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Houses
#1
The ability to own a house on LVP would attract RP players and further the connection players have with the server.

How to buy a house

Once a player has build the funds to buy a house, they can go to the brokers office or to a house that is for sale on the map.
Every type of house has a default interior, the player can visit a house that's for sale for a sort time to decide if that's what they desire.

Decorating

The owner of a house has access to a catalog filled with furniture and objects to personalize their property. Those objects are for sale. The owner has a simple object editor witch they can use to add,move,rotate and remove those objects within their house. Every house has a 'storage' where they are able to store unused objects, it has a limited capacity.

Types of houses

Since most activities on LVP are centered around LV, here should most of the properties reside.

Types of houses from cheap to expensive (pics)
  • Motel room
  • Apartment
  • Suburban house
  • Penthouse (apartment with bigger interior)
  • Villa

Most houses/flats have a parking garage or a parking spot in front, those could be used to park a car, see thing to be considered.

Prices

A new player should be able to buy a house within a week of active ingame time spend doing jobs(~10 hours). A motel room should be cheap and limited in space. Villa's and Penthouses should be expensive, in the area of 50mil of today's LVP money, but over a multiple floor interior.

Keys

What use is a house if you can't invite friends over? The owner should be able to give others the key or hold the door open for them. The owner can also disable fighting/weapons inside.


The technical side

Interiors are fixed on a grid somewhere up in the sky where the build in iteriors are. The size of this grid should be so that only the players house is loaded, not those of his 'grid neighbors'.
Once a player joins the objects needed for the house are "buffered" into the streamer and a free location on the grid is allocated, this to speed up the load process. Players enter and exit their house by the yellow door pickup. Players access the map editor and catalog via a command and menu, they can also sell their house or change the interior via this menu.

Most interiors are one single object, the doors and furniture are separate.

Things to be considered/thought about
  • The prices of the houses
  • Available interiors
  • What to do when all ingame houses are occupied?
  • Are houses available to purchase from a LVP store (donate system)
  • How many houses can a player own at once
  • Are houses resell-able by the player or only bought back by the server?
  • How many objects is a player allowed to add to a house?
  • What objects should be available in the catalog and how to the player review those?
  • How does the object editor work?
  • Can weapon pickups be bought?
  • Can the owner add a parked car outside?
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#2
Last Summer I wrote a house handler for another server which has some pretty cool features:-

- Customizing house data such as names, etc
- Spawning in the house
- Storing a vehicle at the house
- Storing weapons and money in a safe
- Renting and viewing

It was nice and dynamic, too. An admin would literally go ingame and type /house create and the handler would do the rest. It would pick a random price and a suitable sized interior to match the price. Or admins could also type /house create [price] [interiorsize(small/medium/large/huge) [name] - all of these parameters being optional.

Decorating is an excellent idea but it requires a lot of discussion regarding how to store the data for each individual decoration for each house, as well as designing the object editor and allowing specific object IDs to be used as decorations.

(11-12-2011, 08:41 PM)oostcoast link Wrote: Types of houses
Types of houses from cheap to expensive (pics)
  • Motel room
  • Apartment
  • Suburban house
  • Penthouse (apartment with bigger interior)
  • Villa

Nice idea. In the handler I wrote I seperated these into categories based on sizes: Small, Medium, Large and Huge. Now that I think about it this method would indeed make much more sense.

Quote:Things to be considered/thought about

The prices of the houses
Available interiors
What to do when all ingame houses are occupied?
Are houses available to purchase from a LVP store (donate system)
How many houses can a player own at once
Are houses resell-able by the player or only bought back by the server?
How many objects is a player allowed to add to a house?
What objects should be available in the catalog and how to the player review those?
How does the object editor work?
Can weapon pickups be bought?
Can the owner add a parked car outside?

Prices: These should be expensive imo. Perhaps we could make houses really hard to get. Most people on LVP are rich and can afford to pay whatever they want. Maybe we should make them work for this feature. Small houses are unlocked for everyone, Medium houses require the player to export 50 cars, Large Houses require them to export 70 cars, be ingame for 50 hours and win at least 50 minigames. Huge houses are only available for special people: 1000+ hours ingame, 100+ exports, 100+ minigame wins.

Available Interiors: In this handler I've been through every interior ID available in SA and already compiled a nice list.
Here is the text document that the server reads from.

Availability: Since this is only a basic system it should be available for all players just like properties, imo.

How many houses can a player own at once: Since houses will save beyond sessions this should be one imo

Are houses resell-able by the player or only bought back by the server?: Hmm, tough one. Perhaps this could be an option for the player to make. Selling it to the server obviously resulting in the player receiving less money

Can the owner add a parked car outside?: Perhaps this could depend on the house. EG only some houses have "garages", or parking spaces


I have ported over the first alpha version of this onto the test server and created some houses near the ship for testing. Obviously there are a few bugs whilst I adapt it to the gamemode however I'm not going to be spending much time on this as I have other priorities.
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#3
I've tried your system today, I like the textdraw and the visiting feature.
The main limit is that there's a limited amount of available interiors that are entirerly solid and have no door to the main world.

The way I images it is that houses are loaded like stunts with /map and players enter/exit trough walking into a yellow door beacon. owners can edit the house trough a menu.

Also I'd like whole flats and neighborhoods to already be available so admins won't have to worry about creating.

(11-14-2011, 05:20 PM)Jay link Wrote: Last Summer I wrote a house handler for another server which has some pretty cool features:-
Decorating is an excellent idea but it requires a lot of discussion regarding how to store the data for each individual decoration for each house, as well as designing the object editor and allowing specific object IDs to be used as decorations.

I am willing to compile a list of interior objects and decorations that could be added, I'll need a way to speed up the process of making screenshots though.

(11-14-2011, 05:20 PM)Jay link Wrote: Prices: These should be expensive imo. Perhaps we could make houses really hard to get. Most people on LVP are rich and can afford to pay whatever they want. Maybe we should make them work for this feature. Small houses are unlocked for everyone, Medium houses require the player to export 50 cars, Large Houses require them to export 70 cars, be ingame for 50 hours and win at least 50 minigames. Huge houses are only available for special people: 1000+ hours ingame, 100+ exports, 100+ minigame wins.

If we rethink LVP's economy so that the harder a task is to make money to more it pays out, the player is free to use whatever way they prefer to come up with the cash. The regulars today are totally detached from the reality because of their capital, they don't have to worry about cash. I would see banks being reset with 3.0.
The main goal for me is to make LVP more attractive to potential players.

(11-14-2011, 05:20 PM)Jay link Wrote: Can the owner add a parked car outside?: Perhaps this could depend on the house. EG only some houses have "garages", or parking spaces
Only for some types and for purchase, of course.
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#4
We should design a far more extensive system for LVP3, which also allows people to buy furniture and all. This would be available for all VIPs and they'd be able to "buy" the house they want on the website (possibly taking the entire donation amount into account, so we can have different classes of houses). We may even allow them to create pickups in their houses (weapons, armor), an alarm system for when someone else enters their house (maybe a password?), spawn by default in their house, etcetera. The position of the front-door (which we could easily fake by the way, by just spawning a door object somewhere) would also have influence on the price.

I like your idea.
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#5
I like the idea but is this even possible ?
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#6
(11-22-2011, 08:15 AM)Tpimp link Wrote: I like the idea but is this even possible ?

We have yet to find out the impossible.
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