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Daxu

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Daxu last won the day on January 19

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  1. TRANSFER REQUEST Character to Transfer From: Dean Braxton Character to Transfer To: Jennifer Donahue Requested Transfer: (Please be as specific as possible.) 46 Bay City Ave - 1G Motel Apartment - $185k Value Reason for Transfer: IC: Upon searching through Jenny's newly renovated commercial property at 82 Bay City Ave, she finds the deed and keys for a small apartment up the street. She feels this would be a great time to downsize and sell her Alta apartment, which she previously used as a kitchen for her now brick-and-mortar location for Aunt Dough's Bakery. Dean was in the area and found a set of spare keys that had fallen from the banister. He investigated and kept them for safe keeping until the owner can be found. He attached a tag with the key's address and stuck it in a public mailbox. OOC: I saw the apartment on auction for a low price ($185k) and grabbed it on Dean as I was on him at the time and had the liquid cash. Jenny has been strapped due to furnishing her bakery at 82 Bay City Ave, but has plenty of net worth given the commercial property. This would allow her to sell her current Alta place and get some cash to continue the development of her bakery. How would you transfer the asset(s) if approved? Probably some Support staff. Does the character you're transferring from have an active loan with a loan company? Yes, Dean just got approved for 1.8m through the Government Loan Program. This will be paid off in a week or less, as I got the loan to buffer the cost of a commercial property for Dean. I am in the process of selling one of Dean's Vinewood houses to another player for 1.95m, who is also using the GLP for that. So it's all effectively canceling out once Gov disperses the funds to the two of us. Does the character you're transferring from have an active debt? If so, how much? No.
  2. I wish my brain had the memory to remember people's character models. Unless I ran only FPV VR It'd be near impossible for me. I think the best option would be to make it toggle-able for the client to display other people's names. If you don't want their alias showing up, no worries. I do, so I can just keep it toggled on. This also helps for people with multiple characters that share the same voice.
  3. I can 100% get behind that sentiment. The fleet update was dropped and everyone scrambled to adjust and learn the new system, I know as I saw it within FM. I would even advocate that helicopters should be given some type of temporary exception given the lacking framework within mech factions to provide the needed repairs at this current moment, and especially if in their LEO operations they actually take damage for no reason (maybe mechanical stress of aggressive maneuvers could be argued, but that's even too realistic for me given we have cars that can peg 240 and not blow out their engines). While true, I think additional opportunities for roleplay, especially if we rework the aircraft certifications, will not just let the factions survive. It's a new area of RP for a regular mechanic, bringing new stuff to engage with, handling protocols, logging requirements, and whatnot. This stuff might look opaque on the outside, but what little information SAAA does request routinely are literally the only things we have when performing investigations of our own. Having been PD for so long I'm sure you can understand the support that detectives need within the server's environment. I can't claim to have any idea on most of it, but surely its all gathered IC through channels of actual investigative work. I also think there could be a bit of relaxation in some areas that would actually make it not completely dumpster-fucking your character should you decide to use an aircraft for nefarious purposes. I don't mean like a gunship but even just an escape vehicle of some type. Regarding the hypotheticals I posed about removing a bunch of server mechanics/factions/duties, while I can understand the reasoning behind some, I won't comment on it further as we likely just have opposing views on what brings a decent time to a video game that is (in some way) mimicking real life systems and social structures. I hear and agree with that, hopefully I made my support of fixing the issue clear in my above response. As someone in SAAA you will 100% see me on the side of making it a good and engaging experience for civilian and LEO players. I also agree with this sentiment. There needs to be an update to the existing IC structures server-wide as they now carry more weight (rather, they carry the amount of weight they should have from the beginning) for many groups of players.
