Popular Post Kazjii Posted August 20, 2021 Popular Post Report Share Posted August 20, 2021 | Server Update Mega Thread | Kazjii, Aieos & DrPathetic Good afternoon Eclipse kings and queens. Aieos, DrPathetic and I have been working on this thread for some time now. Essentially what this thread is meant to be used for is a large list of ideas for the developers to snatch things from. As staff, we understand the contrast of realistic implementations (not saying that most don't, but the developers can't possibly implement every idea under the moon) for balancing reasons and other outside notions. Below is a long list, some that will sound familiar and some that are new in thought that we haven't seen on this thread. If anyone has constructive criticism or slight changes to some ideas, we would like for you to comment or quote the post. (please try to give actual criticism, not just “-1 hate it”) We will sift through responses regularly to change the OP if we feel like it is something we agree with and it is something that the developers will fancy. We welcome all to add criticism and additional ideas to be added to the list. Green text = Additions from the comments PD / SD Changes As I'm sure some of you are rolling your eyes, this entire post is supposed to be a completely unbiased section of suggestions. This means a compilation of buffs, nerfs, and entire changes. For LEO rp, we believe that LEO has been given tremendous resources, counting both great additions and some unbalanced strong additions. While yes LEO is supposed to be stronger due to the vast funding from the government, I believe some things (obviously this is an OOC forum so IC changes will not be brought up here) should change for some slight balance. [Tweak] Tasers should scriptly only shoot once or twice before “running out of ammo”. Many times, there have been issues where members of LEO factions use their taser nearly a dozen times while trying to neutralize their inmate. I believe that adding a feature where you would need to replace the taser in the /fl menu or adding a longer “recharge” time would allow criminals to have a larger chance to escape. Realistically, a taser is shot once and then needs time to recharge to shoot again. +Change the taser effect from 10 seconds to 30/60 seconds - @Victor Einhart [Tweak] There should be a very small percent chance (ideally probably around 4-6 % depending on how many criminal faction members there are online) that PD/SD is informed about drop shipments. Why I say to add this is because large amounts of gang members will roam in packs to their drop locations which can be called in as suspicious behavior around “X area”. I believe this would be a better solution than asking the NPCs when within the area as it would not be totally realistic for a king pin to snitch on his own clients. [Addition] Adding a feature in the MDC to create arrest reports so that the player creating the report can just upload entirely from in-game so that their focus does not shift and miss out on possible RP events. Example : MDC has a format where the player puts in information, the player clicks submit, the copy/paste BB code is there, the player goes to the in-game government app and copy/pastes easily, done. I believe this will be more immersive where we can move more towards an all in-game experience instead of having 12 tabs open. (Or just have the government website accessible as a webpage from the MDC) [Tweak] Scriptly adding the function of needing a trunk open to grab the road spikes. As of now, you can /fl and grab a 6 foot long spike strip. As nonrp as it is, it would be more immersive and realistic for this to be scripted into where you need to have an open trunk near you to grab the spikes. The same should apply for doing any /fl thing such as changing clothes or getting weapons [Addition] Adding a scripted tackle for when running after inmates. If their taser runs out of charge like said above, they can result in a tackle which will be scriptly placed by a certain key bind or something… not too sure. But would be a balance of the taser not being completely unlimited ammo but also on the same coin, not nearly reliable as an option to stop someone. Also potentially inflict minor damage to both people involved in a tackle. [Addition] Police helicopter spotlight. Adding a spotlight like the one from single player where the co-pilot can shine it on the car and be useful. This can help the units on the ground know where the car is going during the night time or allow for more immersive foot pursuit support. This would benefit both LEO for visibility but also criminals to see where LEO’s are looking. [Tweak / Addition] If some of the criminal suggestions do get pushed and implemented, the need of surveillance and patrolling will be entirely needed. Adding more security cameras to cover high valued ATMs and gun stores will need to be a must to balance the new additions if they were to be added. It could also add filler CCTV to be flicked through so looking for incidents happening. [Addition] Vehicle tracking devices. For DB and DPB where they rely on intel, implementing a command where the LEOs can track certain vehicles similar to how LEOs can see the blue blip of other faction spawned vehicles. This would need to be heavily RPd and in great detail with how strong it can be. Example: “/me Places a small abrasive tracking plate on the rear bumper out of plain sight and secures the device” // “/do the small device would be blinking indicating it is on and running” // “/me pairs it to the phone he is on and begins to send the signal to the tracker” // “/do It would not be tracking the vehicle”. Obviously this wont be a regularly used commodity