Jump to content

Xoza

Member
  • Posts

    1,843
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Xoza

  1. Implemented, Archived
  2. Apartments added over 400 new places to live in addition to many other houses added since this suggestion. No longer relevant. Archived
  3. This can be accomplished with the new inventory system via /frisk #. Archived.
  4. Bleets removed, archived.
  5. This no longer seems to be an issue or is no longer relevant. Archived. It still happens at times when overpowered, but this can be resolved in character.
  6. These issues seem to be resolved and/or are no longer relevant. Archived.
  7. Implemented for government factions a long time ago. Archived
  8. +1 to more accommodations like this.
  9. Xoza

    Jobs

    Several new additions have been made since this suggestion. I don't believe it is still relevant, Archived.
  10. Completely new faction, turf and property systems since suggestion. No longer relevant, Archived.
  11. Completely new turf and property systems. No longer relevant, Archived.
  12. Implemented Archived
  13. Xoza

    Less rain

    Islands get a lot of rain, wish it would rain more now. Weather syncing has been updated and it rains a lot less since.. a year ago? Archived
  14. +1 Is there boat parking also? I don't actually own a boat yet (kind of hoping/waiting for new boats)
  15. +1 Merged both topics.
  16. Right click 'secure' and 'remove' options would be great, could add the little 'security lock' to the item and remove it with a timer.
  17. Adding a 10 second timer (or so) to /takespeaker isn't a bad idea.
  18. A train conductor job would be amazing... Would also make those tunnel travelers think twice about direction and could provide a bit of RP and conflict.
  19. Or increase how much the larger safe holds and reduce the volume of the smaller ones. The great thing about the small safes, is they can be used to 'enhance' things that would be locked. I use them for things that would be locked, like filing cabinets, security boxes and the like.
  20. Topic merged with previously suggested topic for full visibility and history to the suggestion.
  21. -1 Should remove the notification in game as well, so, to prevent retaliation, not know exactly what situation or individual may have resulted in it. However, not everyone is great at constructive criticism.
  22. Xoza

    New Vehicles

    I saw an amazing journey interior a few days ago, was very 'camper' like inside. (great work to whoever that was)
  23. Headlights auto turnoff during the day after a time. I have encountered a few minor issues like this, but it seemed to be client side rendering issue.
  24. Xoza

    New weapons system

    +1 I love the idea of crossing supplies to accommodate other things criminal and civilian. Every item in-game should have multiple uses.
  25. Ideas Add a vehicle interaction at a door (removing ctrl-X) to 'lockpick' the vehicle. Make it a lot easier to lockpick a vehicle to gain entry, maybe reduce time as well. (as you could just smash a window) Make it so you have various chances and outcomes. You could unlock, but still trigger an alarm, you could fail, but not trigger an alarm. Require another lockpick to start the vehicle if off (now that vehicle on/off is synced better) Maybe reduce the price of lockpicks by a very slight margin. The whole interaction should take just a little bit longer than your current usual lockpick. Entry should be much shorter than starting the vehicle. For added security, players would 'not leave their keys in the car' and turn them off regularly. Stages (Based on the value of a vehicle (formulas available for development) examples below based on a Elegy Retro Custom). Lockpick Vehicle (uses one lockpick) Success = 60%-12.5% (bonus based vehicle value) - Same chance to trigger the alarm, this way you can unlock the vehicle, but still trigger the alarm. Failure = 40%+12.5% - Same chance to trigger alarm, that way you can fail, without triggering the alarm, but didn't unlock the doors. Start the vehicle (if off, if you don't have keys a 'timer' will start and use one lockpick at the end) Success = 40%-12.5% (bonus based vehicle value) - Same chance to trigger the alarm when starting the vehicle. Vehicle starts, but alarm could be going off while you're driving it. Failure = 60%+12.5% - Same chance to trigger alarm, that way you can fail, without triggering the alarm, but not get the car started.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and our Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.