboss 1
        * Grove underboss 2
        * Grove underboss 3
        * Grove underboss 4
        * Grove boss 5

Ballas
     * Tier 1
        ...
     * Tier 2
        ...
     * Tier 3
        ...
In the begin you will have to pledge to 'tier 1 Grove guy 1', and do missions for him, this is a low level contact and the rewards aren't that great, upon finishing this contact 'tier 1 Grove guy 2' will be unlocked and so on till tier 3 Grove boss 5 where you will earn much greater rewards.

Contact Rewards:

The higher the contact the better the reward is, more cash more experience points.
At level 5 and 10 of each contact you will gain a reward:

pawn Code:
* New weapon
    * Possibly limited use / unlimited weapon reward on a higher level contact
* Cash
    * Kills / deaths = ratio + stages won * 2 = $$$ reward (or something like that)
* Perk
    * Extra ammo clip / extra damage / invisible on radar / last stand / revive allies - etc/whatever you can think of which is cool and original
* Item
    * Health Poison / grenade / molotov / c4 / land mines - etc/whatever you can think of which is cool and original
* Other...
    * House / businesses / private parking spot on parking lot / bodyguards at house-businesses / nitro for your vehicle if you have any / access to certain vehicles - etc/whatever you can think of which is cool and original
Of course the higher the contact the better reward you get.

Vehicles:

* Admins can add/remove vehicles from the game (excluding player/businesses/house owned vehicles)
* Vehicles should be categorized: bike/poor/expensive/bus/van/trailer etc

Housing:

* Admins can create houses in-game
* Included is a menu of all interiors
* Not too many houses (should be 50% of max players to keep the house selling/buying/trading going)

You will not have a housecar at first, the first thing you unlock at a contact is a bicycle (IF you have a house), the next thing is a poor car, then vans like moonbeam, then expensive like sultan/turismo etc, then bikes like fc900, nrg etc.

You can upgrade your house with sprunk machines, microwave (example: to heat food, eat it and gain health - uncooked food will get you less health) and all sorts of stuff.

You can rent out rooms to other players (depending on how many rooms your house got).

You can choose to put a password on your house (which you can give to friends) or just the normal way of entering/exiting using dialogs.

Businesses:

Each businesses should be unique.
You can upgrade businesses, password them etc.

Example:

Casino:

Upgrade guards
Upgrade businesses vehicle (2 limousines in front of the casino)
Upgrade casino safe/security
Able to close certain parts of the casino / restricted vip/clan area's (upgrade?)


Inventory/Items:

You can buy items, find items, steal items, fish "items", etc which you can put in your inventory aka backpack (of course you can upgrade to a bigger backpack too to hold more items).
The purpose of items is so players can trade/sell/buy them on the market place, you can also sell weapons, vehicles etc.

Some items examples (each item can be stored in your backpack and you can choose to use the item at any time with a delay between using certain items like food to restore health):

Fish - Function: when consumed restores some of your health (IF your house has a microwave or w.e you can cook it, once cooked it restores a larger portion of your health).
Health Poison - Function: ?
Adrenaline - Function: ?
Bread - Function: ?
Weapons - Function: ?
Perks - Function: ?
Nitro - Function: ?
etc..

Missions (in more depth):

If you die in a mission you should respawn within at least 150 meters of the objective (perhaps defenders of the objective should spawn closer).
Missions COULD be random (pre-defined locations, objectives in a array or w.e) but it would be more fun to make every mission unique to it's contact.
Stages should have timers, so you got X minutes to complete a stage before you loose.

Other things:

Perhaps LS, LV and SF can be for missions where you can not kill other players except for the ones in your mission where in the country side you can kill anyone you like, so crossing from one city to an other will be a bitch.

Achievements, such as getting a achievement for killing X players, miles run/driven, completing X missions etc.

Things to do when not on a mission: street races/skydiving/minigames like rivershell - something with rc cars

Market place: a central spot in SA to trade/sell/buy items with other players.

Vehicle spawn machines: at gas stations you can spawn your vehicle (costs some $)

Ammo you must buy, if you didn't buy enough ammo and die you might spawn with no ammo in a mission.

Some sort of clan system.

You can customize your vehicle (if it supports that like sultan) and it will save so when you spawn your vehicle at a vehicle spawn machine it will have the mods on it.

Each faction has it's own unique features like enforcers would be able to arrest you and criminals can rob banks/casinos and such.

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Well I think that's about it, got a little bit of a idea blackout here so I'll add more when I come up with it again (if I'm not too lazy).

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Messages In This Thread
Ideas for a GM.. - by [L3th4l] - 18.12.2010, 04:13
Re: Ideas for a GM.. - by Scenario - 18.12.2010, 04:16
Re: Ideas for a GM.. - by Retardedwolf - 18.12.2010, 04:20
Re: Ideas for a GM.. - by The_Gangstas - 18.12.2010, 04:31
Re: Ideas for a GM.. - by Jim_Full - 11.01.2013, 20:55
Re: Ideas for a GM.. - by Popz - 11.01.2013, 21:23

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