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Everything posted by Xoza
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Another request/suggestion recently encountered. Can we stop playing with the weather and time because someone doesn't like it or want to change it for an event? I've seen this far too much recently. I believe weather and day/night is a huge part of immersion, where we as characters have to adapt and overcome. If you don't want to be in the weather, work out the event indoors if able. If you don't want to be in the dark, get some lights/flashlights.
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Big list from Xoza of ideas from the past and present. Since I may not make the meeting, and when I was staff I very much enjoyed participating in sharing ideas. This may include and repeat ideas from as far back as 2018 from myself or many others. The first ones are responses from only the original post and while I may not offer opinions on everyone’s, I can be @ or contacted on Discord for thoughtful and analytical input from professional experience, to support, expand, and implement almost anyone’s ideas. Sorry about how long this list of ideas is, some of them great, others may not be, but the goal is also to inspire and build upon. I tried to put it in order in some way, but it was not very possible as the ideas flowed and I just typed them out. “DEV” for development needed. OP: “Developers should put criminal rp first.” >>>Xoza: I disagree, put civilian RP first, then add or promote RP elements for both sides, let players figure out how to crim it up. OP: “Losen up the ECRP rules. Specifically, DM, Player Theft (player on player, not raids), and Kidnapping. A crim should not need a checklist to kill a rival gang member.” >>>Xoza: I partially agree. You don’t want to loosen it up too much that encourages toxic behavior and discourages orr demotivates other players that may not focus on criminal activity. Citizens should be your target of RP possibilities, and not everyone wants to be forced into things that don’t make a lot of sense. I feel the ratio would be unbalanced. OP: “Add two more LEO's factions. FIB and State Police. (Dont scream yet crims, hear me out). Currently I think PD and SD have too many people in them, compared to the crim population. I am just making up numbers, as for some reason the LEO's numbers have been hidden in the panel. Let's say PD and SD have combined 250 members. I believe it is better for the server to have 250 members split between 4 LEO factions, not the currently 2.” >>>Xoza: I disagree and I think it was a huge mistake since the beginning, and when the servers were very active. I main an LEO myself so I’ve seen everything since 2018. My opinion has always been to combine all LEO’s into one faction and allow internal branches to be more the focus and RP. This would also allow larger cooperation overall, allow moving around easily internally, and promote oversight and its standards of one ‘faction’ that encompasses all law enforcement. Create an encompassing Federal Law Enforcement Department that would include Guard, State, City, County, Investigations, DOC, Tactical Response, and any others that could issue charges. Allow easy transition, or even cross training/coverage.. DEV: Limit the amount of law enforcement that can be on duty based on server population. (10%-15% was a great number I observed back in ‘the old days’) If an officer dies, they get kicked off duty for 10 minutes Any (including crime) faction members can return to a scene after 20 min, and directly participate, knowing whats going on directly. (essentially would be a sort of responding ‘backup’). When it comes to large fights, the goal should be to have one side or the other give up, or approach differently, encouraging further RP, and not just ‘the end’.) Everyone should be aware of the events of a large fight, rumors travel fast anyone should be able to respond and act to that knowledge, including faction members involved, whether they were involved or not.. DEV: OP: Decrease prison time, or add more things to do in DOC. Add back poker, add other minigames, make the inmate area larger. >>>Xoza: Yes, people need things to do in DOC to earn time off, or money after getting out. DEV: Prison time should be reduced while offline 1min to 1min. You can stay online, do some RP, earn some time off / or switch to a different character, encouraging continued player activity and options. DEV: The whole prison area should be open, of course block escape / rooftop areas.. DEV: Add a visible countdown timer somewhere on the screen (this will be used for death NLR and prison time) DEV: Remove all rules to prison escape, make the charge timers count down only within the prison area and don’t teleport a player back. Make prison time remaining visible to officers by 10 min increments (and only when online), if it’s observed as not reducing, they can investigate. DEV: Take fine money at the beginning of sentencing after they finish arraignment form, then only remove/serve charges in order, from the highest and felony’s first to the lowest, as their time is served (add a time left visible to each charge in MDC and visible to the charged (maybe use the arraignment form they can pull up and not edit? Or something like the below to be mentioned.) Add in rules a “light NLR” to disallow getting out of prison and retaliating right away (unless they escape). DEV: Add a “record” partial MDC? of charges served. Add checkboxes next to each to allow this player to show only those checked to another player. Like ID’s/badges. Public records IRL exist, and are more easily accessible, this would allow someone to show as well as hide what they’ve done. Non-violent misdemeanor charges should not be imprisoned right away, maybe all? DEV: Allow players to pay off misdemeanor time or add