but only for HVTs and for operations. The command to track the vehicle can be “/TrackvehicleLP [LP]”. To balance for criminals, the /me actions should not be done in /low in populated places like banks, stores, pier, etc so that the criminal party can return RP if they are in reasonable distance to notice someone fiddling with their vehicle. Criminal Changes A popular opinion among the server is that criminal roleplay needs to be improved. Not necessarily the RP itself, but the activities that criminals have the ability to do. We believe that additional activities where criminals can make money (large and small amounts) would be incredibly beneficial to the overall standing with the perception of RP. More activities = more fun and activity = more situations for criminals AND police. A true win-win for all sides. [Addition] Black-market Medic. After shootouts, criminals run to the hospital as quickly as they can to revive their buddies before cops flood the hospital for a possible arrest. I believe if we added 3-4 NPCs around the map that healed/revived injured players for a lesser price than the doctor at the hospitals, criminals would have an easier time reviving their buddies. Realistically, bloods and crips don't go to their local urgent care for medical needs, they have an underground guy that will help to the best of their ability. Now with this, the healing will be on a sliding scale where you will pay for the service but run into a chance that the amount of HP gifted back can range from 25-100. There should also be several of these scattered around to prevent camping and to offer variety, at least 1 up north and one in the city, ICly they would be considered illegal. I.E - Friend dies, carry them to Black-market Medic, drop them on the revive point, pay a small fee to doctor to further heal their low HP. [Tweak] Public drug labs. Increase drug crafting speed when utilizing public drug labs. Drug labs used to be a very large part of the criminal roleplay experience, but now with at-home labs being added nobody utilizes them anymore due to them being out in the open where it's very easy to get robbed while waiting 20+ minutes for your drug haul to cook. This change would increase the crafting speed only for public scripted labs, making them significantly faster than that of the portable at-home labs. High risk gets high reward. Would be an easier way for players without a property, or funds, to start their drug empire and get into the trade, without completely devaluing the safety of at-home labs. Speeds could be as much as 50% or possibly even 70% faster than portable labs. The quality and amount of drugs produced would be the same, only the time required for creation is decreased. [Addition / Tweak] Drug Effects. As of right now drugs serve no purpose other than to sell to a NPC. This change proposes that drugs be given an actual effect upon consumption, to benefit the user temporarily. These could be good for mixing up firefights, and providing a sort of strategy to their use. As well as increasing roleplay between players who create drugs, and want to buy drugs without creating it themselves. It’s up to you to negotiate a reasonable deal between each other. Timers for consuming drugs will be increased, in order to prevent rapid use of these mid-firefights, plus can be considered Non-RP to do so unless in a safe location away from the direct danger. These values and effects may be changed to better balance each other if added to the game. Drug Effects Marijuana: [Positive]Increased wellness regeneration similar to being near a hospital. [Negative]Only lasts a few minutes & Hunger sets to 5% when it is taken (MUNCHIES). Cocaine: [Positive]Wellness temporarily set to 100 (move faster while in critical condition, able to jump if wellness was low, used to get back into the action faster), [Negative]Wellness gets set to 10 after a set duration. (will negatively affect the player after it wears off, shouldn’t last too long, just a quick ~60 second burst of energy then it’s back to the low wellness slowness. A very risky strategy that if used correctly, can provide interesting results, especially after injury) LSD: [Positive]You feel great, this helps remove addiction to other drugs, but will also remove their effects if still active. [Negative]Easy to get addicted to LSD, won’t affect LSD addiction. (good for if you popped a bunch of other drugs and have all sorts of addictions dragging you down, and want to only deal with one) Meth: [Positive]Run faster [Negative]If you’re addicted you walk slow and cannot run until either addiction wears off or you get treated for it. Heroine: [Positive]Give a small amount of armor, [Negative]Thirst Set to 0% So hp will drain slowly. [higher chance to get addicted than other drugs] Crack: [Positive]Heals the player by 30hp (cannot exceed 70hp total just like passive healing), [Negative]Hunger Set to 0% so hp will drain slowly. [higher chance to get addicted than other drugs] [Addition] Gun store heists. Adding ability to rob gun stores for the reward of grabbing weapons. This should act similarly to the bank jobs where it can only be done every so often and will be incredibly hard to pull off. With that being said, the outcome of robbing said stores will have some sort of RNG. 80% chance of grabbing any number of .50s, 35% chance of grabbing a shotgun / micro, 4-9% of grabbing an AK. With the guns itself, attachments can have a small percent chance to drop as well. To reiterate, this should be treated similarly to the bank heists or if not more extreme. Robbing these stores can result in HUGE profits or HUGE sentences so playing your cards right is a huge factor. Additionally, this adds weapons into