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SuBDivisions23

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SuBDivisions23 last won the day on March 3 2018

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  1. yeah you do have a point. As an LSC Employee myself i often do go clock on when there is nobody around but its a real struggle. its a lack of employees at LSC as compared to bayview
  2. Said better then i could've Also I did make a suggestion regarding 1 possible Economy fix that would remove money from circulation, so theres that but back on topic LSPD/LSSD are by far the biggest and most active GOV job, and rightfully so, but places like LSC who often have 0 mechanics online hurts the Players and the server as a whole. People go there needing crucial repairs and customizations just to find nobody wants to work there, and the poor soul who clocks on gets swamped by 50+ cars an hour by themself. Its just not fair for them to make less for going through all that trouble of the OOC and IC Side of Applying, getting a clean record, staying clean, and following the companies guidelines instead of just going to a "Boring" job like Roadworker or Trucker that requires no application, no roleplay and often no interaction between players just to make twice if not triple the amount of money
  3. This isnt about Economics, it's about the players, something your failing to realise. Why do you think LSC is empty most of the time? Why should somebody put literal weeks or even months of effort into moving up in a company to make less then someone who just arrived. If you truly think the economy is that ruined and your an expert on it, then please make a suggestion detailing fixes for the economy itself Also scripted jobs are boring but they shouldnt completely blow government jobs out of the water. Why does a man delivering parcels make more then an lspd officer? There is a risk with those but at the end of the day you can just go back to work, that's not an option for gov jobs if you get fired. Once your Fired, your done you cant go back there. You have to start all over at a new place or wait to reinstate. I dont see how freelance jobs have a higher risk then government jobs, especially LSPD/LSSD and LSEMS. They are supposed to be quick cash for in a pinch, not the main source of cash. Again, economics aside this is about the PLAYER and the gameplay, to keep people coming back to play those jobs and eclipse as a whole.
  4. I mean...to be honest here government jobs really do need Something. having them submit screenshots to Hr would not only stress the heck out of the mechanics and severely burden HR to a standstill (Imagine doing 50 cars in 2 hours) The simply fact a government employee gets paid over 50% less then more freelance jobs, and has alot more restrictions and training required is a bit nuts. Why should a mechanic work 1 hour for 6000, when he can go hunting for an hour and make 15k? it makes sense for the criminal side to make more (Drugs and guns) but the economy is heavily against working at gov jobs. Why should anybody work at LSC for example when they can just do Road worker and make even more for 75% less effort and no risk of being fired? Also, I dont understand what you mean by "Makes bonuses for LSC/Bayview mean nothing" Because....It would still be a bonus? a 50k Bonus is a free 50k regardless of how much you get paid is it not? its an Additional 50k added ontop, i dont see how the company giving you Extra money would mean nothing, especially in todays market. What i also think you might've failed to realize is the "increased pay" comes at demanding effort. For Mechanics to make more, they HAVE to go and service cars, they cant just sit around and salary farm. For DCC they MUST take cab rides to get the extra money to their pay, and Weazel must make ads for people for a bonus. the only "Flat out" pay raise is LSPD/LSSD and LSEMS for being the 2 hardest government jobs period. They Deserve to be paid accordingly.
  5. So its a +1 from me but i'd like to elaborate on the entire "paid for work done" idea. Back in ye olden days when i was around and dinosaurs roamed the earth, Mechanics used to get the part labor added to their paychecks, instead of going straight to the faction. This allowed mechanics who were very active to make alot of money. Lets say i repair 10 cars an hour, 500 labor per car. thats an easy 5000 grand extra ontop of the base pay of whatever rank i am (for ez math lets say its 5k base) so i earned 10k. If i sat around, i would only make 5k an hour, but if i worked my butt off and did 20 cars, id be making 15k an hour. I liked that old system because it gave mechanics an incentive to get on and roleplay instead of either idling around or doing other work. i often find myself making way more money hunting by myself with 0 interaction then i do working my behind off with a 17 car line at LSC. Now that being said, thats only mechanics and the system could be adapted for MD, DCC, and Weazel too. The issue comes with pay for LSPD/LSSD, but for those two factions who put their "Lives" on the line, they deserve more then what they get. Long story short: Bayview/LSC/DCC/Weazel: Should go back to getting Labor added to their pay, but have the initial "Cost" (Parts for example) go to the company so they dont die. LSEMS: I believe they get a reward for every person saved, but their pay could be a bit higher too. LSPD/LSSD: Should get their base pay increased by probably 50% or so to compete. As stated above, The other "Cost" for invoices should go to the company instead of just disappearing into the void. That way, the companies still make money to survive and pay their employees, but the employee also gets benefits for taking the initiative and being hard at work.