it to their debt x10? If they don’t serve the time. (a kind of bribery, or work release?) or just serve the time. DEV: With visible time, allow prisoners to ‘get released’ instead of being forced out. This would allow players in prison, who want to play life sentences, to remain. This would probably be a button in their visible record that becomes active when all charge timers reach 0. DEV: Show deaths in the last 24 hours, or death timer, in the faction window or current time of last death. DEV: OP: Make LEO's lootable, or have it so they lose a set amount of money if they die. I know this might be pending and might go in the server, but it is not at the time of the forum post. >>>Xoza: Partially agree, officers should not be a source of something great, or worth attacking, but it shouldn’t be unrewarding. Maybe allow players to ‘collect’ badges and pawn them? Maybe a police firearm parts they can pawn, or rebuild after acquiring several of the same kind and with some cash. DEV: OP: Add bank statements for people and business. This was teased a while back, but it was never implemented. If added this will be big for RP, between cops, crims, and Judges. >>>Xoza: Why hasn’t this been done yet, easily could be added to the character panel. Maybe make a section in the character panel “IC” and public, and allow sharing (checkbox) certain information, including ownership of things, charges could be stored here as well with timers? As well as bank transactions and timer of last death. DEV: (from above) Make the player panel public, with optional checkboxes that player can share specific items. Create IC / OOC sections. IC is the only public information share, OOC, is only for the players information, like health, time since last death, all charges) DEV: OP: Remove pocket money. Make money as a script item. Remove the timer that makes packed money unusable. This will open up RP opportunities. >>>Xoza: Cash should be a physical, stackable/splitable item (like ammo), some people would love to live ‘off the grid’ like this, especially criminal ‘dirty/blood’ money. DEV: Make home robbery a bit more profitable with items, chance of including firearms, or firearm parts. Balance scratched furniture items give them a choice to take furniture, or just small actual items that would not be ‘scratched’, like radios, GPS, firearms., OP: “Decrease time that limits RP for the player, so the player is not standing around doing nothing.” >>>Xoza: Agreed, visible timers for certain things, so players can get back into it as soon as possible. Maybe add a timer/stopwatch ‘app’ to the phone? That would allow more use. DEV: Make cones and barriers physical items and don’t lock into the ground, but would cause significant damage or ‘tank barrier slow/catch/impair’ a vehicle. DEV: OP: “Impound lot NPC to release cars from the impound lot if LEO's do not respond in X minutes.” >>>Xoza: Already added? May be room for improvement. Should disallow retrieval if you don’t have an active license, or criminal charges that require serving time. Actually tell players when they call, if they would be able to get a vehicle back or not. “You don’t have an active drivers license” “You have engaged with police too soon” or something? DEV: OP: “Toolbox to repair cars when cars break down (Dont scream yet mechanics). For toolboxes you could only repair your car to 50 percent health and 50 percent top speed, so you still need mechanics.” >>>Xoza: Already added to an extent, repair just enough to start is it? DEV: OP: “This is a big ask, but improve the melee system. Make it so we can target people at the least, so we can fight a specific person in a group of people.” >>>Xoza: Yes, melee dodging / fighting is actually really fun and requires skill if you can target and fight the right person. DEV: OP: “Add a knocked out injury state, where a player losses then regains conscience.” >>>Xoza: Already added, player should also be lootable. Also, firearms should have a slim knockout area first on the one-two round beyond HP or around low HP, that would down them only and create a slow bleed state and lower max HP? Maybe as you lose health, every hit increases the chance you get KOed by the next shot? Then continued fire would obviously go into injured/high bleed state requiring medical. Someone in a low bleed state can still move around, but can’t run and will require self bandaging/care, rest (home/hospital) or in hospital/clinic treatment. DEV: Add free clinics that could treat injuries over a set time you’d have to stay there depending on level of injury or health lost, once you leave the area, it pauses. This allows players to get treatment, maybe just enough to escape again, and further get treatment later, by themselves or by another. DEV: Add XP to injury treatment. Higher the XP, the more severe injuries you can treat. Require purchasable supplies for treatments. Earning this XP can be accelerated through training BLS and working hours with MD. (maybe make untrained treatment a minigame with certain success chances?) DEV: OP: “Add minigames that people can play in game together. Chess, golf, tennis, etc.” >>>Xoza: Chess could be done without dev, if a specific site is promoted to be used. Others Golf and Tennis may be harder to implement. DEV: OP: “Add an option to conceal weapons on your person. If PD/SD search your person, they 100% find the weapon.” >>>Xoza: Eh.. there really isn’t a way to conceal an entire firearm from being searched, but you should be able to conceal certain firearms, from being openly visible. DEV: OP: “Add options to scriptly conceal items/weapons in a vehicle. If PD/SD or someone else searches your car, its RNG if they find it.” >>>Xoza: Agreed, DEV may not be required, when searched, it can be RPd and /dice ?: Maybe add a separate inventory section for ‘stash’ or right click an item and ‘hide’ and when