the economy in a new way. Instead of everything coming from stolen player pistols and illegal drops, this adds a new source of items. [Tweak] Criminal Faction Size. When creating an empire, you plan to be the strongest that anyone could ever imagine being… up to 40 members. I believe that there should be some competition with PD and SD and their combined ~300 members. With increasing the faction size, the amount of back up and reinforcements can bring back the kingpin status we all loved with the Zetas, Triads, and Aztecas. While yes, this is a faction management issue, large organized crime has outrageous power and unlimited cool possibilities for great RP for the server. [Addition] ATM Robberies. Add the ability for criminals to rob ATMs off RNG basis. Criminals can walk up to the atm with a screwdriver or crowbar where a loading bar similar to when you eat a burger or drink a water will pop up and start loading. After a set amount of time, let's say 2 minutes of “breaking into the machine”, you will be prompted if you were successful or not and you will start grabbing cash similar to robbing a general store. I believe this will allow for additional activities for criminals in regards to organized crime and another way for additional income to come in. [Rework / Addition] Changing the RNG of lockpicks to a small minigame similar to Skyrim. You have two lockpicks and you need to find the sweet spot to successfully break into the car. Not only will this add a small fun game into how lockpicks work, it will be a skill a player can learn and get better at over time. [Rework] Shipments. Official criminal organizations have the ability to order items in the forms of drops which allow for illegal items to be brought into the game. As this ability is something that is longed for and is practically a benefit and reward for being a good example of what a good criminal faction looks like, this system should be reworked to be more in the hands of the criminals. How I believe it should work goes as follows: -> Gang A buys “X items” on the market -> Gang A picks the location of where they would like for the shipment to drop -> Gang A goes to the location to pick up the items -> If the location they pick is close to another faction's turf, it will notify them on an RNG basis. This allows for a few things. It makes it to where criminals have a choice of where they would like to have it dropped at so there can be some planning on how they can go upon fighting if they need to or how to escape the police if they need to do that as well. But also makes the RP inclusionary if another faction is notified about the drop close to their turf. It can lead to a shootout or additional RP that a lot of crims long for. [Addition] Drug remnants at labs. Realistically, if someone is cooking at a lab, they will make a small mess. Far fetched in itself, but scripting in an item with some type of rarity that will randomly appear at labs would be “spilt X drug” which can be sold for a lower price compared to the full synthetic counterpart. Not much viability but would be a fun thing for criminals to look for while running labs for extra profit. [Addition] Adding a “burner phone” mechanic. Criminals can buy burner-batteries that last a short amount of time and cant be recharged via shipments. The functionality of this being that cops cant track phones while the phone being on with a burner-battery installed. Tracking abilities with the phone staying on remains the same. [Addition] Hostage animation. Adding a /duoanim to take someone hostage where their gun is right to the hostages temple and you are very close to the hostage meaning that some officers who arrive later and cant catch the /me or /do's will see that the hostage is in direct threat meaning any shots that would be taken would be severe to both parties, the command would work like frisking someone doing the rp of it and then performing the action with the command. - @Krish Roshan Freelance Change The first thing most new-players or newly created characters do is grab a freelance job and grind hours alone. Instead, we think that freelance jobs should be more entertaining and versatile. With changes that are surrounded by cooperation and unity, the world for new players and monetary gain will be something to look forward to and not such a drag. [Addition] Co-op freelance. Ability to invite others to your freelance job, and work together on it. Say if you’re doing the garbage job, and your friend is with you, if you’re at the job site you can use the command “/invitejob (receiverinfo)” and they’ll receive a request to join you on your job. “/acceptjob (receiverinfo)” Once on a job with your friend, you’ll both see the same job destinations, both be able to complete the objective and it counts for both of you, and have access to the same vehicle with keys (player who started the job will have primary ownership, invited player receives temporary keys). These two players can now perform the job activities together, and will both get paid the same amount as you would if you did the job solo, so that there’s no downside to working with a friend. In order to prevent abuse of this mechanic, there will be a requirement for the invited player to stay within a certain distance of the scripted vehicle (much like with official faction salary) or they will be automatically removed from the invited job without pay. This could allow for opportunities for example one player is the driver and one does the ‘work’ and would just overall add RP to otherwise single player activities. This system could work for the following jobs: Garbage Truck, Union Depository, GoPostal, PostOP, Coroner (main player would accept calls) [Addition] Bus