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The original was posted on /r/rpclipsgta by /u/GDev_No7 on 2023-06-27 15:33:58+00:00.
As a viewer and aspiring game dev. I thought I would throw a few ideas out there as I have too many in my head and hopefully provide a few good ideas that might make some change for the better.
I aim to introduce gameplay changes that focus on improving the economic well-being and distributing resources to a wider range of players, enhancing their roleplay experiences through better interaction. Additionally, I intended to normalize the concept of losing progress, making mechanics and events riskier, resulting in more thrilling and engaging content.
Economy
Store Fronts
- Storefronts will incur a (placeholder number) 30% tax on all goods sold by the NPC.
Reason/Goals
- NPCs do not provide roleplay. The tax helps to remove excess money from the economy and pushes players to sell in person, pricing their goods anywhere from the cost to produce up to the 30% tax range.
- Store owners will also have to regularly check and communicate with other store owners to stay competitive. This tax will have additional consequences from heist interactions (look to the Crime Heist section below)
Renting
- You can rent a building for 30 days at a time.
- Businesses need not need to own a building before starting up and can just rent a building with a storefront mechanic, speeding up the process of starting a business and working towards owning the storefront/building itself.
- (Renting will not go towards paying off the final cost of the building.)
- The size of the building will incur different costs for rent and purchases small/medium/large. This will have implications for Criminal production.
- Rented buildings/storefronts can also act as locations for benches and Criminal Production (More below in Crime Section)
Reasons/Goals
- Hopefully, this will foster more investigative role-play. As the bench and Criminal Production are no longer hidden behind super secret stashes. This will hopefully spur hide-and-seek games between Cops and Criminals.
- (more info about specific departments is below in the Cop section.)
- The goal here is to encourage losing progress and make it a norm for the server. The additional consequence is that hopefully, Criminals become more cordial to police to stay off their radar.
Businesses
- Businesses should only be run by Civilians.
Reasons/Goals
- A lot of the deeper mechanics is gate kept by being a Criminal or Police. Civilians do not have any deep mechanics that is truly their own, this gives the feeling that the world is just a giant Criminals and Police playground with Civilians acting as NPCs.
- Making Civilians the sole owners of the business will force players to roleplay outside of their established group, more interactions with newer and established players will hopefully give players more chances to grow their character and roleplay.
- Making Civilians integral to businesses allows us to “attempt” to bring back financial investigations. Criminals would be able to team up with civilians to use business to launder money and Police would be able to team up with Civilians to investigate this crime. This forces both Criminals and Police to interact with Civilians more.
Financial Investigation
- After you have hit a certain number at the bank 80,000 $ (placeholder number). The bank will notify you that there may be investigations on this account if the account amount rises any higher than 100,000 $.
Reasons/Goals
- The reason that there is a threshold amount is that laundering and tax evasion are technically incredibly deep roleplay, especially if you are a new player. There is already so much to learn and try out without the headache of worrying about what type of excuses to write down explaining where the money came from.
- The threshold is a signal to give players time to think things through or just engage with other players for help in navigating money laundering.
The Buy In
- The concept of the buy-in is to add a cost between what the player desires and the item or mechanic, this cost can be paid in the form of items or currency. This adds an inherent value to the item or mechanic and will therefore add value to items and mechanics downstream.
- I know that there is already a version of this already implemented such as lockpicks for robbing houses and termites for robbing banks. What I want to do is to expand this concept to more events and mechanics and where it is already in place substitute those items with more player-produced items. Making it cheap to start something new but as progress scales so does the buy-in relative to risk.
- E.g. This example is based on the changes made to Weed Production down below in Crime Production. Weed plants will require you to buy the seeds now. Priced at 3$ a seed (placeholder number) The initial investment cost for 10 plants is 30$. So when all the weed is sold your final profit will be the total from all the plants minus the investment cost.
