I’ve hosted a lot of RP servers in 3.0 and a major problem that limited the creation and creativity of an RP server in 3.0 was the lack of features outside of Rocket and workshop mods that catered directly to RP. If Nelson wants RP to be an optional “game-mode” type thing in II I highly suggest the following:
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Knocking Out/Consciousness: If a player has a large melee weapon or a gun, they can choose to knock somebody out by walking up to them and pressing a button (example: Shift + G) and it does an animation on them to knock them out. They will fall down as if dead and will be unable to talk, move, etc for several seconds. This can be used for so many things that I will show in the next few suggestions
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Restraining players: When a player is knocked out, the person who knocked them out can use a ziptie or handcuffs by pressing Y on them and selecting “Restrain Player”. Once they restrain the player, that restrained player will be unable to use long distance comms or type anywhere in chat other than area chat. When restrained, players can access their inventory and take what they want from it, players can see extended information about who they have restrained and if they have group members online, etc etc. Maybe in a server option Nelson can choose for players to not know the name of other players unless they reveal themselves in area chat, with the restraining feature allowing to see someones name. **This suggestion would seriously encourage players to not KoS in RP servers, as if they choose to get zipties they can be rewarded for actually RPing and not just killing them (assuming RP servers have loot drop on death toggled off) so RP server griefing would be much less common.)
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Lockpicking: Lockpicks will be the Stealy Wheely Automobiley of II, except completely different. First off, doors and storages can now be lockpicked. Also, lockpicks will not work on everything. Lockers and vault doors will be 100% invincible to lockpicks and so will armored military vehicles - it can be up to a mod creator to choose vulnerability to lockpicks. Third, lockpicks will have a success rate in what it’s attempting to lockpick. Smaller storages, basic doors, or common cars will be easier to lockpick and have an increased vulnerability to lockpick, while more tougher things will take multiple lockpicks. When lockpicking something, there is a major chance that the lockpick will break, resulting in requiring more lockpicks. Lockpicking will also take time (maybe 30 seconds?) and will trigger car alarms or maybe even household alarms that alarm the house/car owner or even it’s group as well. Lockpicking can also be used to help break out of jail cells and doors.
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A proper money system: Instead of relying on Rocket for a proper money system or having to use XP as money, Nelson should program a “Roleplay” gamemode that switches and turns off some survival mechanics and replaces them with roleplay mechanics, like automatically turning off zombies and having a system to carry money on you or something like that. I don’t know really, elaborate for me in the comments.