job changes. This change would improve the bus driver job to make it serve an actual purpose. Doing the job itself would still function exactly the same, this is an update for the passenger side of the job. Bus stops will be scripted around the map and marked on the GPS. You will be able to interact with a marker at the bus stop that opens a menu with multiple options to select. These options would list the different bus routes and the number of active drivers on each route. Upon clicking one of the routes it opens another window possibly containing an image of part of the map, with the bus route highlighted, and stops marked. This will allow players to see where each route goes, and if there is a driver on the route that passes the location they need to get to. I believe this will motivate players to look out for, and ride the busses, and overall improve bus driver RP with actual passengers. The rides will still be free. If you want to get somewhere faster, pay for a citybee or a taxi, if you have time to wait, try a bus! [Addition] Adding a freelance towing service so that the mechanics aren't overwhelmed by the amount of towing requests. Adding a new command such as “/towservice [message]” and having it be sent to both mechanics and freelancers, whoever accepts it first will get the job. Both services to the player will be free, but the freelancer (since not on a salary) will be paid once the job is marked as done or the car has been unhooked. Only mechanics will be able to impound still.The worker would do /tow LP which would give a prompt to the owner of the vehicle (if in range) who would then be able to /accepttow LP or something similar so prevent this freelance job being abused and taking random vehicles to be chopped or stolen. Overall Server Changes With the server being in great shape as it is, it is important that some things either be rebalanced or changed entirely, not to mention miscellaneous things be added for overall activities to do, etc. [Addition] Adding fishing licenses for larger monetary profits. Of course you can still fish on the pier and catch little fish, but obtaining a fishing license will allow for more fish to be scriptly caught which will have varying “market prices” depending on how often people are turning in their fish and what fish they are turning in. For example, a small hammerhead shark that was caught deep off the shore from the city will sell for a lot more than a clownfish caught off the beach. This will give an incentive for boats to be bought and used more frequently and also will allow for people to come together and bond over their “fishing trips” and not their “pier party”. No hate for the pier. [Addition] Car jump-start kits. Adding a buyable jump-start kit from any general store that will not have any other purpose than to start a car that has been damaged into a perma-stalled state, in order to get to a mechanic for actual repair. This would be a one time use and will not repair any vehicle health in itself. ~$3500 estimate. [Addition] Revive Kits. Adding an expensive option to immediately revive a friend once downed. This option would be very expensive in nature and will not be able to be used on yourself. This can happen similar to the ctrl+x to pick lock and will take 1-2 minutes to actually revive the downed player with low health and no wellness impact. This is an alternative for criminals who do not want to go to public hospitals after shootouts but will have to bear the price instead of receiving free treatment from a simple 911 call to the medics. ~$10,000 estimate. [Addition / Rework] Group texts. Adding the ability to have group text chats of up to 10 people. This will help gangs and normal friends plan more RP opportunities and allow for general usage for the phone. As of now, the phone is no comparison to the radio, adding group texting options will allow for a greater desire to use the phone and be on it more. [Addition] Adding consignment/thrift stores. Currently, the only plus side of taking additional things off people when they have been injured is to stockpile for future use. I believe that if there was a small drop-off point similar to the meat drop-off or mining drop-off where people can drop their unused equipment / clothing items / furniture. This system will give the donator a small amount of money back and will decrease the total amount of active resources in the world that wont be used. Additionally, this can be a small side hustle for some and can act as some passive income. [Rework] Changing all player-ran entities such as general stores, gun stores, and vehicle dealerships to having the same management UI. The gun store ownership UI allows for managers to access treasury and to order stock for the store using the funds within the treasury itself. With general stores, people can manage property permissions but cannot do anything else. The “managers” cannot order stock, handle treasury, or anything else to help out the store - realistically, stores will have managers so that the CEO isn't doing all the work. Additionally, this will make running general stores easier as the current UI for ordering stock is time consuming and visually confusing to the owners. Changing the UI that is used for the gun store will make operations much easier. [Addition] Seatbelt script. Adding a command that lessens the chance of being thrown out of a car after a hard crash. For example, “/seatbelt” would be used once entering the car and would be good until leaving the car. If the player gets into a crash, they will have a lower chance of not being flung out of the windshield if wearing a seatbelt and for those players who don't have a seatbelt, their chances will be much higher