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Xoza

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Everything posted by Xoza

  1. Xoza

    Painkillers

    +1, all great ideas!
  2. +1
  3. Similar ideas within the below suggestions.
  4. eh... +/-1 Seems unnecessary. Weapons are rarely marked missing, officers can't prove it was stolen, found or given, so individuals are rarely charged with it being stolen property. A weapon with the serial removed not only increases the crime from carrying unlicensed to carrying unlicensed AND illegal firearm, but doesn't add anything to the risk.
  5. +1 Also suggested in the following posts. Over the last year, to use as a joke reference I have looked for an image of a 2 lb "vol" bobbypin, The closest thing I could find was this.
  6. +1 Previously suggested, lets support original topics.
  7. +1 Parachutes and Zipties
  8. +1 I'd like to first see all other banks be opened first as active banks where salary can be retrieved as well as unlimited sums of money can be transferred.
  9. Xoza

    Delivery Job

    Hmm, wouldn't mind this. Only thing i can think of is, postal and pizza though. Postal already exists and just needs a better integration into store ordering. I would like to see Freelance jobs be able to be picked up anywhere, instead of having to go to the spot to join the job. I own a truck, I should be able to join the job, from my truck, or pick up/deliver any orders. Maybe postal / truck driver / delivery could merged into one big thing where there are NPC deliveries when no others exist and each vehicle type can only carry so much, then you'd get paid for the percentage you deliver.
  10. +1 I'd like to see notes be able to be added, not only to a charge but to the whole profile.
  11. You'll spend a little time with us, so it would be best if you didn't bring anything along. We have a nice bed ready for you and a pillow you can take your anger out on.
  12. Greetings Karen White (( @Hilbert )), Law enforcement takes things like this seriously. We understand though in anger or stress we can misspeak. Since our department spoke to you we've concluded our investigation. Please drop by the department in your spare time. Thanks.
  13. Okay, simple. If you hit a pole, and your vehicle stalls, you should be able to restart it in under 60 seconds. - Current Operation If you hit a lot of poles and reduce your vehicle to 0 HP, you shouldn't be able to start it. - Current Operation Your suggestion is an opportunity to suggest a more complex / immersive way of how it works. If you believe the vehicle should be inoperable sooner, then let's recommend reducing vehicle health.
  14. Vehicle stalling is currently very sensitive as it is and unrealistic. RL impact sensors (which don't exist in GTA universe) would disable the fuel line and could not be reenabled until the vehicle is serviced. Older RL vehicles however without crash sensors, could stall after a significant amount of damage for various reasons and could be easy-hard to start which come into play here. After a lot of damage (0 of 1000) not startable, which already happens.
  15. -1 But I think the 'cooldown' should be more random and account for your attempt to start it as well as damage amount. Crash - Vehicle Dies If vehicle takes 100?+ damage Start Chance Timer Starts at 1-10% If vehicle takes <100? damage start chance timer starts at 10-25% For every 1 second - Start Chance Adds 2-4% Try to start - Start Chance Adds 1-2% At minimum, your vehicle could stall for 3 seconds, on average about 20 seconds, max 50 seconds.
  16. +1 but would require banking and taxes overhaul.
  17. -1, development for other things at this time. "I'll race you to Taco" "Okay, On Green" VRrrooooommm..... Winner takes the cash (or car?) or.. loser gets shot? (depending on deal?)
  18. Hey, back on topic.... don't let the train stop.. Yep, if we open up sewers and add trains, I'm sure we'll gladly work on counters for it.
  19. I feel like there are so many mods, parts and livery(+camo's) missing from vehicle options. With the new vehicles in now, let's get the rest of the parts added for the rest of the vehicles! At least there's no need to modifying vehicle performance for balancing.
  20. Xoza

    Truckers job

    +1 Any NPC stores would be great. Even items that 'don't exist' to any stores, or to stores that don't exist. I always loved trucking, would be my go to, but there's literally nothing anymore. Scripted 'NPC' would also give a baseline of pay for store shipments.
  21. Yes! Train Gang...
  22. It's not really about it taking up garage spaces, it's more about the mentality of using the car-credit store. I have never purchased a car in the credit store for a few reasons. I can't get rid of / sell the vehicle. I can't test the vehicle. It actually benefits everyone if a player can 'sell back' a credit vehicle. Player Benefit - Don't feel like they're stuck with it and feel like they wasted their money every time they see it in a garage menu, thus discouraging them to buy another at risk of the same thing. They'd be able to return it for some credits back they could use on something else. Founders Benefit - Players are happier with their options, motivated or inspired to spend a little bit more sooner when they want to 'trade up' or get something else. Without the whole cost of the whole vehicle bearing down on them.
  23. I think it's 20, not sure. +1 Either way, but can be abused.
  24. -1 to this +1 to any other suggestions that would promote or offer more investigative tools.
  25. +1 - Timer (5 seconds? You try carrying someone in less than that. But, we're all superhumans in GTA also.) +1 - automated /ame (since carry, drop and store are all commands that can have autoscripted ame's)
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