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Aldari

New weapons system

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Posted

The current import system for gangs produces virtually no roleplay. In fact, it discourages roleplay as gangs do not wish to get arrested or killed while they wait for the drop, so the system encourages you to avoid RP until you have secured the drop. On top of that it is very tedious wait hours of your life multiple times a week or month for a drop, it provides no sense of progression and is not very immersive. What little RP it does produce between gangs consists of putting in an order and telling whoever wants it where the drop will be.

More importantly, the current import system doesn't actually have a server wide effect or in any way really effect the black market economy.

FACTORIES

A better and, I think, more rewarding system would be for official factions to be granted a factory. They could use this factory to produce weapons/drugs/tables using materials, these factories could be upgraded and even shutdown by police. These would offer a large money sink for gangs, as well as fluctuating the black market economy and create a sense of progression.

Factories could work as such:

  • Upon getting official a gang is given a factory that they have to pay for to get up and running
  • Gangs choose what they wish to produce
  • Materials are put into the factory and used to produce whatever it is the gang is making
  • Items would continue to be produced so long as materials are in the factory and the production line is switched on, meaning gangs do not have to be present for the production to continue
  • Once an item is produced it goes into the factory storage

PRODUCTION

Your factory should have two ratings: production & efficiency.

Production capacity should be points (say 100/100) that you can assign to items to produce, the more production points assigned to an item the more your factory is dedicated to producing that item and the faster it will produce, meaning gangs could:

  • Decide to produce just one item and put all 100 points into, say, SMGs. This would allow them to produce quite a lot of SMGs, but nothing else as they have all their points in SMGs
  • Produce every item, but since they'd have to split 100 points between a lot of items they would produce everything, but very slowly.
  • Specialise in a handful of products and produce a selection of items at a moderate rate

Efficiency would be a measurement of how efficient a gang is at producing x item. The longer you produce x item for the more efficient your factory becomes at producing that item and the faster it produces, if you stop producing that item then efficiency should reset. This means the longer gangs remain dedicated to the items they produce the faster they will produce said items.

Factories should be upgradeable, like loan companies, and each upgrade should increase your production points and base efficiency. Meaning you will be able to produce more items or produce the same items more quickly and if you switch to producing a different item its efficiency would be higher than if you had not upgraded the factory.

This will give gangs a sense of progression and a sense of specialisation. Currently, all official gangs can get anything, whereas under this system a gang could completely monopolise a section of the black market, say, AR production, or they could produce much less, but more variety widening their market. This will provide more business related opportunities to gangs as they have to compete or negotiate with other gangs on who controls what parts of the black market. This will also provide gangs with a large money sink as they will spend money on upgrading their factory and regularly on materials.

MATERIALS

Factories would need materials to produce the items they need. The materials can just be general items:

  • Springs, alloy, scrap, wood etc

These materials could be gathered from a number of sources:

  • If a gang owns a chop-shop turf then for every car chopped there they could get a portion of the materials. This simulates your gang actually running a chop shop and using it for the materials in a car.
  • If a gang owns a drug/money laundering turf then they could choose to exchange their drugs/money for materials instead of cash. This simulates your gang avoiding creating a paper trail and instead using materials for currency.
  • Civilians can use the mining/oil/lumber job to gather materials to sell to gangs. Instead of just simply selling their ore/oil/wood at the sell point they could choose to instead put it on a kind of stock market at the respective sell point, allowing them to list the objects they have harvested and potentially sell them at a much better price at a later date. This means civilians would get more money from their jobs if they're willing to wait for someone to buy their stock, or they can get less money immediately by selling at the normal drop.
  • When a gang buys these objects a Trucker should have to deliver them to the factory for a fee. This gives truckers more jobs.
  • Once delivered the gang can then refine their objects into random materials at their factory.

This will give civilians more job options and the opportunity for a better price, it also means that civilian jobs play a more crucial role on the server, as now they will have a moderate effect on the criminal side of the server. It also means that gangs will feel like their turfs are 'alive' as now they will get items from people using their turf.

LAW ENFORCEMENT

Currently, police have no real way to actually effect the weapons market in the long term. At best, they catch a shipment by luck or maybe raid a house with a handful of guns, but the black met continues uninterrupted. As such police should be able to raid factories and then shut them down, when a factory is shut down it should:

  • Put the factory on a 1 week cooldown
  • Once the cool down is lifted the gang should then be able to pay a fee to get it up and running again
  • All upgrades are wiped, meaning gangs will have to rebuild their production capacity.