of being flung after a high impact crash. [Rework] Vol of each item should be looked over again and adjusted to a realistic volume. We all know that the new decimal counts and did an impact on all the server from Leo/Civ/Crim. For LEOs, detective that holds briefcases full of clothe now be like 12 vol the same weight as a pump which I find it weird. For Civ if they are carrying a lot of items it will be very hard for them to carry stuff and it will be messy. Now for Crims, we all know it made a huge impact on making drugs and getting shipments, so for a bag of weed it will be the same weight of a pump in the bag. It's not up to me but I feel the materials should be lowered to 0.1 / 0.2 depending on it, as 10 weed plants are not the same weight of a .50 realistically. Right now Crates are the same weight as a drill, I would say if the crate can be lowered to 30, this will help Civ/Crim in their daily RP, from mining to cooking drugs. - @DaMasterSplinter Prison Changes Prison currently has a lot of OOC issues, a lot stemming from the boredom of the time needing to be spent there. The following suggestions can increase enjoyment from both DOC and Criminals who have to spend a lot of time there. [Rework] Stamps - The time you get off from jail when using stamps is abysmal currently and not worth doing. This should be increased to encourage stamp usage from the below suggestions. Stamps should not convert to cash on release if the following get implemented, and instead stamp usage would be more focused on the prison store & getting time off. With the change that stamps do not = $$$, DOC guards could give out a set of stamps every X minutes to an inmate which would be a positive reinforcement for good behavior. These stamp-making things would also decrease the need for guards to give out food like charity because once an inmate loses their 500 stamps, that’s it, they starve. [Addition] Prison Jobs - Mining right now is good for stamps, but is limited to 1 or 2 inmates doing it before it’s all dried out for another 10 minutes. By adding other scripted jobs which could all be simple action timers such as: “Clean your cell” where an inmate is assigned a random cell when entering prison that every 20(or whatever) minutes allows them to interact and clean it with a few action timers which would result in a stamp reward. “Cook” - In the kitchen they would be rewarded with stamps or food/drink after spending a few minutes in the kitchen “Laundry” - The upstairs laundry room would allow inmates to be rewarded with stamps when they spend time in the laundry room doing things like getting dirty clothes, putting them in the washing machine, taking them out, folding them, storing them etc. “Read a book” - In the recreation room beside the kitchen an inmate could interact with the books there which would be a script implementation of ‘staying out of trouble’ “Shower” - Utilise the prison shower to stop being stinky. [Addition / Rework] Prison Store - The prison store acts like a regular store but for stamps. I suggest the addition of luxury items that inmates could use for a variety of things: “Cigarettes” - Allow purchasing of cigarettes “MP3 Players” - Now speakers work, how about a MP3 player which is a short-range, low volume, cheaper speaker that someone can hold in their hand (and drop with P). Commands would be something like /mp3url link. “Painkillers” - Painkiller items added to the store but have a cap on how many you can buy during a single sentence. Would allow for inmates who have fought to recover and also have some potential RP from taking a few too many. “Book” - Would replace /exchangestamps and be a usable item with a long action timer that would reduce the sentence of an inmate currently reading it. This would also be an item you can only buy a certain amount of, especially if implemented with the “buy stamps” option to prevent rich crims from buying off a murder charge. “Buy Stamps” - This option at the store would allow inmates to buy stamps to use in the prison store with cash from their bank with a ratio of $1,000 = 200 stamps (This money would go to the prison treasury) Would you like to add to our thread? Aieos, DrPathetic and I all encourage members of this community to voice thought and expression in a healthy way. This thread is the key way to write down your thoughts without making a post of your own. How we ask you to format your suggestions if you wish to add our thread will be below. If you don't agree with one of our topics or how we perceive the best way of adding something, adding your opinion and thoughts can also make it as an update to our current topics where we will credit your ideas. Create a post expressing an addition, a rework, or a nerf/buff to something in game and be sure to label if it is a PD/SD, crim, freelance job, overall server change, or prison idea. Also be sure to clarify in the front of the post with a "[Tweak], [Rework], or [Addition] so we can keep responses and suggestions organized. Within you post, express why you believe this idea should be implemented and consider how feasible this will be to script in and develop. Does this require a whole new line of code or can we use a system that is currently in game and adapt it to your idea? And finally, add some pictures or detailed examples of how this could benefit the server on all behalfs. Ask yourself, does this seem balanced and does this seem like something that would benefit everyone's RP. If we do decide to pull ideas from the comments, we will surely tag you as credit after it has been edited into the post. You deserve the credit and for it to be recognized! 48 1 12 1 1 1 Quote Link to comment Share on other sites More sharing options...
