Unfortunately that doesn't actually help, all it does is prolong the amount of time people have good stuff, which just delays the inevitable. i.e: you go from having a stale server in 24 hours to having one in 48 hours. Something has to be done to make replayability sustainable.
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I'll add a config option for wipe periods, and then have a text showing on screen somewhere that shows when the next wipe will be (countdown in days/hours/minutes/seconds.)
I'll also add a config for price scaling. So if you set the config to, say, 2, everything would be 2x more expensive.
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I've been playing around with several ideas in my head, stuff that helps the little guys take the big guys down easier, wipe periods was one of those ideas [first of every month, everything is reset.]
another idea was, better gear was locked behind time, so the first day or two, people would only have access to basic rudimentary melee weapons, no glocks or anything, this went with the wipe system to make sure everyone had time to prepare.
even more -- alliances hinder your ability to perform solo, the more people in your alliance that have X perk, the more it costs, same going for gear, if 6 people in your alliance have duplexians, LPR/M4's .etc then it costs... say x3 as much, for everyone, this was per person per item too, winding down if one man had too much, so one man having 100 zipties isn't as much of a burden as 10 men having 10 zipties.
'creeds' were an idea floating around, that alliance leader(s) can unlock, basically changing the alliance entirely, I needed a lot more though for it to be effective.
Spoiler: Creeds
Creed: Brotherhood - When a member is inducted, they change their last name to the name of the alliance.
Creed: Stronghold - Prop health is increased based on number of alliance members online.
Creed: Evil Cult - All members of the alliance are forced to have bad karma.
Creed: Lawful Cult - All members of the alliance are forced to have good karma.
Creed: Neutrality - All members of the alliance are locked to having max 25 of each karma.
Creed: Brothers - Your alliance is locked to two members, you both take on the name of the Alliance for your surname, and your cash gain is doubled from printers.
Spoiler: augment ideas
Martyrdom - When you die, drop a low powered explosive grenade.
Alliance Cap to start is 3. -- for this to work even remotely, there'd need to be bonuses for being in alliances in the first place, tough system to balance.
Leadership - Increases the maximum people in your alliance to 5, allows you to buy the General augment.
Legion - Increases the maximum people in your alliance to 7.
General - Lifts the limit of maximum people in your alliance, but you cannot adopt a Creed.
Connected Faith - For every member of your alliance, shipment prices are decreased by .10%.
Reverse Spell - Decreases the damage enemies of your alliance do to you, in turn the damage you do to them is also decreased.
Mirror Mirror - Gain the ability to flip your karma to the other end of the spectrum, only when you are at the max of that karma.
Two Ton Tomb - Saint and Sinner tombs cost half as much.
Neutral Wasteland - You are a neutral party, you cannot join alliances, you gain several benefits for this, and you can turn in your neutrality at any time for 20,000 cash.
Full Force Forward - You take less damage when hit from the front, but more in the back.
One Punch Man… Sort of. - The amount of punches it takes to knock someone out is halved.
Timed Expose - When you die, your respawn time is quadrupled, but you respawn with heavy kevlar.
Heartstopper - You can stop a dying characters heart, killing them.
Cardiomyopathy - Instead of being fully revived, you are revived to the 'slowly dying' state.
Defending Aegis - Coming to the aid of others grants you bonuses, attacking others without reason grants you defects.
No Fly Zone - The damage you do to jetpacks is doubled.
Doctor - Healing others grants you karma.
Do No Harm - Whenever you kill another player, you lose this perk and it’s bonuses.
Jetpacks would have their own 'damage' in the F1 menu, and take damage from the chest. .etc
As more and more people had more 'worth' you'd also start with more cash, people who were 'inactive' [not logged on for a week] did not apply to this.
I'm pretty passionate about P4, as you know, of course; these were all concepts in my head, and some of them have come to life in the script itself, but I haven't been very active in continuing onward.
But if you want ideas, those are the ones that have crossed my mind several times.