anyone (except the owner) looks, it RNGs it and is in that state for that person for 30 minutes. DEV: OP: “New player retention. Find ways to increase new player retention. We are still getting a fair number of new players in 2025, but they do not stick around. I believe the above suggestions will be a start.” >>>Xoza: Agreed, players need achievable goals and items, as well as money sinks and things to do that are enjoyable for all, Civ, Crim, Gov. Less Paperwork: don't make faction jobs like real jobs. Only what you REALLY need, and assume more because of a scripted occurrence that ‘something’ is official / documented. DEV: Add faction logs - Everything that happens, player joins, leaves, pulls a car, puts away a car (fuel level/damage). Admin: Add property doors to just about every building / door to the whole map / businesses sized and priced based on realistic exterior size. DEV: Add more scripted businesses to all the business areas that would make sense. Allow Supercars and ALL other vehicles to be purchasable by some kind of special order that may require a certain group/reputation, connection, server EXP and Job EXP, and of course plenty of money. Order and wait days/weeks for delivery? Maybe background checks. Allow government personnel to own their own government vehicle that they must care for. Equipment in the vehicle would have a list or amount or be physical stored objects. DEV: Increase vehicle storage boxes (double), but not volume. DEV: Add a back slot to wear bags and allow the ability to access this bag/container, from an expanding inventory section when a bag is on. Make parachute models, bags. DEV: Allow going over max volume on person and in vehicle, but disallow running, or limit vehicle speed when over. DEV: Reduce prices to everything. Knock off a 0 at the end of ALL money and items in the game, player, pay, store. This would take $10 water to $1. This would allow further expansion into higher priced items (like supers/aircraft) and create higher achievable goals. DEV: Add ‘taxes’ to maintain ownership of all items (this would be automated DEV: Automate reselling of all property if the owner does not log in for specific amount of hours every 90 days or if they don’t pay taxes/tax money runs out. DEV: Add a ‘maximum health’ to all vehicles, based on type of vehicle. Maximum health is reduced with repair, and by miles driven. Miles driven also DEV: add light-moderate vehicle damage and increased chances to stall to certain vehicles when driven offroad. Add increased fuel usage to all vehicles when driven offroad. This would allow off-roading in any vehicle, removing the rule, and instead grant IC consequences. (This can be done with raytracing and ‘on object’ scripting). DEV: Add Vehicle Mileage Damage. Add light heath damage to the vehicle as it’s used (reduces HP as mileage is added.). Very lightly reduce max HP based on a larger number of miles. DEV: Add two repair options. Repair: repairs general vehicle HP. Replacement is double the price and fixes only maximum health. Make the cost depend on vehicle value and how much damage or max damage is needed to repair. A scrapped car would require full replacement of items to fix. DEV: Slightly reduce the cost of vehicles and modifications. DEV: Open up factions to be able to be created by everyone. Allow to be part of 5 factions. Official factions could ‘unlock’ further faction abilities, like territory and shipping, but don’t limit too much as banking should be available for anyone and could be the option allowing ‘shared / business accounts’. Transfer faction ownership to the next logged in, if the owner does not log in 30 days. Auto disband the faction if no one from the faction logs in 90 days (transfer funds to current owner, or split among all members). DEV: Add more warehouses and with large personal or business garages vehicles can be stored. DEV: Remove the vehicle type name from the interaction when turning on/off a vehicle or selecting it, maybe include the VIN only on inspection (plate or not IRL, this is always visible). DEV: Allow vehicles to be attached to factions like property. These can also be parked/unparked from anywhere the faction or player has access and still has an ‘owner’. DEV: Remove vehicle ownership limitations, discouragement of owning too much would be based on the amount of parking you have, and the amount of ‘tax’ taken out of your account every month/week/day based on what you own. DEV: Increase all parking spaces by 1. (‘Credit’ properties by 5) DEV: Increase the return when scrapping vehicles, especially based on mileage on the vehicle. This would allow someone to purchase a vehicle, try it out, then essentially ‘return’ it. The reduction of value would be dramatic as milage is increased, to the point where it’s not worth scrapping after lengthy ownership, and back to ¼ of the value. (the plate/VIN will still be registered to the individual for a few months for investigation purposes.) DEV: Allow the peering into garages to see what’s inside. Vehicle type ‘sport/suv’ only, not plates. Essentially you would see the shadow of what kind of car it would be. DEV: Allow door listening, if someone’s inside, RNG chance to hear movement or talking. DEV: Expand scripted business abilities, attaching to faction, allow managers/ranks with specific accesses, money access, ordering access, ability to return items (with a return cost %) DEV: Remove business licenses, and make them automated and needed to be updated from the faction or business that holds them. Auto pull license fees from scripted business coffers, if funds run out, after 90 days, all items are returned at half the purchase price, half the amount of money the business was purchased for, plus the stock return is returned to the last owner, and the business is auctioned off. DEV: Add ‘mailbox’ door option to interaction