Steven Hayes
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Everything posted by Steven Hayes
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Lock weapon access to faction tier
Steven Hayes replied to ComradeCorbyn's topic in Game Suggestions
Making other guns viable might help too, especially pistols and smgs. I dont like the current situation where if i plan to go fight a 2v2 or something I need to grab a fully kitted AR with body armor and drugs. Would be nice to see an actual variety of weapons used since most guns are bad (SMGs, MGs are good examples) -
Lock weapon access to faction tier
Steven Hayes replied to ComradeCorbyn's topic in Game Suggestions
Like ive been saying this is a major contributor to our issues. However, I don't think restricting lower tier gangs by rules or script from using heavies is the right move. Instead just make heavy weapons not often dealt outside of gangs that have them, which could be done by raising the shipment power for heavy weapons significantly (I understand yes this reduces potential RP but it gets rid of total shit RP.) and having a faction war system, in which the strength of the organizations based on Rp quality and IC strength are significant contributors to war success. If it were up to me, it would be considered a breach of FearRP for an rply weaker organization to go provoking a larger/stronger one for no reason. -
Faction war system. I made a suggestion for it. Would allow for PVP, while encouraging more RP storylines. Plugging my take on it Add more criminal activities for money Increase the size per pack for bank, store, ATM robberies Add more, rotating chop shops Require proper RP justification (seeing someone break into a house) to rob a house robbery Automatic release impounded vehicles after 30 minutes/3 rings in a 45 minute time span, unless police do a command like /delayimpound and then the person's name incase they have a warrant or something For public labs, have lower tier drugs be spawned on shelves like the really old system, which could be used to cook drugs at the lab. ex, public LSD tables could only make coke, crack tables only crack. Raise the base sell prices of the other drugs. Private labs if reimplemented would allow for all drugs to be crafted at those tables but you'd need to source your own ingredients Add much faster decay to weapons in stashes. Maybe temporarily make heavy weapon decay faster than pistols/smaller weapons temporarily? Increase the shipment power of heavy weapons and ammo by at least double if not more Or; increase the price of heavy weapons. Heavy weapons used to be a reward for good RP but now it is just the standard. We have now seen what happens when many people who do not show quality in RP and upholding lore get access to very powerful weapons for cheap in large quantities. Rework FearRP into 'NVL' as seen on other servers. I've seen people get away with insane shit with the argument being 'no gun pointed at me'. NVL would be more broad where there is no checklist, like the DM rule. Instead, it is more so about being able to reasonably justify your actions. Think 'Am I showing reasonable concern for my characters life & freedom by doing this
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Criminal pagers would be extremely annoying for everyone. Instead, just restrict pagers to SWAT, no reason anyone else should get pagers. If we remove LEO pagers fully, thats going to end up with more shooty police, as less numbers = more police with rifles shooting everything instantly.