  6. I've also done 180 in a Pontiax Grand Am till the car limited it
  7. The speed change was only for supers, but it seems that suggestion is a very debated one. The repair costs desperately need to change. I'm not saying the max cost, but the cost of parts for semi damage. It makes 0 sense that a 800k sports car costs less to repair damage then it is to buy a sandwich at the repair shop it's at
  8. Your also paying upwards of 20 million dollars for a car that can is worse then a car that you can buy for 1 million. That's alot of saving and dedication, and the car should be worthy of 20m
  9. As for your point regarding server balance, there are a few issues with that One is the Jugular. If it was to be balanced, then the jugular should be reworked as its currently the best car in ecrp (and let's not forget it's also available for credits). Its faster then some supercars. Handles great, 4 doors and is easily accessible to the playerbase. On the other hand you have a supers like the Vacca and Tempesta that are slower then even the rapid GT and dont handle the best either. What I was also getting at that seems to be overlooked is the counter balance to those cars being faster. The are millions of dollars, could cost a huge amount to fix, could be given worse handling at those higher end speeds and theres not alot of them in circulation. If we want to talk balancing the game then theres alot more cars we can look at that would need changing. Alot of the older supers are just plain inferior to many cars released that are much much cheaper and easily available. Even LSPD and LSSD did away with the Supercar chase vehicles in favor of the Jugular for sheer performance (and the fact it's a 4 door and realistically more reasonable then a super for chasing)
  10. To the reason for the -1, the Speed reduction due to population wouldn't make much sense. I highly doubt, a Vehicle based on Lamborghinis, Ferraris, and high performance Sports cars...would loose to a vehicle so un-aerodynamic, so heavy and so slow as an ambulance. Its not a matter of population because that would only occur inside the city limits. Sure the devs could hard code something in, or LSPD could just enforce much harsher reprimands in for such an act, but making all cars slower would only hurt the average civilian even worse. What i was saying was cars that ARE performance oriented (AKA like, every Super car) should have the performance to back it up. I agree an Elegy Retro shouldnt go that, but for example, a car based off a Ferrari F40 (Aka my Super) can Go a maximum of 315 KM/H (Or 197 MPH) with a V8 that produces only 477 bhp. That is a fully stock F40, and we are dealing with cars with enhanced power and modifcations. Even supers such as the FMJ should go a speed of 274 KM/H (Ford GT) Long story short, this isnt a buff for all cars. Only the "Super" cars of eclipse to make them more realistic compared to the other cars currently available. It doesnt make sense that a car that costs 600k could go faster then a purpose built race car like the ETR-1 that costs upwards of 25 million dollars. That being said, I DONT think they should go their real life speed. Those are usually way too fast (Dont even think about the Adder) and would break the flow of the game. What i suggested would make them more desirable and realistic. Also lets forget how a Stock dodge challenger literally outran a police and news helicopter on a busy freeway in california. (Stock Challenger hellcat can go over 200 MPH, btw)
  11. Alright this one is a long one and a doozy (I can edit it later typing on my mobile First thing first on the List. Repair costs! Currently vehicles have a set baseline repair cost and a max "Totalled" or "Zeroed" repair cost. Realistically this doesnt make too much sense and from a gameplay and roleplay perspective it allows people to neglect, and even abuse, their vehicles because even at 300 "HP" its still a measly 500 dollars. Here is my first Proposal! Vehicles all have a set totalled cost. Let's use simple math here and say This car has a max 0 HP repair cost (in parts) of 10,000. Instead of it being 0 dollars from 1000 to 901 HP, 500 from 900 to 300, and 10,000 from 299 to 0, it should slowly increase in parts cost the lower the vehicle gets. For example, at 700 HP it would cost 3,000 in parts. It lost 30% of its "HP" so