menu. Anyone can put something in a mailbox, only mail carrier contracts can deliver securely that would show only inside. Otherwise it’s publicly accessible from the outside and inside. (essentially only owner/permed and mail carriers have keys to a secure box) DEV: Allow shipping/mailing of anything. Maybe RNG Mail carrier reports possibly suspicious items delivered to specific addresses, but still delivers. DEV: Allow vendoring of anything. Plugin vendors items must be small. “NPC” vendors would add to your taxes (to pay them) and can carry anything. DEV: Create NPC vendors (random NPC) could be placed for 1day to 30days just about anywhere. Will sell items or offer to purchase specific items they’re tasked to purchase. When all transactions are complete, or they have no inventory, they would leave. (purchased items would be placed in the owners inventory. NPC will do illegal things, by RNG LEO interactions, from abandoning post, to revealing their full inventory, available to purchase, purchased and wanting to purchase. DEV: Increase food / drink needs, add notification or gurgling at 10% of water or food. DEV: Coroners should get calls from ‘NPC’s that would report bodies left for a certain amount of time. The coroner van should carry more before having to return. Bodies should take much longer to ‘deteriorate’. Police should be able to bag bodies and store (dispose) of them in their cruiser. DEV: Mail carrier delivery jobs (PostOp and GoPostal) should be merged like trucking. Where you carry random NPC deliveries, but you can also grab actual, higher paying player deliveries. DEV: Players should be able to send out items from a mailbox, or from their own property for a higher fee. Allow players characters to know their own other characters and be involved in similar activities and access their items/properties/vehicles (when it makes sense, obviously a police officer wouldn’t give his brother money that would likely be used for criminal activities. Disallow solo owning scripted businesses longer than 1 year. Longer permitted if others are involved and are equally able to make some kind of profit and be involved equally as an owner. through new manager scripting. Eventually though, an owner should get the money they paid for the business back, and would be auctioned off to a new owner. DEV: Add faction /card permission, same as /badge, allows a person to identify as part of a civil/criminal faction and their rank. Players can choose not to carry these, or the command could be restricted via rank permissions. DEV: Allow LEO to add notes to records, public and private. DEV: Lockering illegal evidence should be only documented as a list of items with an attached note and processor name, and no longer an actual item requiring storage spaces. These items would also be viewable from the MDC under the persons record. DEV: Items placed in a legal locker should be able to be picked up without an officer's involvement. (PO box/safe deposit boxes). Maybe these items would be delivered regularly by mail carrier to a bank safe deposit box? DEV: Add safe deposit boxes to banks for everyone. DEV: Add 120 day deterioration timer to all items. If it is not touched or moved, it deletes itself. DEV: Vehicles not used could also deteriorate its maximum HP very gradually. Remove gang backup rules. (this would encourage gang-gang debts) Increase gang member limits. But somehow encourage more gangs, instead of one big one. Maybe allow an increase based on the average gang activity or maximum gang size of minimum 5 criminal orgs. So if one gang hits 10 people, at least 4 other gangs have to reach 10 members before the overall number is increased to 15. DEV: If a player does not log in 30 days, auto remove them from a faction. If the last one in the faction, disband it. DEV: Add bleedout options based on time, and injury type. Players can ‘hold out’ to survive longer, maybe constantly play a minigame, to reduce the amount of blood loss per reduction. Or ‘give up’ by not playing the game to eventually die. DEV: Getting hit by a car should knock out and reduce HP, but not severely injure unless you are already very much low in HP. DEV: Fix damage types and injury analysis. DEV: Increase High End DEV: Create an ‘auction house’ of some kind? Fee to post, tax from sale, will remain for sale for 1 week. Could also just be a place players can freely place their NPC vendors or vending machines. DEV: Allow packaging of items. It would just be a container with 1-3 inventory slots. Volume is unlimited but carries onto the package itself. Right click to seal, knife required to open. You should be able to seal crates as well, crowbars required to open. Crates in general should be much lighter also, and carry their weight properly from its contents. DEV: Pocket volume is limited, but exceedable, carrying items in your hands has equal capability, allowing you to essentially double your volume before being hindered. DEV: Add many more recipes, drugs, craftable item, and food components. All items can be crafted into others, that can be crafted into others. Mine supplies, sell to NPC, or turn into ‘supply’ that you can further press into part shape. Collect many specific parts to make any item. Remove most kidnapping rules, but limit them to 1 per week per person. Thus they would need to decide value, or have someone else assist. Lighten Fear RP rules, especially players with lengthy criminal history or players in certain roles like law enforcement. Auto unban anyone that’s been banned for longer than 1 year. A lot can happen in 1 year, give them another chance! Past bans though are not forgotten and will still be held against them, for further violations. Lessen demand issuance rules based on location, or vehicle operation. It is the responsibility of the players to be aware of what’s going on around them, but also the