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So I wanted to change my character to not look like a maybe part alien child, and more like an adult human, so i went to the plastic surgery UI, only to find that the UI is really not good. Simply put, it is very hard to use, and confusing. I also believe there are options missing from the GTAO character editor. It is worth considering updating the UI similar to the new clothing store UI. I think the plastic surgery UI is one of the last really old ones? Specifically; the ideal would be making the new ui as similar to the GTAO one as we can. This would include some 'preset' choices, ie standard, protruding, and shallow brow. and you could also choose custom, which would let you adjust a point on a grid to adjust specific features & traits, as well as allowing the editing of heritage (ideally with parent names). Basically just mimic the GTAO editor. I dont have pictures right now but you can search up or load up the GTAO character editor to get what i mean
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we need to remember it is true even if its frustrating to hear, police DO respond to what we do, so a lot of this is our responsibility. It's all gangs get punished for the actions of few. When one gang starts smoking cops, they all get more heavies. Also, its not meant to be 'fair' its an RP server. Otherwise everyone could walk into an ammunation and buy 100 ap and a heavy like in GTAO. Lets for a bit view the criminal community as one 'gang'. The more we shoot cops, the more aggressive they get. So collectively, criminals must be discouraged from shooting cops as we are in a loop: Crims shoot cops > cops escalate > crims get annoyed > crims escalate > cops escalate, it continues. We will STAY dealing with the same shit otherwise. A pd member said in this thread something like 'gangs are better equipped than cops and now fight cops, just like they said they wouldn't if they got stronger guns' which i agree with, what do you want PD to do? Let gangs run the city, and just accept getting smoked because they don't want to be 'too harsh'? Extra rules is not the move. We should focus on treating the root cause without making new rules, if avoidable. Instead we should change game mechanics and have incentives. My idea; We should consider raising the shipment power of heavy weapons a significant amount, and maybe for certain ammo too. This would first and foremost reduce the maximum # of heavies coming into the server as only so many gangs can even import desired heavies, and they only have so many turfs with so much shipment power. It could also bring RP in the form of gangs needing to establish more relations and interact with each other in a more diplomatic sense to get their supply in reasonable timeframes. It WOULD be frustrating yes, but not as frustrating as having to grind 4x as long for the same amount of guns. Second, we should either: - Make heavy weapons not storable in the glovebox of vehicles that are not police vehicles (They wouldn't have gun racks) - Or, make heavy weapons have an action timer to equip. It could be 1-3 seconds and do a /ame "Player 1 reaches down to their side, grabbing a [weapon]". Vehicles with stored heavies in the glove could also make an automatic ldo to anyone who walks up to it saying "You would notice a [weapon] inside of the vehicle!" This might need to be an independent suggestion, but honestly, the only way we are gonna see any change is to make change to ourselves. And I think a change of the wider criminal community's mindset is gonna need large scale changes. DOC and gov shouldnt be called to every gang fight though.
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Ways to increase player count in ECRP
Steven Hayes replied to XxTheIrishGuyxX's topic in Discussions
I agree with a lot of this, though I can’t speak much on civ RP. I think an OOC meeting between illegal faction leaders and PD/SD command could help.no one is enjoying the current environment, and there’s zero communication from either side just finger pointing. As for heavies, I think they should be reserved for actual big conflicts like holding labs and going to big fights. Maybe make heavies trunk only. That way, if you are getting one, its for a bigger situation. Or you have to risk driving around with a rifle on your back. police could maybe still use gloveboxes since they have gun racks, but add a short delay, like 0.5 or 1s. or require a line of non macro rp like /me grabs the rifle from the gun rack. A lot of this stuff is just ingrained now tho, especially with cars. Its been like this with every gang using sports cars etc for a long time now i think. -
-1 How exactly would this be enforced? ID checks? Making people show their face? Banning anyone with a squeaky voice? That either gets creepy or just doesn’t work. The only semi reliable method I’ve seen is that “send $0.99 to prove you own a bank account” thing and even many people won't wanna do that + minors can have bank accounts and debit cards. If you go this route, then players will be turned away because who wants to submit their ID or submit a selfie to play gta rp? And what’s the actual point? Eclipse isn’t even a super graphic server compared to GTA 5 Story or online which its likely most people on this server have played both before playing online. If the concern is around gross RP, that’s a separate issue entirely, plus nobody is gonna bring it to you, you have to go out of your way to find it. also, like others have mentioned in this thread, if someone's not mature enough to RP properly, they usually weed themselves out, and positions like police, medic, other government roles have age requirements. and again players who arent mature enough in these ranks weed themselves out because they cant handle all the protocols, RP standards, radio requirements etc.
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no i dont know any specific incident. i saw the guy that had this happen to him, but that was after i posted the suggestion. I guess if this is wrong staff can delete or lock it, my bad.
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I heard that even if you die they can raid if they find fingerprints i think from former police players. Idk this could all just be wrong. I dont know what specific report you guys are talking about.
