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RvGhost

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Posts posted by RvGhost

  1. The issue isn't the fact that armor is expensive. Realistically it would only be used during high stakes operations. As of right now very little opportunities exist that would call for that level of gear commitment. Maybe when criminal RP is expanded it may need another look at but for now it's a lot more realistic for the level of criminal RP the server has for almost noone to use armor as a criminal. (Some official gangs should definitely think about using it more when prison escapes are attempted to add to the RP

  2. My current ideas are unofficial gang support and yet another turf idea

    1: Add unofficial faction support to support rising or medium level gangs. This would include the ability to set diplomacy and maybe small arms smuggling for increased prices compared to official gangs. (Maybe better price points for larger gangs)

    (Optional if turfs were also implemented)

    The diplomacy tab would allow gangs to go to war with eachother which when mutually declared would change the DM rules in multiple ways allowing players to shoot clear rival gang members when they enter the designated turf area.

    Treasury tab would include a drug tax section which would show any profits made from drug dropoffs (More info in turf section)

    2: Using the above system you could allow these gangs to submit "Turf requests".

    Turfs would be designated areas that these gangs usually own property or frequent.

    If you own a turf that overlaps a drug dropoff point the gangs treasury would get 5% of all drug profits that are sold there. 

    "Turf markers" would be placed in very hidden spots that would be hard to find unless someone showed you. These markers would have light information on the gang and visiting these markers would very lightly tint the map with the gangs borders using the gangs colors. This would also add a element on your UI that's very similar to the NCZ one when your in that gangs area.

     

    Will edit post if I think of any other suggestions. Sorry for awful formatting using my phone.

    • Like 3
    • Upvote 1
  3. After noticing how awkward it looks when doing BLS on someone I think it would do wonders if we had a animation to help immerse bystanders to the situation.

    My suggestions for how the animation is used are as follows.

    1: Add a /AcceptCPR command that has to be used after someone attempts CPR on a player. The animation would happen after the player has accepted.

    2: Just add a simple /anim CPR so all players can use the animation even if they aren't certified.

     

    I know this may be low on the list of dev time but I'd love to see more support for medical animations outside of /stabilize.

  4. Maybe add a new command for the critical wounds that slows the bleed out time to keep it from being impossible to save someone with that injury. So if the medic quickly applied some bandages to slow the bleeding before they rush it could potentially give enough time to make it to the hospital 

    • Like 1
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