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Everything posted by SteveD
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[Raffle: Fuel Station] Mirror Park Gas Station
SteveD replied to Kris's topic in Past Auctions and Raffles
Steve Smyth - 5 entries -
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.
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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.
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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)
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Steve Smyth - 5 Tickets
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This is already on the Panel. Archived.
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Implement a way to 'export' character appearances.
SteveD replied to AtlasOLimbo's topic in Panel Suggestions
This has been added to the list. -
Allow players to see their face attributes visible on UCP.
SteveD replied to SykoZayn's topic in Panel Suggestions
This has been added to the list. -
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.
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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.
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I've added this to the development list, thank you for the suggestion.
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This has been completed, archived.
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Implement a way to 'export' character appearances.
SteveD replied to AtlasOLimbo's topic in Panel Suggestions
Does someone want to show me what format that Menyoo requires? Second time this has come up. Perhaps then I can look in to it. -
This is something we will look in to. Appreciate the suggestion.
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Since the introduction of the new panel, which is dark by default, I will archive this. Themes are not something we're currently supporting at this time, but I will keep it on an internal list, as I know that it's still a want of some.
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This is unrelated to Panel suggestions, and also, given the recent GTA:O drift additions, this has been somewhat implemented. I will archive this rather than move it, but if you wish to raise a suggestion again, please raise in the appropriate area.
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Have you resolved this issue? All ECRP accounts have a Panel account by default, it's the same as your ingame username and password.
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This will be implemented on the next panel release. thanks for your suggestion.
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These have been converted in to groups now. Thanks for the suggestion. Archived.
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Date and time (provide timezone): 31/AUG/2023 - 19:00 UTC Character name: Steve Smyth Issue/bug you are reporting: A scrapyard vehicle was bought by a criminal, who was then caught driving the unregistered vehicle. Police policy is to then give them a citation for doing this, and then impounding the vehicle. Expected behavior: In the past, this would basically "scrap" the vehicle, aka, delete it completely. It's unregistered. Instead, it now assigns it to the person who bought it's impound slot. So then, police have to /viewimpound and /releaseimpound the vehicle, but then, since its unregistered... technically we have to once again cite them for driving it, and then impound it again, leaving an infinite loop. Furthermore, since it's assigned to "their impound list", that logically means its registered to them... but its not.. which kinda defines the bug., Evidence, notes worth mentioning, steps to replicate: Buy a car from scrapyard, check on the MDC that its not registered, then, impound it, do /viewimpound to see its assigned to a player, and when released, they get charged a payment for it. Vehicle license plate number*: N/A
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Steve_Smyth 1 entry