This means police will be able to effect the black market, but this is not necessarily a bad thing for gangs. If a gang that produces most of the servers ARs is raided then AR production for the server virtually ceases, meaning AR prices will increase due to the lack of supply, this will give other gangs the opportunity to perhaps switch their production over to ARs to try and seize the raided factions black market contacts or profit from the increased prices on ARs for the moment. The supply of items will fluctuate a lot more, forcing prices up or down depending on who is producing what and how well they're producing it.

Long, drawn out wars between factions will also not be as viable. As factions will depend on each other much more for items they're not able to produce or not able to produce quickly enough, wars will only viable in the short term, as both sides will eventually run out of the resources they need each other for, unless they can find another supplier.

It will also mean gangs have a sense of renewed progression, as if their factory is raided they will have to spend some time rebuilding.

 

 

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Posted

can i add a few suggestions to this ? .

1)ok lets say the aztecas wants to steal trials materials/out come product. if so they have to capture the area for 1 hour irl time with a command like /capture with 5 + members of the aztecas in the premises. new life rule should /should not be applied on what you think i have not thought of that yet.

2) with this new system aldari reccomends how about we build up a rp where gangs have to use man power who are out of gang to function these (civils) . and also 1 question. so lets say i mine for around 10 hrs and fill my rv. are rival gangs allowed to rob me for my materials or is there going to be rules against it?

 

Posted

Sounds good +1

The only thing I would add (which I realize is vague) is that this system should look to build a black market and NOT just gangs hoarding tons of guns with no regard for personal or collective profit from other gangs/individuals. I feel like (correct me if I am wrong), the current meta relies on gang members making money in whatever way they can (drugs, chop, regular jobs, crime) which they will use on guns, ammo, armour. There doesn't seem to be a lot of incentive to sell these guns to individual people or small gangs. The exception would be a non-official gang with good ties asking an official gang or a close friend of a member buying a gun. 

I would love to see more RP around heavy weapon deals, maybe usage of a ''dark web chat'' where people can set meetings using code words or just all round bigger focus on buying/selling guns for monetary gain and not just personal/gang use or as personal favours.

  • Upvote 2
Posted

+1-1 

is should be a limit for crafting (weapons) like max every 24 hours 3 SMG 3AK 3 shotgun 

one of the reason Law enforcement act like super hero's getting the heavy weapons for free 

Posted

-1 I understand the idea behind it but it makes no sense rply at all, IRL majority of guns owned by criminals come from gun stores legally then turned into illegal guns not hand crafted. As of right now owning turfs has a lot of RP and work as it is, For aztecas we need 1100+ Drugs per day to maintain our drug turfs alone, We then need to chop up to 15 cars at our chopshop turfs just to maintain it. Bringing in warehouses that require you to get metals and materials to then be able to order it is even more work on top of the amount needed to sustain the turfs as is.

 

"The current import system for gangs produces virtually no roleplay" - This is wrong IMO, the old system with the laptop required no roleplay at all, you would be inside your house making orders and not have to even leave and if you did you would just walk up to the crate press E then drive off, This system we have now with turfs, You need to manually go to the turf check the power you have to sort out the amount of items/materials you can order, Then tell the people who want the orders to bring back the cash to turf and make the order. Following that once it arrives at the locations you have to place down each crate and manually pry open each crate allowing more chance of RP to happen from people/gangs/police seeing you sit there for 10 minutes unloading the drop. Not to mention to be able to make orders you need to maintain the turf which in itself is an immense amount of RP.

  • Like 9
  • Upvote 2
Posted
On 9/21/2020 at 5:13 PM, Dylan Ortiz said:

-1 I understand the idea behind it but it makes no sense rply at all, IRL majority of guns owned by criminals come from gun stores legally then turned into illegal guns not hand crafted. As of right now owning turfs has a lot of RP and work as it is, For aztecas we need 1100+ Drugs per day to maintain our drug turfs alone, We then need to chop up to 15 cars at our chopshop turfs just to maintain it. Bringing in warehouses that require you to get metals and materials to then be able to order it is even more work on top of the amount needed to sustain the turfs as is.

 

"The current import system for gangs produces virtually no roleplay" - This is wrong IMO, the old system with the laptop required no roleplay at all, you would be inside your house making orders and not have to even leave and if you did you would just walk up to the crate press E then drive off, This system we have now with turfs, You need to manually go to the turf check the power you have to sort out the amount of items/materials you can order, Then tell the people who want the orders to bring back the cash to turf and make the order. Following that once it arrives at the locations you have to place down each crate and manually pry open each crate allowing more chance of RP to happen from people/gangs/police seeing you sit there for 10 minutes unloading the drop. Not to mention to be able to make orders you need to maintain the turf which in itself is an immense amount of RP.

Agreed with everything stated here

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