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Demonmit1

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Everything posted by Demonmit1

  1. lot of baggy clothing / hoodies / other stuff visually hides several of the pistols. BUT, say a select few, could have this new mechanic to give them a usecase, as outside of the heavy revolver mkII or the .50 pistol, nothing else is regularly used. if the SNS, SNS mk2, and Ceramic were all allowed to be easily concealable, it would increase the use of these weapons in RP focused scenarios, and give a real use to these rather low end pistols.
  2. at the end of the day, its still a video game, and its not all about whats realistic. Body armor for civilians is something that really shouldnt be added. the ONLY way i can see Civ's having access to AP vests is through the guard card system.
  3. Civilian guard card system exists - https://gov.eclipse-rp.net/viewtopic.php?t=172255 Private Security firm business licenses exists - https://gov.eclipse-rp.net/viewtopic.php?t=92117#financial You can create your own legal faction here -
  4. AP ammo mod HP ammo mod FMJ ammo mod Tracer ammo mod all of these should be removed, and just allow the different ammo types to be loaded into their respective weapon types, while increasing the cost per round of the specialty ammo to compensate for the cost difference. why? the ammo mod takes the magazine slot. why do we need special magazines to have a different type of bullet loading into a firearm? I'm assuming this was done for some form of firearm balance, but it makes no logical sense how say, a Heavy Pistol can have 18 rounds of ammo, but only fit 6 rounds of hollow-point. the increase in cost per round should be balanced for the extra power/utility that these different bullets offer. several weapons are entirely incompatible with the AP/HP/FMJ/Tracer mods. what's the point in having different ammunition types if the weapons cant use them? the ammo mods are charged as "criminal use of weapon modifications" but logically it makes no sense. theres no IRL counterpart that's needed to load a different type of cartridge into a firearm. FMJ / Tracer are entirely unused, due to the limitations having a ammo mod on your firearm causes. more active use of different types of cartridges will give players more choice in who they're planning on going up against, without the hassle of having to buy gamified ammo mods for a select few guns that can take the different ammo types.
  5. Do people forget that armor piercing magazine mods and ammo exists? If you want to "level the playing field" buy equipment that can fight better against armor. Iirc at tier 2 or tier 3, official gangs unlock armor piercing ammo, so it's readily available, but people don't use it for some reason
  6. Naw, just something to grind out, and to show off as an earned cosmetic for putting in a lot of stamps to unlock them.
  7. AP isn't widespread as it's locked behind tier 5/6/7 and there's less than a handful of gangs on the server that have the ability to import them, giving them a monopoly on their imports. Since FM 2.0's introduction over 6 months ago, most of the popular weapons used by crims are still only accessible by the same select few gangs that existed before fm2.0. once more gangs gain access to tier 5/6/7 these items will become way more accessible.
  8. Currently any time a player sends you money it shows up with their full characters name. But the sender doesn't see the name of why they sent it to. Like I said, if it just shows names it will be used to metagame, so it would have to be set up to prevent it
  9. I can see this being used for metagaming if it's not set up properly. If I wanted to identify someone, I could just send their player ID $1000 and then check the panel to see who I just sent the money to.
  10. I've been a part of several chases for atms, both running and chasing. Its still quite buggy, and the actual ATM rarely is visible for law enforcement. The reward needs to be greatly buffed, not a reduced tracking timer Evading, felony public endangerment, assault with a deadly weapon of a gov, Grand theft, and full impound, all of those charges can easily be stacked up by Leo's. It's not worth a measly 5k. Breaking open atms is better for your effort, or if you have at least one friend, just rob a store.
  11. alright, got another interesting suggestion for y'all brainstormed between myself and SpinalShank. being a DOC inmate is pretty boring. There's not much to do other than earn stamps to get money once you're released, or fight people for shits and giggles. so this suggestion is to give people a new goal to focus on if they're in prison, something to unlock! There should be a couple new sets of inmate jumpsuit options available to be unlocked. how do you unlock them? deposit stamps at a new kiosk/interaction menu, to build up a stamp count that carry's over so you can progress each time you visit prison. this will be now a third use for stamps besides money, or time reduction. each new outfit would cost a set amount of stamps donated to earn. you could be allowed to change outfits as you see fit, like an /fl locker spot at the showers for inmates, or be forced to wear the new outfit you've unlocked once you're processed into DOC. having different outfits players can earn within DOC will add some interesting new dynamics to prison RP, people new to prison will be in the standard outfit, but long time prisoners or frequent offenders who've grinded out the outfits and show off their status and experience within prison. what do y'all think?
  12. this has ended up off topic and back to cops vs crim kinda stuff. try and focus on the original post, pros, cons, new ideas, etc.
  13. if you're playing as a free loot pinata standing in a lab, unfortunately people are going to treat you as a free loot pinata. labs are incredibly dangerous and are effectively treated as a PVP redzone. have you considered building relationships with people you know are the types that roll labs for PVP? maybe find a way to make yourself or your small group useful to that group in exchange for protection. maybe make friends with people who have big guns and bigger numbers to cook with them, using them as protection while you cook. as long as public labs exist, (which in my previous labs suggestion, i suggested the complete removal of) being a solo drug cooker with no connections or relationships, you're just gonna get rolled for whatever you have, cause that's worth more to others in that instance than other things. build relationships outside of labs to avoid constantly getting robbed, and you'll get the experience you need to know when and where you can cook safely, and when you should probably dip.
