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Jleoni

Plethora of Suggestions

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Posted (edited)

Not ordered in any particular way, some of the thoughts may be a bit disheveled but perhaps some of these ideas/thoughts may resonate.

 

Crim/PD related:

1) Death RP / mywounds - Remove death rp as something you RP yourself that is not being scriptly supported. Update /mywounds to have more accurate (or even randomly generated wounds if the server is unable to decipher them). When downed, the speed / time until your death without /stabilize is determined by /mywounds (with some RNG thrown in). Players are no longer able to ask for permission to deathRP. Additional damage taken while downed would potentially accelerate the rate of death.
    Examples : /mywounds - 3 gunshot wounds to the head, time until death would be 20 seconds, with say 50% rng (so could be 10-30 seconds)
                      /mywounds - broken rib, time until death 10 minutes, with 50% rng so 5-15 minutes total. etc. etc.

Pro: This would remove the whole dilemma of people going into shootouts and then trying to deathrp out of the consequences so to speak.

 

2) Gangs/Crims must have a way to easily obtain DM rights on other criminals -
    - Let shooters shoot. Turfs, active rivalries giving auto DM rights, doesn't matter, low level, gang on gang violence should not be as heavily discouraged OOCly as it is, and it should be encouraged if anything. PD should also shy away from getting involved in gang on gang violence. 

3) PD 
     Enough has been said about this topic, and it is very apparent that the majority of the server elite favour PD. It *should* be an OOC issue when officers do not respond to impound requests for hours (OOC hours) at a time. PD SHOULD be afraid to roll up to the middle of a known gang hideout in a single cruiser. PD response times to vinewood should be much quicker than response times to grove street (this can even be done scriptly, with some rng of course). PD should lose something when 'yoloing' into bank robberies. 


Economy related:

1) There must be some economic benefits granted to lower/middle income players.

    - The salary nerf 1.5 / 1k / 500 to 1k / 500 / 0 was a change that hurt lower or middle income players much more heavily than older players, and it hurt the very oldest of players the least             (where a large portion of the additional salary comes from their very significant XP). 
    - Mining / RV nerf : The biggest cash cow for non-affiliated players has been nerfed to the ground.

I suggest a rework of the salary system, and perhaps have the values be 1.5k/1k/0 in order to give lower net worth players some much needed handicap. 

2) Scripted Businesses should be exposed to natural competition. They should be able to lose money and fail if mismanaged, and be exposed to normal economic forces of competition. As it currently stands scripted businesses are money printing presses. 

    - Allow much more businesses to be open (all the gas stations, etc., allow players to buy vehicle lots and open a dealership, etc. etc. Just many more businesses)
    - Allow for owners to make actual business decisions beyond just 'oh i dont have this in stock let me buy it'. For example dealerships can have relationships with OEMs (Dewbauchee, etc.) where they pay x/month to be the only dealership that can import that OEM's vehicles. Or allow stores to make a deal with the lockpick manufacturer to purchase at least 10,000 lockpicks, and this would not allow other stores to order lockpicks for N time while the supplier restocks. 
 

 

OOC punishment related:

1) Remove permabans, standardize punishments, institute temp bans in place of perma bans.
- Removes the drawn out, and staff consuming appeals process. Once a ban is issued, first time is 2 weeks, second time 3 months, all bans afterwards are 6 months, and they are automatically appealed by the system. Players who have thousands of hours played and just a few warnings/punishments should not be in fear of perma banishment.

- Expire old punishments/warnings after 12-18 months. Completely remove the record from the players account, warnings/punishments from years ago should not impact current punishment, especially if the player migrates to a different facet of RP (start a crim for example)

Edited by Jleoni
  • NAY 1
  • Upvote 2
Posted (edited)

Big +1 the turf idea as discussed before. I believe that is coming, but it would be good to let gangs have shootouts that PD does not get involved in.

Also developing certain off limit places that would mean PD did not enter that with a single unit, as that could be under fearRP. Such as IRL, PD cruiser does not go into the ghettos by themselves to try and pipe up to locals and so on.. would stop PD being able to do anything they wish and let Crims have some things to do.

Edited by Aron Simon
Posted

DeathRP is no longer given by PD or SD. I agree PD should be worried when driving a single cruiser into a known gang HQ, I believe this falls under the FearRP rule. PD losing something is now just a comment that's beating a dead horse, it's been said PD won't lose anything and it should be left at that.

Perma bans should stay but for very harsh punishments. I agree that temp bans should be in place for a majority of punishments.

Other than that +1 for the rest.



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