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SteveD

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About SteveD

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  1. SteveD

    QOL Changes

    Thanks for the extra detail—this adds another layer to the issue. If scripted criminal activities like bank, store, and ATM robberies are seen as high-risk but low-reward, it makes sense that gangs default to lab rolling, which is likely more profitable and less risky. Here’s a breakdown of how you can rebalance the risk-reward dynamic and encourage more RP-driven use of these systems: Rebalancing Scripted Crime Rewards 1. Dynamic Payout Scaling Base rewards increase based on: Number of police online (more cops = higher payout). Time since last successful robbery (longer = higher reward). Tier of the gang (higher tier = more lucrative jobs). 2. Bonus for RP Execution If a robbery includes preparation RP (e.g., planning, disguises, getaway vehicles), admins can manually trigger a bonus payout or reduce police response time. Could be tied to a “Heist Quality Score” system (simple 1–5 scale). 3. Loot Variety Instead of just cash, robbers could get: Valuables (e.g., gold bars, rare items) that must be fenced via RP. Intel (e.g., blueprints, NPC informants) that unlock future opportunities. Blackmail material or fake IDs usable in other RP arcs. Encouraging RP Around Scripted Crimes 4. Heist Planning Tools Allow gangs to scout locations, disable alarms, or bribe NPCs before a robbery. These could be mini-RP missions that reduce risk or increase payout. 5. Police Counterplay Police factions could get intel drops or surveillance tools to investigate robberies. Add investigation RP post-robbery (e.g., tracking getaway cars, reviewing CCTV). Cooldowns & Lockouts Add cooldowns for repeat robberies by the same faction. If a robbery fails (e.g., all arrested), that faction is locked out of that type of robbery for a time—encouraging smarter planning and RP. Optional: Reputation System Introduce a “Criminal Reputation” stat: Goes up with successful RP-heavy crimes. Unlocks exclusive jobs, higher-tier fences, or black market perks. Drops with failed or poorly-RP’d crimes.
  2. SteveD

    QOL Changes

    I've used my CoPilot Enterprise license to attempt to pump some of our faction tier rewards systems and script information, and asked for advice. Here's it's output. Always happy to help come up with ideas and use AI for the betterment of progressing the server! Copilot Thanks for sharing the full Tier system—this is really helpful. Your structure is solid and well thought out, but it’s clear that the incentives are heavily skewed toward PvP and economic gain, especially through access to weapons, turfs, and drug-related imports. This naturally encourages gangs to focus on grinding and combat rather than immersive roleplay. Here are some targeted suggestions to rebalance the system and encourage more RP-driven behavior: Tier System Enhancements for Better RP Add RP-Based Rewards at Each Tier Introduce non-combat, RP-centric perks that make factions want to engage in deeper storytelling and community interaction. Examples: Tier 2+: Access to custom graffiti tags, RP-only businesses (e.g., pawn shops, tattoo parlors). Tier 3+: Ability to host server-wide RP events (e.g., underground fight nights, car meets, block parties). Tier 4+: Influence over NPC behavior in their turf (e.g., NPCs react differently to rival gangs or police). Tier 5: Ability to create a unique faction-specific item (e.g., branded clothing, custom drug strain). Add RP Milestones to Tier Requirements Currently, all requirements are activity- or rule-based. Add qualitative RP milestones to each tier. Examples: Tier 2: Must submit 1 RP storyline summary (e.g., turf war, alliance, betrayal arc). Tier 3: Must have hosted or participated in 2+ cross-faction RP events. Tier 4: Must have a documented storyline involving police or civilian factions. Tier 5: Must have contributed to a server-wide RP arc (e.g., cartel war, political corruption). Introduce a “Roleplay Score” System Create a soft metric that guides promotions/demotions based on RP quality. Scored by guides/admins based on: Creativity of RP Interaction with non-gang factions Use of faction lore Screenshots/videos of RP Could be used as a tie-breaker or bonus for promotions. Discouraging PvP-Only Play Lab Rolling Cooldowns & Diminishing Returns Add cooldowns for hitting the same lab. Introduce “heat” mechanics: the more labs a gang hits, the more likely police are alerted or NPCs fight back harder. PvP Penalties for Poor RP If a gang is involved in excessive PvP without RP, they: Lose access to certain imports for a time. Get a temporary “RP probation” status—must complete RP tasks to regain full privileges. Boosting Cross-Faction Interaction Police-Gang RP Incentives Police factions could get bonuses for arresting gang members with RP evidence (e.g., surveillance, informants). Gangs could get reduced sentences or lighter consequences if they engage in courtroom RP or plea deals. Civilian RP Hooks Encourage gangs to extort, recruit, or protect civilians. Civilians could report gangs, triggering investigations or undercover RP.
  3. SteveD

    QOL Changes

    I think too much revolves around drug labs. We're basically feeding the problem by making that the primary goal of any criminal, it will always lead to gunfights. I think we should triple/quadruple the amount of loot received from other script things such as regular civilian jobs and robberies (stores, banks, atms, etc) If those pay more, they will choose labs less. And it's a very easy development change. Will it harm the economy? No, don't believe so, it's just a shift of coin from 1 script part to another (labs to other script elements)
  4. There's a tonne of doors we constantly have to lock / unlock, PD had this changed so all interior doors were permanently open and couldnt be locked. Could we perhaps do the same with Sandy Station and Paleto Station? Would be a real nice upgrade.
  5. Steve Smyth - 5 Tickets
  6. This is already on the Panel. Archived.
  7. This has been added to the list.
  8. This has been added to the list.
  9. I think there would potentially be too many issues from this. Personally I've liked the ingame notification at the time, and its brought a smile when it happens. I think that's enough. I will archive this for now.
  10. SteveD

    Online MDC

    Unfortunately this is not something we wish to pursue at this time. I believe we'd prefer to keep as much in-game as possible. Thank you for the suggestion.
  11. I've added this to the development list, thank you for the suggestion.
  12. SteveD

    Panel

    Archived.
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