responsibility of the issuer to do so effectively in several ways. All demands must be at minimum shouted in text. DEV: Change chat colors based on type of communication: Shouting could be orange/red? Remove most NCZs. Promote more support/friends/backup for areas that are more public you’d want your ‘crew’ to occupy to do whatever. Lighten a lot of Non-Roleplay (Non-RP) rules. Allow players to instead argue logical reasons if questioned. “For fun” could even be a reason, as some individuals could actually do something for fun. Promote more risk/reward analysis on the player themselves. Half NLR time. DEV: Add a visible timer to players screens after dying, (or that phone timer idea) Allow drug labs anywhere, but require plenty of space per table. Static drug labs have higher risk, higher reward, chance to double the output or just able to cook faster. Do a 3 strikes your out for property ownership, before property is seized, but don’t restrict a player from purchasing a different property. Remove several deathmatching rules, like vehicle use, and vehicle use in shootouts (it’s much easier now to shoot/injure a driver). DEV: Make sure shooting a vehicle does issue damage to the vehicle that could cause a stall. DEV: Issue a certain percentage of vehicle damage to driver and passengers. Remove Snow Rules completely. DEV: Lightly increase passive/use damage to vehicles during winter unless offroad tires are added. DEV: Add a ‘temperature’ value, anytime ‘on snow’ or in water, temp slowly reduces, then slowly drops max health and disallows running. Warm up quickly indoors or in a vehicle. DEV: Allow truck theft/interception. Gain something it could be hauling, but when delivered they only get half pay because it was not all delivered. DEV: Let anyone run mechanic shops. There are several locations throughout the whole state that could be ‘opened’ and offer services and let them manage how things are paid for. OR combine all mechanic shops under one faction and allow all mechanics to chose where they want to work. When mechanics are at a shop, their blip shows, if not, the blip does not show. My overall opinion is to offer everything you can think of and let players use it or not use it, then adjust how it’s used, or if it remains, or gets expanded to different uses. If you build out base element foundation code/structure for all gaming 'quest' types, then further implementation with different creations, you can expand them any way you like. There are really only a few 'quest/mission' types all things fall under, both in roleplay and jobs, though they may all have expanded steps to achieve the final goal, these transitions can be broken down through items, instead of requiring actual task linking. Fetch/Return Attain Fetch Delivery Escort (protect) Hostility Kill Destroy Survive Discover (actually, really 'fetch' of information) Investigate Find / Locate Negotiate Craft (This is not specifically a type as it would likely fall under Discover, and/or Fetch/Return. But if we have a good universal crafting system with recipes you can know/learn or discover, it can be used for anything and could allow branching out almost any activity needs. Essentially it would be its own minigame, I can even think of several activities that could be used in a 'craft' window and have set timers for items. Detective running fingerprints place tape and firearm in 'craft' menu, it produces a note or just a notification with a result. Mechanic drops in 4 tire supplies and lug wrench, to change a vehicles tires. (this may be a bit too busy/expansive, with the many modifications, but you get the idea.) Sorry about the huge post, this is just the beginning of many ideas I've had, and I may add more as I think of them. I also realize that a lot of this is mostly DEV focused, but also a lot of it is fairly easy DEV implementation / changes / fixes, where others can actually be done by higher administrators, but I aim to try to put in some non-Dev ideas also. If you have any questions feel free to @ me or contact me on Discord. In the end, do what you like with these ideas, contemplate, innovate, expand, diss, trash, I care not. I'm just another Eclipse player trying to offer what I can to a place I have enjoyed for 7 years. Staff: If this is in the wrong place, please don't hesitate to move it to the right place, or... create a new post for it? *shrugs*
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There are a few things that seem unnecessary or can be done through faction / quality RP expectations. But overall it's all good. Look forward to the hopeful implementation of some and chasing down the criminal participants!
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I am in complete support of large faction events, no matter the legality and I look forward to getting involved. I think one of the main important things is (being an experienced D&D Dungeon Master, and MMO/Online 'storyteller') to negotiate with those involved actively and reactively so you can better get an idea of who wants to do or would do what to challenge and gain from the story. While it would add a lot of oversight this would allow you can better control the narrative and have contingency plans ahead of time so the story has more of a direction, instead of a chaotic mess. Maybe a few rules in place around 'storyteller events' which somewhat lock you into specific path, with various outcomes, still allowing freedoms, but with minor limitations. Some of these event could even be done in a different dimension and could be planned ahead of time with a very specific amount of people via request / announcement, "there is a storyteller event going on at this time, we need 8 law enforcement, 3 civilians.", present the basic narrative, then let the players engage with the activity in a more creative manner without interruption versus pew pew.