  14. character 1: former Weazel News manager + Director of public relations of JB character 2: drunk homeless man very PVP mindset.... lol just outright opening more labs means labs are easier. access to the fastest way to make money on the server becomes easier with lower risk. you just want money to be easier to get. :shrug:
  15. more active labs for the sake of more active labs is a bad thing, full stop. whether we like it or not, the server owners have kept this lab system how it is, with a max of 5 active at once for a reason, which is to foster player to player interaction at them. the POINT of adding a few extra active labs was to compensate IF the labs would automatically rotate every 6-12 hours. just adding more labs is not the suggestion and i actually disagree with that idea.
  16. timer on the lab, or set time where it happens every day, midnight, 6am, noon, midnight for UTC
  17. Completely deleting public labs is a suggestion I made a bit ago that has garnered a lot of traction, but the likelihood of that big of a server mechanics change actually happening is very unlikely. the post can be found here if you're interested though - So, for this suggestion, I have some ideas to revamp labs with minor changes, that wont change the core gameplay loop, but will help change up the scenery a bit, and add more variation to the labs. The core of the suggestion is to have labs automatically close every set period of time, be it, 6, 12, 24 hours, and open a new lab in a new location. The second part of this would increase the number of active labs from max of 5, to a max of 7 to 10. Why? Public labs should more regularly cycle through the wide range of different labs locations. currently labs can end up being active for what feels like weeks, and the player vs player interaction and combat happening at the same location day after day after day gets dry. The only way a lab gets cycled out right now is if its shut down by law enforcement, and due to the extremely restrictive circumstances law enforcement can shut down a lab for, certain labs end up being open forever. if labs were on a timer to regularly close, cycle to a new location, and open, that would increase the variety of where criminal players are located, encourage exploration for players to seek out that day's active labs, reduce "clapper" gameplay effectiveness by not having the same labs open for weeks on end that are easy to run a route to check day in and day out, and show off more of the unique lab locations that were recently added. increasing the max number of labs would help ease some of the difficulty this new lab cycle system would cause, so more labs are active, with a better chance to find one that you can cook at. thoughts?
  18. doesnt really change much, the point still stands. being locked away in a private instance inside a property generating illegal goods is not going to happen, they removed private labs for a reason. growing weed inside properties isnt anything different. the real solution is being able to plant anywhere on the surface map.
  19. -1 being able to be inside a locked property for hours a day by yourself making illegal goods printing money is an overall net negative for the server. having anything criminal money making being possible within private property discourages player interaction, which is not a good thing. the real solution is add a few more areas where weed plants naturally grow, but then allow planting seeds anywhere.
  20. anyone can set up a table, you wouldnt have to be in an official gang to place a table anywhere on the map there would be no requirement for tables to be placed within a territory, or within the range of an owned structure, you can set one up anywhere on the map. Drug production is the highest form of income on the game, and the upfront cost is free right now. completely deleting free tables at public labs will make the best money maker in the game require upfront cost and planning. new players shouldnt immediately start producing drugs at high rates, they'll need to build relationships to get access to someones lab they set up, buy their tables from a group, or raid/steal them.
  21. Since FM 2.0, territory management becomes an issue for all the smaller gangs and it's required to have some income in drugs flowing in at some point, potentially as your only option as a tier 2 gang. (Tier 2 get one territory and the dealer on it can be cash, drugs, or car parts.) You are generally forced to engage in labs if you have any interest in maintaining turf. The group I'm in were bottlenecked for any expansion, as the only connected territory we have are three pharmacists
  22. This had come up in discussion in the past, the main issue is player IDs would still need to be visible, or else this could be abused by people to break rules with no way to be identified.
  23. from what I understand, housing auction script was updated to be automated, not requiring manual admin intervention. if commercial property could be set up like that, that would be great! there hasnt been a manual commercial property auction by staff in over 16 months, so relying on that system isnt going to work.
  24. What is this suggestion? If a commercial property goes entirely unused for 6+ months, the property should be forced to be scriptly auctioned. Why is this suggestion a thing? At least 80-90% of commercial property is already owned by players, and only a select few are ever actively open, being ran as a business, or hosting events. I was heavily involved in Weazel News for nearly a year, active in working with businesses and events, and have seen prominent properties never once opened or active. A lot of properties sit unused and empty, and there's no IC system in place to realistically manage inactive properties, so it should be handled on an OOC level. Many criminal focused players would also likely have an interest in operating a business, but due to current IC regulations, requesting a property from SASG is limited to being 6 months clean. For most people this isnt worth the time investment. Interior drug labs are no longer a thing and are no longer a balance concern for allowing crims to own a property. How would this be implemented? Here are a few different options with varying levels of intervention, from scripts to LFM manual review, that could be implemented. Scripted auction system If a property owner doesnt log into the server for 6+ months, the property should go to auction. Currently commercial property auctions are manual afaik, while residential auctions are automated from what I understand. Inactivity auctions for commercial properties should be set up. Recorded activity interacting with the property If a player isnt inactive, but has not interacted with their property for 6+ months, the property should be forced to scriptly auction. Players hoarding property for the sake of hoarding property is detrimental to the activity on the server, preventing newer players from being able to try out business ideas. Recorded activity of business activity / events If the player isnt actively using the property, actively running the business that the property was set up for, or not hosting an event once every 6 months, the property should be forced to be auctioned. How could this be enforced? Require businesses to have active “player ran business” forum threads. Require businesses to have active “legal faction” forum threads. LFM should get more involved with Property & Housing Bureau to help moderate player run businesses on an IC and OOC level.
  25. this now exists. any player can now work towards creating a legal faction that gives you access to ranks and treasury.
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