  4. I think for that to happen in some cases, it’d have to be toggleable like giving keys. Example: instances of arrest. First time could be set to last a day or so, second time a week-month, third is then permanent (regular current system). If I arrested someone 3 times I’d likely remember their face and info pretty well. I’d never want that forced though. It wouldn’t make sense for most of my characters to have some form of long term memory issues
  5. Yeah 100% I'm all for an auto timer. It should be 3 minutes or something and then you can use the auto repair. I will say that one of the primary reasons for the lack of aircraft certified mechanics was the shortsighted decision to shut down LSC, as it was the only other shop that could work on aircraft. That combined with general Bayview turnover and a bit of structure to get aircraft certified is what has led to a shortage. Overall reforms to air divisions should happen now that there is a fleet system, where you still need training to get certified, but you can do it right as a Junior mechanic or something, instead of Senior or Lead (I think that's what it currently is for BV). So following that mentality, would you also support getting rid of: firearms licensing (just go back to paying a fee at the police desk with no felonies), driving/trucking licensing (just an unnecessary hoop jumping tutorial), every procedural department within SASG (like BPB, too much waiting and process, anyone should just be able to build and buy any property anywhere without any oversight), Weazel's advertising division (too much unneeded waiting for posters/ads, etc., just post them yourself like the old days with a slash command and get the "selling waterguns" ads), DCC (too much unnecessary waiting for a ride, just have citibee spawns everywhere), the repair/mod duty of mech factions (just standing around looking at /me's), and more? I am not tying to introduce a bunch of whataboutism in the above, only trying to highlight that a major point of an RP server is to use your imagination to produce something that might not have full-fledged script functionality or that physically needs certain scripted actions to proceed with the act. For example, if we made it so that your control inputs are randomized in a helicopter/plane until you receive training and a license, then there's a hard need. Right now, it's not baked into the game function, so there's the argument that it's a "pointless hoop to jump through". In reality though, that being an NRP rulebreak sets the groundwork for much more storytelling and gameplay opportunities, like criminal investigations, private flight schools (though underutilized), unregistered operating of an aircraft or helipad even with a license, and more from just that one example. There is enjoyment that I have as a player and character (that I actually wrote a story for) to perform the training duties for pilots and mechanics within SAAA. I don't do the training everyday, but if I did I'm sure it'd get a bit tedious like much of mechanic RP has during phases of my playtime, taking LOA's to reset. I don't think a healthy mindset for a role-playing server is to diminish those in-character structures that add slight realism. Of course though, balance is needed. That's why it's 4 classes and $100k to be a helicopter pilot, and not a multi-week long training operation. Just like the 24hr wait period was lifted. With this take, I'm also all for discussions and tweaking things to help them get more engagement from the community, but not outright axe them.
  6. Just as there is an in-depth RP pathway to become a licensed pilot, the same is said for mechanics to become aircraft certified. Any regular vehicle mechanic would have zero idea how to work on a rotary wing aircraft. The requirement to certify is one course. Perhaps a recommendation could be made for mechanic factions to require aircraft certification past a certain rank. That said, we shouldn't just cut down an entire branch of RP for convenience. It's also not that hard to keep a helicopter in working condition. Maybe for LEO operations they might make more tactical maneuvers, but TO&L is an area that could always just be done with more caution.
  7. I think that is how the mechanic is intended. The spawn rate is high at high pop because many people steal the cars so there must be enough proportional to the player count where any player still might spend 5-10 minutes searching for one. Same goes at low pop, not many people stealing so no need for a crazy abundance, but still enough so that people can spend 5-10 minutes searching. Maybe that spawn rate needs to be looked at if there are really not enough to stay proportional to the high pop times. - I do not agree with rewarding anyone arbitrarily though, unless I'm misreading this part: The benefit from being dedicated to the video game in real life is the greater amount of natural in-character rewards you can acquire for being in the game longer.
  8. The labor money does go into the treasury of the faction. Given both mechanic shops are Gov funded though I think a cool option would be to give mechanics a lower base rate but allow them to get the labor costs into their salary.
  9. If I'm not mistaken, NPC cars (the ones used for chopping) spawn rate is based on the number of online players. I would like to see more interactions with the world though. Maybe finding dirty guns in trashcans or something goofy like that.
  10. major +1
  11. try to organize it in character, I'd be a supporter.
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