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Gunshot Wound Bleeding & Self-Treatment
Xoza replied to MrWonanother's topic in Civilian Suggestions
My thread was the first and should be the 'original', Recommend merging both topics into each other. (something I did a lot of when I was staff, and can probably see that process with a little searching) -
I'm not going to make this a rant, but actually want to offer history and insight before the ideas / suggestions. I was one of the first official civilian faction leaders with @Paulo years ago. It was very difficult to find value in it, when there were so few benefits to it. Those first Civilian Factions were asked countless times to provide suggestions, and we complied several lists of requests, both capable with and without development support, but didn't get much attention if any. Don't get me wrong, would love to see something happen and would consider really returning to official status, but it's also been years without a second thought to our initial requests. 29 JAN 2022 Assured Services (Paulo Witherfork) + Lack Of Legal Faction Development The faction system is currently biased towards Government & Illegal factions. There’s not really any development for civilian factions which makes certain faction types such as a commercial faction very difficult to expand. Furthermore, the new tier system completely excludes legal factions, as it stands there’s little to entice legal factions to progress and advance in the same way illegal factions are motivated. I believe that more development into civilian factions would further boost the amount of civilian roleplay and allow alternative routes for character development as it currently feels like the only two options are to pursue a criminal career or join a government faction. The following link is to a sheet which includes development ideas for civilian factions. - (A document Paulo and I worked on together, that no longer exists unfortunately.) https://docs.google.com/document/d/1p_7RVfUOodiDEszzfuvJ8WgKzdtw1Rx_001NdURm2G0/edit?usp=sharing The Shadow Corporation abandoned keeping up with faction management because there wasn't much exciting to show, we didn't want to share certain aspects that we felt were private or proprietary, and we were required to host events and put money and time into things, without any return. Businesses lost money and gained nothing. Now for the fun stuff. I'm not going to put these into categories, but the most basic items, that you could literally go out and get today IRL should be a given. (Dev Required) /businesscard or /card would be the same as /badge and show as proof you work for a civilian business/faction which was EXTREMELY important to us for various faction to faction discounts, agreements, contracts, and more. This was the one development item that we really needed. Shared Vehicles: Whether you had to stock the garage/vehicles yourself, having company shared vehicles, that you didn't have to transfer to another or let borrow (and lose) would have been a good addition. Additionally these vehicles could be marked with company livery or custom plates and could be GPSd for your faction members. Salary: really isn't an option if you don't have a source of continued government funding / income, however some funding or 'grants' from the government to 'keep up the good work' in providing RP / services could promote continued rewards. Treasury Expansion/Use: The F4 menu already provides a way to pay your members directly without having to hand them cash and doesn't get taxed. After an event I would put some money into the treasury and pay out to employees, even if they weren't online which was amazing. It used to apply tax, but we requested tax be removed from direct pay for civilian factions, and I believe it is still the same since its not really a taxable 'salary'. We used it to simply transfer money from the treasury to another individual easily. Being able to transfer money to others outside the faction or to other factions would be amazing, as sending and receiving funds to and from other groups could allow businesses without the restriction of times meeting up. Allowing members of your faction to have their own 'mini-treasury' for business use, or simply setting a or providing a spending allotment could also see use. Tax Reductions/Reallocation: A tax return that puts a percentage of tax you would pay, would instead get put directly into your faction treasury. Any time you receive a salary, lets say you pay 30% in tax normally, however, with this, you would pay 20%, but the other 10% would go into the treasury. The faction member would normally not see this amount anyway and the amount shouldn't be recorded of who is contributing what amount through salary, but this would give the CEO some money they could use to pay their contributing employees or use it for other social events. Secure Radio Frequency: Allow a faction to set (maybe tied to a setting in F4? Could be over 1000) a frequency that is their own. Buzzer: A furniture item that, when on a property buzzes the owner of the property and you can speak through it (like loan banks), but if the property is tied to a faction, any faction members can respond to the buzzer. Permanent Signage/Posters on Properties: An office should be able to provide their own signage and information (also, signs and /fdo's should require having a note in your pocket to use. Printer/Copier: Could be good for anyone really, you stick in a note, fill it with blank notes and it creates copies. Business flyers! Clothing / Uniforms: Just like the government factions, employees can change into a uniform while inside a faction tied property. /funiform #(faction) #(uniform number/name) Vending / Storefront: Allow businesses to vend, auction off, or sell any (legal) items from a storefront vendor or NPC 'vending machine'. Allowing the ability to purchase items from a specific individual, or any individual would be great also! Supply: Businesses should be able to ship in any supplies to their HQ, (maybe use PostOp as the delivery so it ends up in the mailbox) However, it's understandable, that a business should simply contact a store owner, to provide these items at a discount. The shipping of items however, especially in large amounts/bulk get very time consuming and has a lot of issues. Being able to pack and ship items would be a cool idea (for a fee). Or a discount on sending PostOp mail and lifted quantity restriction when part of a legal civilian faction. Front Business: (could be non dev also) If a legal business faction doesn't own a script business, one could be created, or acquired (from gov 'lease / recovered' businesses) and provided fitting to that faction to provide funding and an actual business front. (Dev Not Required) Property / HQ: Every business needs to have a location, but also a place to RP. CEO's can either buy the property outright and own it forever, or 'lease' it for free for the duration of their official position. These properties should be large and expansive for growth and either be furnished already (or funded for furniture if leased) or the faction can furnish it themselves. Fee / Licensing Reduction: Official factions could get a (25%?) discount on all licensing and fees. Staff Priority Queues: If a faction requests or even pays for something, like property, they should get it right away. Server Events: Though server staff may be needed for certain things and would be there to support anyway. server events should be seen as run by companies, not server staff. This would allow them to advertise and organize the event in their own unique way. Rewards and costs of the event, would still come from staff, and employees contributing could get paid, (or volunteer), for doing most the legwork. Build out, protect and designate property locations: Create and verify businesses have their own locations for various needs, including parking, elevators (teleports) to rooftops and landing pads. Vehicle+Custom Plate: Official business vehicles should be fairly unique / four door vehicles, maybe even armored with a custom plate that also acts as a representative of the business. These can also have simple livery (with development) displaying simply the name or logo of the company on the door (maybe GTA's custom logo on the door thing can be leveraged for factions by devs?). Helicopter: Inner city transportation, civilians can have them now, it makes sense official factions are given one that is unique to them, like the Swift. Airplane: If anyone has an airplane, businesses make the most sense! Reserved Life Invader Page/Group and VIP: Self explanatory. Get your own pages, groups and the CEO has VIP to be able to post a monthly sticky ad. Permanent GPS Marker: HQ or specific 'main' business gets a single permanent map marker. Free Items: A limited selection of certain business related and even unique items can be provided for free or a discounted rate, especially if RP is involved in delivery, or more-so if another group/faction is involved with the supply. Lifting of Limited Script Business Restrictions: If a business faction wishes to own or specialize in one area, and their members own several 'stores' for example, they should not be limited to so many stores under one parent company. The expectation, being part of an official faction, would be that they would do business fairly and not twist economic supplies in a way that is abusive. It's late for me, I'm tired, I'm sure there are a lot more ideas, and reading some of the above, there are some great ideas there. Staff are always free to contact me for details and a how to for any of these, or other ideas to make them happen and support business / legal civilian RP.
