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Odinn

Weapon Decay Script Tweaks

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Posted

So, i like some other people aren't fans of the current state of the weapon decay script.

Originally, when the script was "bugged" and guns didn't decay while sitting unused i thought it was perfect.

But currently, with Legals being able to register 10 firearms at a time,  and being able to acquire Pump shotguns, legals are also affected by this change, and not only criminals.

In ECRP, for the criminals, firearms are a form of currency by certain factions, being traded for either service, other illicit items or even as gifts of gratitude.

The firearm decay script is reducing some avenues of roleplay,  for example, my Criminal character has weapons hes ready to sell or trade off as time passes, but now, it's either use em or lose em.

in my personal opinion, with weapons decaying while being stored, is promoting PvP. Becouse now if you acquire a gun, you have to use it, especially if you don't have VIP.

so becouse of this, I would like to put fourth 3 potential changes.

 

1. Introduce dehumidifiers purchasable at gas stations for ~$40,000 this item will have a range, similar to the old ventilators used for interior cooking, and will filter out the sodium in the ocean air to prevent guns from rusting this could then completely negate the decay from idle guns.

2. Introduce black market climate controlled safes. ~$10,000 this black market safe could be sold to other criminal factions and also legal citizens with little to no risk (Depending on how IC law makers deem it) this would store firearms in a environment that would prevent weapon decay whilst being stored inside of it.

3. Completely scrap the decay of idle weapons in general. I know, probably the easiest of the group to bring forward, but from my personal perspective the decay system is a huge negative, especially to those with "small stashes" who intentionally kept the number low due to not pvping much.

  • Like 1
Posted

While I understand that decaying weapons is not the best for people who own a lot of weapons, the thing about it is that the current decaying of weapons actually does offer means of Roleplay; drops. You need a specific gun, you get it imported. The decay reintroduction essentially means that you'll be working on gang relations more and more. However, with that, the decay rate is actually reasonable. Passive decay rate is fine meaning you won't need to clean your guns that often, and use decay semi-aligns with IRL.

To be completely fair, stashes need to slim down, as that works in favor from a charges standpoint even. Less stashes, less charges and losses from raids. Less stashes means more roleplay ops with other factions, your own faction in terms of drops.

While I like the suggestions of the "lockers" that would in essence act like a fridge for food, I could see this as just basically nullifying the script entirely for the vast majority that are unhappy with this change. Personally, I think that the current implementation is well done. I'd welcome any tweaks to it, but I don't think the route is to remove it.

Posted

4. Keep the decay system and stop hoarding guns you don't need or aren't going to use.

The decay system pushes people to only own the guns then need / going to use. I don't see this as a negative. If anything this is a positive as people will lose the gun one way or another, that could be through the decay system, getting arrested, selling the gun, losing the gun to another gang, etc.

I don't see this as limiting avenues of roleplay, if you are a gun dealer then you can have limited stock. If anything I would remove the repair system completely and let the guns destroy after the time is up.

Posted
1 minute ago, SquirtleSquad said:

While I understand that decaying weapons is not the best for people who own a lot of weapons, the thing about it is that the current decaying of weapons actually does offer means of Roleplay; drops. You need a specific gun, you get it imported. The decay reintroduction essentially means that you'll be working on gang relations more and more. However, with that, the decay rate is actually reasonable. Passive decay rate is fine meaning you won't need to clean your guns that often, and use decay semi-aligns with IRL.

To be completely fair, stashes need to slim down, as that works in favor from a charges standpoint even. Less stashes, less charges and losses from raids. Less stashes means more roleplay ops with other factions, your own faction in terms of drops.

While I like the suggestions of the "lockers" that would in essence act like a fridge for food, I could see this as just basically nullifying the script entirely for the vast majority that are unhappy with this change. Personally, I think that the current implementation is well done. I'd welcome any tweaks to it, but I don't think the route is to remove it.

Oh I agree, id rather then script to stay, but with the use of either the climate controlled safes, or dehumidifiers just like in real life.

 

It would make sense for our guns to naturally decay, due to the environment we are in. Hot, humid and salty.

I agree on stashes slimming down as well, primarily for the ones that constantly have 50+ guns in them at a given time.  

I think having climate controlled safes would be the best option for this,  to make it even better, have the cartel do a limited supply run of them, for 10-20k a pop, and put a hard per faction limit on them. say like 20-30 per faction. 

that way each player in that faction can have one gun locker or safe, that will be fine, so they can store their more valued items in it.

Posted
1 minute ago, RustyOsprey2 said:

You can always clean your guns if you want to still hoard them 👍

Even if you clean them, they will still turn to scrap over time.

Posted
6 minutes ago, Odinn said:

It would make sense for our guns to naturally decay, due to the environment we are in. Hot, humid and salty.

I agree on stashes slimming down as well, primarily for the ones that constantly have 50+ guns in them at a given time.  

I think having climate controlled safes would be the best option for this,  to make it even better, have the cartel do a limited supply run of them, for 10-20k a pop, and put a hard per faction limit on them. say like 20-30 per faction. 

that way each player in that faction can have one gun locker or safe, that will be fine, so they can store their more valued items in it.

A counter to this would be, while it does add a bit more complexity, what if say you order a drop, pick it up, you get a timer, say 2 hours. You need to get it to your warehouse, and stash it up. Following this, weapons don't decay, however once pulled out again, the decay script starts.

I don't think having safes, even if you have a way to limit them via faction import, would still defeat the purposes of the decay script. With my counter solution, this still causes decay, but allows for higher chances of raids thus LEO RP, can still sell weapons but this is dependent on those with access to said warehouse, and not much else changes.

While I understand that weapon decay is kind of a no-no, and being a semi crim myself, I still don't really see an issue with the current implementation. Even with my legals who own weapons, gun maintenance and repair is something that should be done. Perhaps a smaller scale XP system, seeing as we have a lot of XP systems in place for players, in which your chances of the weapon breaking following a repair decreases, and can increase the amount of "HP" of the weapon to be restored.

Posted
30 minutes ago, HobGoblin said:

I don't see this as limiting avenues of roleplay, if you are a gun dealer then you can have limited stock. If anything I would remove the repair system completely and let the guns destroy after the time is up.

This. I echo everything that Hobgoblin has stated. If you don't want your guns breaking, have a few and keep them clean. When you need more, roleplay with other gangs and then get more. Not hard.

Posted
On 7/25/2025 at 9:30 AM, Odinn said:

In ECRP, for the criminals, firearms are a form of currency by certain factions, being traded for either service, other illicit items or even as gifts of gratitude.

This is even more reason to have guns decay. Server economy health is dependent on having money sinks to remove assets and money from the economy to prevent inflation due to the fact that money just spawns in from NPCs or legal jobs. The weapon decay system not only benefits roleplay, but also benefits server economy just by existing and removing guns from circulation. 

Posted

I think the decay script is good and Incentivizes people to use their weapons or sell their surplus.

I have a stash myself and now find myself carrying weapons a lot more than I used to.

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