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Right now, PD can (apparently?) raid houses if weapons are found with your fingerprints on it, from a situation where you full died (NLR). I think this should be disallowed as it makes no sense to get raided when you died in situation. "your prints were found on a gun you died with" essentially. I could be wrong but if true, evidence should not be able to be used if it was from a situation you got NLRed from. Or to keep it simple on PD, if they found it on or near your body it shouldnt be useable as evidence to raid you.
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Sorry to bump post but 2 more things to add 1. maybe there would need to be a "war logs" channel. For the most part when gangs on the server kill each other they already clip it. So this would put those clips to use, basically after killing enemy gang members, you put the clip, in a discord channel in your faction discord so FM can decide who is losing/winning at a point in time. Idea is minimal effort OOC from all sides. So, handlers could take ~10 minutes to go through say 3 days of war kill clips, tally up each, and use that to determine who's winnng or losing. Also, kills not logged wouldn't contribute to war effort on an OOC level. 2. You could also have the option for two gang's leaders with help/approval from FM to agree on straight KOS on enemy gang members for the duration of the war. I think there would be less reports and OOC toxicity (atleast reducing 'i lost so i report to get my shit back' mentality) and it would help to overall lower OOC toxicity between factions by letting them just fight out their problems for a while. By having leaders and by extension gangs working together to set their own rules on their conflicts, it might help to motivate gangs more to play and have less OOC hostility being an issue.
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(deleted what i wrote, i think i misunderstood what you said) yep exactly, alot of fights between gangs at labs but not in the city. but rply this makes zero sense. its worse if you fight at labs because then you are losing lives, guns, and drugs/materials. as this is an RP server, we should not have zones for some chill PVP. if you want to fight a gang north you can fight south too
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If someone says save POV just save it, do /b done, and finish them or whatever. 3 day reminder, if no report's up, delete the video. Gotta have confidence in your own judgement and not stress too much about a report
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They wouldn't be rules-mandated to rp fear at all times just might suffer the consequences if they choose not to. But yea i think this would be big work on the FM side. Could be true but I see less petty/malicious reports now tbh. Maybe heavier enforcement on factions to recognize that people make mistakes, if it wasn't an obvious rulebreak, or one that just can't be forgiven, don't punish/report. I can understand though that people would want to just have fun but tbh, this seems like it'd be really fun for conflicts with actual RP buildup instead of infinite ego wars. Also technically nothing stopping gang members that just want to hang out with friends to drop colors and mask up. But if you rp a criminal in a violent gang, that's the life you chose no pick and choose. hopefully this might make a war system like this, more motivating to participate in. since it wouldnt last forever and have a real reason. maybe a trial run would help
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Make sure that they are similar rarity to finding a heavy in a house robbery though, if there's too many parachutes, it could be problematic
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Yet another drug lab revamp suggestion.
Steven Hayes replied to Demonmit1's topic in Criminal Suggestions
+1 but importing chems should still have a use for making more valuable drugs. say, heroin needs imported ingredients, so make most of the chemicals necessary to produce it present at a lab but still need imports for 1 or 2 of the chemicals to finish the drug. so it still encourages non violent interaction with more established gangs, and still allows for some control of the profits you make and allows for you to increase risk for more reward. Thats just my idea. -
I would like to support this but i cant because this is different from ooc corruption. If gov had no corruption rules I would bet that over half of the government would be super corrupt, constantly breaking laws, and it would be very unfun and unrealistic. On the other hand, some gangs just have more snitches than others for various, ic reasons, if we are being realistic, getting arrested for a typical gang activity charge (Class 1 class 2 attachments face concealment, sometimes unlawful assembly, face concealment B, controlled substance while armed) more if shit really goes bad and you get evasion, (attempted) murder, drive-by, and more. seeing as you are told in chat by prison script to rp your time in months, you are going to prison for 150 months or IC, for TWELVE and a HALF years. So technically, it makes sense to snitch right then and there to get a few years shaved off even. Now imagine instead, getting several years taken off, constant free money, protection, free shit, consistently getting to avoid longer prison sentences or prison overall while getting to continue to shoot people and drive car, like us gang members like to do. Makes sense IC despite being very annoying.