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Make it NRP to Act like burgershots a gang.
Xoza replied to Quietthecutie's topic in Rules Suggestions
I believe this is a bigger issue, to all freelance jobs, not just Burgershot. The job skill/ranking system may make it better in a way of who is more experienced at a job, but that doesn't mean a player can just burn some hours and still be an ass to everyone. The only thing I can really think of to assure a respectable freelance and/or hospitality job, remains as such, is to impliment a ranking system of sort, but even this can be abused and manipulated. Maybe citations/charges received could reduce skills/rankings/pay. -
(Sorry, i know a thread exists about chat range, but can't find it, merge if found. thanks.) I know it's been updated recently but I think chat range can still see some improvements, especially when it comes to being in vehicles, shout/whisper status and much more. In this image, I was parked against the wall at LSC. While you should not 'hear' grey text (an unwritten rule), But you can still see it, thus you should hear it. so it's conflicting. Of course they could have use /rlow to talk quieter, however, automation, like reduction while in a vehicle and in general a reduced range would be beneficial here (dependent also on window status and vehicle type). I can't even see the individuals number/name, but I can hear them from the LSC wall.
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Change it to the [~] key (to the left of the [1] in the number line. Currently it's players, but that could probably also be merged into this menu, or attached to it..
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Yes Please. If you have a chat open, it doesn't ping/bleep.
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JB has a manpower issue, this would fall on JB primarily. I do agree however that, like a time to complete, there should be an expiry time of which it is 'uncontested'. With a completed case, JB and the LEO department would internally issues disciplinary action, announcements and others, as well as the record cleared and compensation issued. But if it is closed without completion or uncontested, none of this would happen, except the crime itself being expunged, there would likely be no compensation, nor disciplinary action.
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+/- 1 Having allies is part of RP and can greatly extend RP opportunities and alliances. I support the freedom, but it needs to be done smartly. Maybe a limited amount of support / response, like half or less of your current force, if you have 10, and you need cover, you can call from allies, 5 to help out. This fluxuates a lot, I've seen gangs take out entire groups of officers just as much as officers take out multiple gangs. Really depends on time and day.
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+1 , Definitely needs work/improvements. Some have 4x more then an average player in the chat box we have to filter through. Viable Solution (and already tested with the lottery). Related Suggestions
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"Empowering Businesses Through Community" The San Andreas Chamber of Commerce serves as a dedicated platform for businesses and their proprietors to foster meaningful connections with city leaders. Exclusive to registered businesses, this organization operates independently of the state, ensuring an impartial and transparent environment for open discussions. It acts as a distinct agency, providing businesses the opportunity to engage, liaise, and propose initiatives to state leaders without bias. Visit our Life Invader Page. If you are a licensed business owner, join the many others today!
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Still hoping for a fix for this. Please remove Ctrl+X and On/Off vehicle name information. Identifying a vehicle should be IC and knowledge of the vehicle, or reference of said vehicle. You shouldn't get a free printout of exactly what the vehicle is. This impacts RP quite a bit, especially with law enforcement.
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I haven't encountered the issue lately. Why separate where the item comes from? If it's vendible, it should be vendible...
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In fact here's a better Idea... though a little extreme it could further promote coverage and capability. Merge Mechanics into one faction "Los Santos Customs" and create internal shop locations/franchises. Add more mechanic shops (there could be 9-10) Set faction points to allow them to go on duty/dispatch from these mechanic shops. Set blips to change color when a mechanic is near. Players would be able to see what shops have a mechanic, instead of having to search the entire state. Mechanics would be able to work out of the shop they prefer, or are assigned, and even move around to different shops depending on towing and what they're closest too.
