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equ1nox_

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About equ1nox_

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  1. 350k at the door [1G], but I am open to offers, 4296408
  2. -1. This is unnecessary and wont result in the 2 store robbers feeling the courage to shoot at cops just because both of them are armed. This will just make those stores worse to rob as you would need an extra person. Stores are fine the way they are and just need maybe some adjustments to make them more viable.
  3. Maybe carry a smaller gun thats easier to conceal. SNS or Combat pistol. You realistically wont able be able to conceal a .50 (Desert Eagle) behind a shirt due to its size. A smaller pistol is very easy to hide behind a jacket or more loose clothing.
  4. +1 but I think the reason that might not happen is because by concentrating everyone to 2 banks on the map, it will give an opportunity for people to interact with each other more often, but I still think it would be nice if they had more uses.
  5. +1 i agree and also agree that it should vary based on what u are taking out. also think it would be cool if the police vehicle didnt act like a /fl with unlimited shit. it would be cool if u take certaiin amount of something and put it in ur cruiser, and u cant use more than what u have in it before needing to go bak to the station. if u put on armor and take another spare with u, once u swap, u cannot swap for a third one till u go back to the station.
  6. ^^ I agree with @ShawnsBeard. You cant just pick and choose where you want realism so it benefits you and ur agenda. Huge -1 from me but there needs to be some action timers on actions that LEOs can do like Shawn said. -1
  7. True but then so can other people. It would also be very risky because u literally wont be able to turn so if someone pulls out infront of u, or if the road is spiked / blocked, your fucked. I am not saying its the best solution as I proposed it, but I really think this should be considered. Pursuits would be 10x more interesting, fun, skill-based, this way.
  8. Implementing realistic handling for all vehicles can be a solution to the speed cap. There are mods out there that modify the files for realistic handling. This will mean that it is no longer safe/viable to go 200 in the city because your car wont turn going 130 km/h and go from 240 to 100 in 0.5 seconds. People will actually have to drive slower if they dont want to end up in a wall every 2 seconds, so the speed cap wont be necessary because if you try going 300 km/h you just gonna die making 1 turn. Pursuits will be more about the skill of the player rather than the car, so meta vehicles wont be so dominant anymore.
  9. -1 to the last 2 suggestions. We have the penal code for a reason. While I personally dont place all the obscure charges that a criminal COMMITTED, there is completely nothing wrong with charging someone to the fullest extend by the penal code. Charges like face concealment, unlawful assembly, felony public endangerment, etc. might be unnecessary but there is nothing OOCly wrong about those charges, they were committed by the crim. What charge stacking is is giving someone evading an officer every time they evaded after losing the cops earlier, or for every time someone didnt comply with a lawful order. Therefore, I disagree with this suggestion, as it is IC. From my experience, flying over drug labs randomly is something we dont do. The only time I fly over a drug lab is if there is someone of interest inside the lab, and we want to know how many people are there before entering or if someone evaded into the lab. I would also like to clarify that if a helicopter spots 10 people in a lab without the conditions I mentioned (which arent exhaustive) then there isnt enough reason to just enter the lab just because 10 people are there. They need to be actively committing crimes for us to enter a lab.
  10. I agree that lowering the criminal faction members cap could be beneficial to the server. Having less criminals per group would encourage the creation of more criminal groups, which would lead to more criminal activity and more RP opportunities. However, I do have some concerns about the potential impact on current criminal factions. Lowering the cap too drastically could potentially lead to the disbandment of some current factions, which could be detrimental to their members and the overall criminal RP on the server. I would suggest lowering the cap to 25, as you mentioned, and implementing it gradually to allow current factions to adjust and avoid having to forcibly kick members. This would also give newer criminal groups a chance to establish themselves and become more competitive in the criminal underworld. Overall, I believe that lowering the criminal faction members cap to 25 could be a positive change for the server, as long as it is implemented carefully and with consideration for the impact on existing criminal factions.
  11. What about criminal freelance activities. They arent marked on the map so u gotta find them icly. u can do simple jobs like selling drugs on the street, transporting illegal weapons / other things from point A to point B and then getting a cut, burning down a building for pay, vandalism, illegal graffiti, etc? imo freelance jobs shouldnt just be legal, there can be many cool things to be done with illegal freelance jobs for newer players trying to get into the criminal life and make some money illegally (which can be encouraging for them to keep going down this road) and also make it so that LEOs have more to do. The penal code has so many felonies/misdemeanors that are unused because no one commits these crimes (like arson) but with illegal freelance jobs, these crimes can be encouraged and will make a more fun environment.
  12. I agree with Bala. Things are usually arent as interesting/successful the second time around. The rise of the pier came naturally and trying to force it to become popular again is like swimming upstream. The moment you stop trying you will end up right back where you started. Hopefully in the future there will be a new hangout spot for people to go which will happen naturally through IC gameplay.
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