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Everything posted by alexalex303
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Increasing crime doesn't mean that the increased criminal activity is fun for anyone or good RP. You could remove DM rules and a lot more crime would be happening, doesn't mean it will be good. Attaching an ATM to a Niobe and doing 240 with it attached is just silly.
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Inaudible and invisible infliction of bullet wounds.
alexalex303 replied to Mortem's topic in Potentially Outdated
This has been an issue since GTA Network. The only solution is to not allow players in water full stop, I don't believe it's ever fixed on any RAGE server. Water sync is a mess. -
There is absolutely no chance any car escapes from a police helicopter in real-life. Everything you wrote there is based on movies or not understanding how powerful helicopters are in real-life, it doesn't matter if the top speed of a supercar is faster, you're not doing 300 km/h in downtown LA. In real-life there's traffic, pedestrians and obstructions. If you don't believe me, here's a quote from a real-life Police Commander in the LAPD. However, once a helicopter is involved in the chase, it’s almost impossible to escape https://mynewsla.com/government/2015/08/14/odds-of-eluding-police-in-car-chase-lapd-says-18-get-away/ What we have on the server is a cut down version for fairness, but do not think that's how it works in real-life.
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FearRP, Ruleplaying, NonRP, and Law enforcement.
alexalex303 replied to Demonmit1's topic in Rules Suggestions
If you have someone at gunpoint, you're in a strong position. Hiding behind the rules is ruleplaying. If someone runs at gunpoint from a crim they should be able to be shot. Anything else is just being protected by the rules. -
I'm not sure they all have the same priority, but I can generally agree with most things here. +1
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FearRP, Ruleplaying, NonRP, and Law enforcement.
alexalex303 replied to Demonmit1's topic in Rules Suggestions
I'd be in favor if such a change, only if running at gunpoint instantly granted DM rights with no questions asked. The cop can face IC repercussions, but at the OOC level, if someone runs, they should be subject to being shot. -
It's meant to illustrate the issue with your argument. Crims lose stuff when they get arrested/killed because they gain stuff when they win. If you only have cops lose stuf when they get killed, they would need to gain stuff when they win. I agree that it wouldn't make any sense for most cops to stash AKs, so, perhaps cops would receive all of the fines of the person that they're arresting. That would be balanced with them being expected to pay for equipment personally upon death.
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So if all a cop can gain is fun RP, why would they lose stuff when engaging in the fun RP? You'd be punishing them for roleplaying. That's the bit that's always lost when talking about cops paying for their gear. If you pay for your AK as a crim and use it to steal another AK, you get to keep that. It's yours. You can sell it, you can eat it, you can do whatever. Cops don't get that, anything they take isn't theirs. Imagine if you went to a lab to rob people and instead of getting items, you had to dispose of them after the RP scenario was over. Would you be down for that? That's what cops do after every situation.
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When an LEO arrests a crim, what do they gain? When you find the answer to that question, you might realize why they don't lose anything else either.
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hey team literally everything that was mentioned there can be sold to another gang which will use the items for turf upkeep and probably provide you with benefits for the delivery, on top of that you are roleplaying with another person.
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There are many ways to make money as a criminal, selling items to NPCs is the least creative, less helpful for the server and the one lacking the most in roleplay. It should've been reduced a long time ago. Deal with other people, sell them assets and you can decide the price. Interact, build a story, roleplay. -1
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Remove combat MG mk2's and carbine mk2's / nerf them
alexalex303 replied to Gustavo Prez's topic in Discussions
Friction is starting to happen because people are being greedy. Some people said they're so broken just remove them, no refund. Then, people said, remove them and add a command to refund at import. Then, people said, I paid more than import I should get more than that cause tax. It's like. At what point do you compromise as well? Nevermind the fact that @Demonmit1 probably sold 50% of the supply in circulation at IMPORT with no tax, it's impossible to create a command that gives you what you spent + tax, and like clank said, how many were looted and this is just free money? If you never compromise on anything, this is how agreements turn into disagreements. Refunding at import price is the most realistic and fair solution, anything more is just being greedy, in my opinion. -
Remove combat MG mk2's and carbine mk2's / nerf them
alexalex303 replied to Gustavo Prez's topic in Discussions
It's one of the few times when both leos and crims agree. I think we should take advantage of it. -
Remove combat MG mk2's and carbine mk2's / nerf them
alexalex303 replied to Gustavo Prez's topic in Discussions
you'd be waiting for years, I still see them used every day -
Remove combat MG mk2's and carbine mk2's / nerf them
alexalex303 replied to Gustavo Prez's topic in Discussions
There should be a command added so that everyone can refund them, and using them should no longer be allowed. +1 -
200APs were not removed instantly. I was part of at least one shootout in which gangs used them. Combat MG MK IIs might be removed from imports but they will be available for years due to insane stashes people have. A certain gang shot at cops at colorful parking this week with MG MK IIs.
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Recent suggestions seemingly keep being aimed towards making it easier to fight cops, but that should never be the goal, as you're not meant to be regularly wiping cops. Aside from the fact that most of the people in this thread had a crim heli that they used to do the same thing with; if law enforcement can't use helicopters, then will you find it better if they start using insurgents with mounted weapons? Regardless of the vehicle used, there needs to be an answer to people trying to wipe cops with MG MK IIs and 200 AP.
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Weapon Workbench (for repairing fully decayed weapons)
alexalex303 replied to Cup's topic in Criminal Suggestions
losing some guns is not losing progress unless you measure your success in stashes, in which case the update was sorely needed. -
Weapon Workbench (for repairing fully decayed weapons)
alexalex303 replied to Cup's topic in Criminal Suggestions
there's 21 official factions currently with many more factions set to get official status soon, there has NEVER been this amount of diverse gangs and criminal roleplayers in the server, we used to average five official factions. this narrative that "numbers are going down" is made-up by people that disagree with the direction, and its fine and its your opinion, but OBJECTIVELY the number of gangs has never been higher. -
Weapon Workbench (for repairing fully decayed weapons)
alexalex303 replied to Cup's topic in Criminal Suggestions
the current decay rate is 3 months, if you get banned for longer than three months you did something very bad, and if you have a real-life emergency that takes longer than two months to fix, you have bigger problems than pixel guns. it takes 10 minutes to maintain a reasonable stash, if your stash rivals that of the united states military, then you should scale down. -
Weapon Workbench (for repairing fully decayed weapons)
alexalex303 replied to Cup's topic in Criminal Suggestions
if you add a way to repair weapons like that then you might as well remove the decay system, the whole point is to get weapons OUT of circulation. -
alternatively, criminal activity could be restricted to secluded areas that do not have surveillance equipment
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If I'm not mistaken, DCC allows management to conduct interviews on-duty even if they're the only unit(s) on-duty, that means that they will be blocking city bee access while not providing transportation services. Unless that rule is changed, I believe we could look at increasing the amount of DCC units required for city bees to be unavailable.