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A Faction for standards for LEO and Corrections
Xoza replied to Mack Thompson's topic in Civilian Suggestions
-1 We really need less legal factions and should be part of already existing ones. IC would be handled by said faction as well as JB and GOV, and could be by Law Review (who are elected). OOC is handled by the faction and their obligation to the server and Legal Faction Management, who are staff members. MANY changes have come and gone due to issues, observations and oversite. They are watching and listening. -
Police ruining the quality of roleplay in this server.
Xoza replied to MrGapingSack's topic in Discussions
I hate the 'for no reason' argument. How do you know someone doesn't have a reason to do what they're doing? How are you reading minds? If anything there may be an error in judgement, but that doesn't meen it isn't for a reason. Just because you don't know the motives of a faction or character, or the information they have or are working with, doesn't meen they're breaking server rules. This goes with any player, including criminal elements. I've heard similar complaints from officers and even suspected it myself, of another player 'not having a reason' to do something, but we work with it and move on. Some motives can be suspicious or don't seem viable and are reported for it. In criminology there are many reasons for a person to do something, and they mostly end up being about gaining something, material, influential, or power. Difference mostly is law detain and investigate, and are rarely the first to pull the trigger/attack. I disagree LEO have any 'special permissions' beyond any other player besides the tools they have to BE a law faction. Now, if you analysed them as a 'criminal faction' you may find they're pretty nice. -
With players increased interests in mechanics and more 'personal' businesses/shops, I believe a huge opportunity is available to present itself. INTRODUCING MECHANIC FRANCHISES A franchisee may organize with their chosen parent company and choose a location within their jurisdiction to open a shop allowing the spreading out of mechanic availablility. What are the possible limits? Franchises must follow the same pay scales, training, and OOC requirements as the parent entity. Franchisee's must attend a monthly meeting with the parent company. There may be a limit of 'franchise' licenses available (2-3). The Franchise must be active and have a minimum of three employees. Like any other mechanic shop, they are responsibile for responding to calls and work in their jurisdiction, including if needed, working out of the parent shop if help is requested. Shops will need to follow the same government expectations and mandates as any other. Mechanics will need to gather their equipment, vehicles and go on duty at the parent company, then may go to their own shop, if the parent company has their own personnel on shift. The parent company would be the 'boss' still and could desolve a franchise license any time for viable reasons, including abrasive relations or disagreements and work ethic. What's the benefit? Different shops can have their own management, style, and focus. Ex: a shop can focus strictly on towing or field work and not even have a base shop. Players may prefer other shops and allows them more options. Expands business and encourages new opportunities and ideas. Could help stabalize mechanic availability in many areas.
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Police ruining the quality of roleplay in this server.
Xoza replied to MrGapingSack's topic in Discussions
Not going to read that wall of text, but I can guess what it says, like most, so correct me if I'm wrong. While we aim for realism (a little too much in my opinion on some internal things that wouldn't impact civilian/criminal players). If it was even closer to realistic, people would be in much worse situations when engaged with police. Police work with what they have and it really isn't that much, and under very strict guidelines on both IC and OOC levels from their own faction leadership and server staff/oversight. Here's my opinion on that.. -
Signatures should be exactly what they state to be. Some information, taking little space at the bottom (of a 'document') about the author and what they do in a simple signing format. Sure, they can be creative and have images and other information, but should not be a huge gallery of massive pictures and comments. It is not impossible to even have these displayed in a manner that's within reason of a forums content, and only the best signatures do this. Limits have been suggested, but the 'solution'/closure reason is not an ideal one for someone like myself who would rather not hide signatures, or even single individuals signatures (because people change them) and like to see those that do follow a respectful and moderate standard. The fact a single post+signature can exceed the resolution of a 2k monitor, no less a 4k monitor is absolute nonsense. There has to be a fair and compromizing solution instead of 'hide them' or 'turn them off'. I've known how to do that before ECRP existed and to me that's like muting or blocking someone which I don't really like to do.
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Detectives' scripts hidden from the community and from criticism
Xoza replied to Skengprostie's topic in Archive
Those who need to know like staff and developers, who make adjustments, changes, rules and develop around those abilities, know what these tools are and moderate them as needed. Players do not need to know all the tools and tactics of other factions to 'critisize' them, when they don't have experience with them. Do you know Weazel News blip and ad scripts and policies? What about mechanics and what they can do? Did you know most officers don't even know the scripts and tools available to Criminal Factions? The players that to know, have experience or have been told about it IC. The fact that a lot of players do know certain things, that wouldn't make a lot of sense to know is meta. Factions have a fraction of true capability of what should be realisiticly possible. If you want to know, you should experience it yourself by being part of the faction. Then, as @Bala stated, you'd probably be a little disapointed. It's all part of the experience. -
Reviving again! This has impacted my own roleplay for years, as well as I'm sure many others. It should be a simple enough change.