Reasons/Goals
- The buy-in acts as an inherent money sink by pulling in resources/items from other sections of the economy produced by players. This gives the event or mechanic more value allowing the players to decide on the level of risk, investment, and content.
Crime Production
Weed
Here we will see the first interaction between the Buy-In and mechanics. As the weed Grow becomes more complicated and more profitable, the Buy in becomes more expensive and riskier.
- (Washing is the exchange of ill-gotten currency from ATMs and Heists with cash from the NPC Citizens of Los Santos when exchanging for illegal goods)
Tier 1
- Seeds can only be grown out in the open. The end product is cheap, reduces minor stress, and washes small bands of cash. (Seeds can be bought from an NPC.)
Tier 2
- Seeds are grown in rented/owned buildings in special hydroponic systems.
- The end product is more expensive and reduces a good amount of stress. It still washes small bands (Hydroponic systems are created via the Civilian bench (more details in Civilian benches)
Tier 3
- Seeds are grown in rented/owned buildings in special hydroponic systems and expensive grow lights. Seeds can now be given strain names. The end product is very expensive and reduces all stress. This weed can now wash large bands. (Hydroponic systems and Grow lights are created from the Civilian bench)
Reason/Goals
- Tier 1 of weed growing is meant to bring back the tension and fear of growing outdoors. Hopefully, it will also spur both police and criminals back to roaming around lesser-used locations.
- Tier 2-3 are meant to give a more relaxed and reliable Grow but in exchange, the risk is vastly higher. With a dedicated drug and substance investigation department (see more in Police) hopefully, we will see more cat-and-mouse games.
- Making the production require a building/storefront mechanic encourages a sense of paranoia as the secret is only as good as the people you trust. Everything has to be taken into account from the cost of materials to the rent and the size of the storefront, whether you choose to take up more space to hide the operation from prying eyes or use it to maximize the amount of plants you want to grow.
Meth
Tier 1
- Gives a minor speed boost and can be washed for small bands.
- You have to rent an Rv Van from a specific local, find a nice quiet spot, and start cooking.
- Requires cold medicine. (Found in Civilian production or home robberies)
Tier 2
- Setting up a mini lab (Civilian bench) inside an owned/rented building (not a meth table)
- Gives a minor speed boost, and a minor armor boost and can wash small bands.
- Requires Beaker X (Found in Civilian production)
Tier 3
- Setting up a large lab (Civilian bench) inside an owned/rented building
- Gives a minor speed boost, and a major armor boost and can wash large bands.
Tier 4
- Meth Run ( this is already in the city no plans to change this )
Reason/Goals
- Just like growing weed, starting up should be wild and exciting. Trying to hide a big ass Rv Van out in the open and attempting to escape the Police when found. As you delve deeper, the mechanics, roleplay, and risk will also become deeper.
Illegal Mining
- An alternative to chopping cars you can now go into the wild and set up illegal mining camps to dig up certain materials and jewels. You will use Civilian-created tools (Civilian bench): Shovels, jackhammers, and Metal Detectors to illegally strip parts of the mountain for materials.
Reason/Goals
- With this, we have three forms of illegal activity Weed, Meth, and Mining. The goal is to push activity away from the city to more unused areas of the map.
Crime Bench
There has been a lot of talk about Whitelisting goods (limited supply specific to a person or persons) and the gatekeeping of those goods. This can hamper the city’s economy and subsequent roleplay.
There was an interesting talk between Kyle and Anthony Z on Blau’s and Kyle’s Roleplay podcast on this topic. Whereas Anthony was in the position that having a whitelist on certain goods allowed for deeper roleplay. While Kyle felt that the economy and roleplay sometimes get halted because the whitelist holder of the items is missing or uncontactable.
- Trying to keep the best of both worlds, My solution is to have a Bench Tech tree with multiple tiers separating the ability to make items. Similarly to how it works now, benches would have to be given out based on good roleplay.
This is just an “example” of ho...
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