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Gang RP feels like it is missing something to me right now, largely because theres no real motivation for conflict. When I first joined it was because i saw youtube videos of the old 2019-2021 wars. Now i do understand those were just highlight reels with the fighting and diplomacy and it was literal hell to actually play through but this suggestion isn't saying bring that back. Wars often become endless cycles of fighting with no meaningful resolution, and they typically only end when one side disbands for unrelated reasons. Additionally, the current system limits political and diplomatic strategies, since often there isn't much you can do but get better gun prices, and get people to not sell guns to your enemy. Lastly, gangs are restricted from seeking alliances since rules prevent active involvement in fights beyond intelligence and weaponry support (though i do understand the potential and history of abuse before this rule. I do also understand that an official war system used to exist but, I think there needs to be relaxed NLR rules or something when it comes to starting conflict, obviously if all witnessed are wiped at a lab that's one thing. Also this could be tracked through a simple google doc so no need for script changes. i.e active wars: gang x vs gang y. So, my suggestion gives a proposal to fix these issues by 3 points. Allowing multiple gangs to be involved in a conflict at once, with proper approval. Requiring FM approval for conflicts lasting longer than 7-14 days, or those involving backup alliances. Adjusting the DM rules for gang wars to represent realistic gang conflict The idea of this is that it would add real consequence to war, making factions & their members have to actually roleplay fear against stronger organizations, while making sure that 'hit them until they disband' is not something that happens anymore. I think war would be more fun this way and also, the suggestions below, would push gang members to RP more realistically (Warring factions often run around unarmed, by themselves, in full colors because they know they won't be shot or robbed) Part 1 is the war system itself. Currently, war feels empty. Many times, wars become endless battles with zero contribution to a storyline. Simply just endless fighting. To fix this, I propose a structured war system: Unofficial War Should be for short-term, unofficial conflicts lasting up to 7/14 days Gangs involved cannot call others for backup Escalation only if approved reasonable peace terms are offered by the aggressor and denied by the opposing gang, This allows for smaller disputes to resolve quickly without requiring staff approval every time, lowering the load on FM and reducing criminal factions having to wait for FM approval on things. Official war Requires FM approval To get approval, peace terms must be reasonable, before escalating to this stage, and as the war progresses peace terms should be proportionate to the roleplay leading up to negotiations (intentionally open ended) This adds structure to conflicts and ensures they have both a clear reason for continuing and an end in sight. If a gang repeatedly refuses fair, FM-approved terms, FM may enforce an eventual forced disbandment due to loss of resources, manpower, and morale. The purpose of this is to make gangs actually have a reason RP fear & respect of larger organizations, and for gangs to have a reason to somewhat fear war, but still have an incentive to go to war for the potential spoils. Also makes war exciting in general, there are stakes now. Lots to lose, lots to gain, Risk vs Reward. EDIT - Something that could be considered is allowing higher tier factions (as rply, these factions have more resources, more manpower, deeper connections and pockets) to be able to continue fighting for longer, or do more damage per fight, if that makes sense. This aims to simulate that it is not impossible for smaller, newer factions to resist larger ones, but they'd have to fight harder for the same result as they are punching above their weight. Some people may say this is unfair, and i agree, but it's RP not necessarily meant to be fair. Part 2: Direct conflict intervention The current backup breach rule prevents powerful alliances from dominating smaller gangs. While this is good, it limits cooperation for shared interests, like protecting profits. I propose allowing temporary alliances in specific conflicts with FM approval to prevent abuse. Essentially, 2 gangs could be allied for one war and provide backup to one another, but they could not for every war and would need approval each time. 