should have to pay 30% of the max repair cost. 500 would be 5,000, and so on. This makes the vehicle in question more realistic in terms of maintenance and from a roleplay perspective discourages people abusing their cars/trucks. The Total price should reflect the value of the vehicle in question, so a cheap car wouldnt cost as much to repair as a Sports car and Supercars would be the most expensive. (Side Note. It is currently Cheaper in Parts to repair a multi million dollar supercar, then it is to buy a sandwich from the vending machine at the same shop. Inflation amirite?) Number 2! Vehicle Speed Now this isnt because I happen to own one but it's a flaw in GTA as a whole. Some rare Exotic cars are outperformed by much cheaper alternatives and especially by Emergency vehicles. An Ambulance goes faster in a straight line then a Tempesta or Itali GTB does, which realistically shouldnt happen given the nature of those two cars and the "Super" class in general. That is not to say every super is slow, some are insanely good performance wise as they are the more modern vehicles introduced. My Solution is to utalize the hard 240 KPH cap we have on all civilian vehicles and use that as a baseline. If somebody pays 25 Million for a performance car, they should expect performance out of it. Those types of vehicles (Excluding the Hakachu Drag) should go minimum 240 KPH in a straight line, but loose alot of their agility in those types of speed. This can be achieved by either physically editing the vehicles stats (like the Vanilla Lspd cars or the ambulance) or adding a special Modification or series of modifications (Like Turbo 2 or something similar to HSW) for those specific cars to bring their performance up. This would have the downside of negatively effecting the police chases as supers would just be able to outspeed them, but given the amount of supers in circulation and the needs that can be done to compensate such as Increased fuel consumption and higher repair costs, it would make the class of cars more realistic and people wouldnt collect them and let them sit in their Garages. 3: bring back trailers for semi trucks in some form, or even other civilian trailers for purchase. Its wierd seeing a Phantom doing trucker jobs with no trailer and still delivering, but it can have a gameplay element too. The trailers would need to be purchased (and could even have a special license for a trailer) and act as additional storage. They could hold more then the Semi truck and be required to do trucking in a semi truck, but vehicles like Box trucks (mule/pounder) would be fine as they are build in with a large cargo space. These can also be used for other things, such as a tiny trailer to hook up to your pickup truck for extra storage, or to transport ATVs/Bikes, or even Jetski and Boat trailers. This give more use to vehicles with Hitches, can give the Government and Police more licensing and increase roleplay opportunities like a buisness centered around trailers (Moving companies ect). They would be purchasable through the standard car dealers to make things fair for them, or a special government owned dealer in the industrial zone. (Pls I want my Car transport trailer XD) There could be more but I cannot think of any such vehicle changes at this time, and if I do I can make a second suggestion
  12. Date and time (provide timezone): EST at 1:37 PM, 29/AUG/2023 Character name: Joseph Takahashi Issue/bug you are reporting: MK II weapons do not show the proper Livery color until physically drawn Expected behavior: The Livery would be the color chosen at the gun store at the time of purchase while on your character, in the gun store, and as a physical item Evidence, notes worth mentioning, steps to replicate: Heavy Revolver Mk II On my Hip With Livery: https://gyazo.com/c1490146beba3164da5195eb6fff2635 Same Heavy Revolver Mk II In my hand with the same Livery: https://gyazo.com/81f56d301edfe44bbd9641507f0030b9 As you can see, the Revolver Mk II I own should have a Black Stripe Livery, however it only displays black when in my hand. On my Hip, When held out, and in the gun store the Livery displays default instead, which makes the customization not only difficult, but in some cases redundant.
  13. Please Delete this Report, Evidence failed to upload
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