'Military' alliances are temporary Alliances are permitted only for the duration of a specific, ongoing war. Once the war concludes, the alliance is dissolved, and for any new conflicts, independent war requests must be submitted. Permanent alliances are allowed but they can't provide direct backup instead focusing on soft power & non-combative aid, like with the current ruleset. This one might be more controversial but if 2 gangs end up at war with 1 gang for related or unrelated reasons, and it is FM approved, imo they should be allowed to group up to fight their common enemy. You could also have it be where 2 gangs need to be at war with 1 gang for connected reasons to provide direct backup, or just disallow it in general. since i get it could be abused. Why this might work This system forces gangs to take the risks of multiple wars more seriously. Right now, being at war with one or five gangs is mostly the same, mostly just a minor inconvenience. You may be pushed at a lab or kidnapped & shaved every now and again. This change encourages gangs to think twice before entering conflicts against multiple gangs at once. And again, RP fear. Part 3: War DM Right now, gangs in war dont RP fear whatsoever, they just walk around like they're invincible, simply because they are. Usually, you can't rob (public robbery rules), kill (DM rules),or kidnap enemy gang members, without baiting usually. And they can just choose not to respond or apologize and get on with their day, meaning "warring" gangs can simply not be at war if one side doesn't consent which is not how war works at all. If you are getting hit and cant take it, negotiate for peace, or hide. under this system terms that are cause for escalating a war and more widespread killings would never be unreasonable. I propose that attacking a known enemy gang member should be allowed under certain conditions: The target must be clearly identifiable as a gang member, either by wearing colors or being someone the attacker knows as an enemy. Interaction must still occur to provide context. For example, if you see an enemy gang member working at Burger Shot, you should make your intent clear before shooting; something that does properly flow ic, but also clearly states that "Our factions are at war, and this is what happens." The goal is to maintain fair interaction and giving the victim time to react, while encouraging realistic gang behavior. Members should conceal their identity, travel in groups, avoid public hotspots, or carry weapons to minimize risk. In real life, warring gangs DO just shoot each other, forcing gangs to act paranoid and with concern for their life. This could be reflected while still keeping gameplay fun so you arent getting sprayed every time you leave the vicinity of your HQ, but still requiring interaction so players know IC and OOC why they're being attacked as is required under the current rules. Conclusion The reason that I believe this would improve gang conflict is because each of the 3 parts serves a different purpose, overall adding consequences, realism, and stakes to our roleplay. Part 1 encourages gangs to think twice before provoking others. It creates a clear end for unwanted wars, giving gangs a way out if things escalate too far, or they can't take the heat. This could also reduce OOC toxicity by keeping conflicts focused on quick RP keeping a storyline progressing rather than "here comes X again". Part 2 allows gangs some extra freedom in providing backup against mutual enemies (You are fighting them anyways, so why not fight them together?) while again making sure faction management can regulate alliances and such stopping overpowered coalitions and the like from forming. And lastly, Part 3 allows for war to feel more authentic. Currently, gangs in wars rarely RP fear because they know they’re protected by DM and robbery rules. Members often walk around openly in colors, unarmed, or alone without concern. Under this system, gang members should feel the danger of war more realistically, whether that's through fearing the consequences or being affected by them. Any criticisms or maybe you just disagree is appreciated. and apologies for any fuck ups in the writing and phrasing of things, inconsistencies etc. I wrote this late at night while tired for the most part. Maybe you think i am wrong about everything that i said, or i would regret this if added.
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You can already do this IC. There have been many players who have done this, how exactly must be found out in RP. If you are asking for script apps and stuff then I think no it should be left to players.
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Add more drop spots / Review drop spot spawn rates
Steven Hayes replied to quixotic's topic in Criminal Suggestions
+1 frl i only get like 2 or 3 spots, there's so many potential cool spots, and other potential spots on the map where they could touch down, only one id say is a bit weird is sealab but more variety would be great -
ragemp doesnt support enhanced version yet i think