Nightshade Posted August 20, 2021 Report Share Posted August 20, 2021 +1 I believe everything here would benefit both leo's and crim's! I definitely agree with increasing the faction size. Quote Link to comment Share on other sites More sharing options...
AnakinB Posted August 20, 2021 Report Share Posted August 20, 2021 +1 These are really good ideas, especially the prison jobs, lockpicking, and the fishing licenses although I don't fish much as I find it repetitive and quite frankly boring, I feel adding different fish for me to catch would spice it up a bit. Quote Link to comment Share on other sites More sharing options...
CaesarSeizure Posted August 20, 2021 Report Share Posted August 20, 2021 LEO changes Tasers - unless tasers are made to work realistic in the sense that you can continuously tase people if the prongs are attached, having to swap out after a couple of shots will lead to a lot of frustration when people choose to just continue running. Drops - people have said that there is a small chance, though i haven't seen it myself. I do like the current system though, as it gives LEOs a way to seek out drops while also giving crims a better chance to know if the drop was comped. MDC - Would be cool to have it all in the game, though we do have a pretty good tool for all reports, courtesy of @isBrainDed that i think is easier to use overall, especially since you need images for a lot of the reports. Crim changes Drugs - Addiction itself should decrease wellness by a point every X minutes, to a baseline of Y. This is if the effects are added, as its not hard to counter a clear buff from heroin with a bit of water, so adding an additional thing that people have to manage, will make a bigger difference. Additionally, Heroins health boost should heal people past the 70 mark like you took some painkillers Steroids - positive: increase melee damage/carry weight. negative: if suffering from steroid withdrawal, you have decreased melee damage/carry weight Gun heists - They do not sell anything outside of handguns, so stealing heavies does not make any sense. Faction size - is honestly a topic in itself as theres a lot of issues with it. For one, unlimited faction size just encourages factions with little to no standards to just mass recruit and deny smaller factions a chance to get big. I think a cap has to exist. shipments - In the current system, i disagree with the ability to pick where it drops as it will lead to gangs picking the safest locations, either due to them being 0 traffic areas or close to their HQ or will encourage people just establishing themselves on top of drop locations to always have an instant pickup. Freelance changes Towing - Change it so the owner, key holder or LEO sends a tow request and the person doing the towing accepts it. Server changes Revive kits - Considering not even MD can revive people on the spot, it should be changed to a BLS item. /CPR requires a license, but the item would allow people without a license to extend the life of people. Price would also be lower. Thrift stores - I don't think it should accept clothes, as it will just encourage people to take the shirt off your back. 2 1 4 Quote Link to comment Share on other sites More sharing options...
GodDammitKopi Posted August 20, 2021 Report Share Posted August 20, 2021 (edited) [Addition] I've always thought that jump starting a car could be treated similarly to how BLS is treated. It would be a class you need to sign up for with either LSC or Bayview. Pay a small fee and take a class on car maintenance and once done you receive some sort of certification that could be revoked if it was abused. I do agree that you should have to buy jumper cables or a tool kit and keep it in your vehicle, but I think adding a class along with it would be fun RP for not only mechanics, but those taking the class. Everything else listed is a massive +1 from me and hope to see some of these changes in the future! Edited August 20, 2021 by Kopi_Crozen 6 Quote Link to comment Share on other sites More sharing options...
agent69 Posted August 20, 2021 Report Share Posted August 20, 2021 +1 it was a fun read, that would for sure create a higher quality of RP as well as being more fun for everyone Quote Link to comment Share on other sites More sharing options...
josh weathers Posted August 20, 2021 Report Share Posted August 20, 2021 Big +1 man I love this idea u came up with for crim. Crim needs a buff I’m glad someone actually made this and all these things that we could do 2 Quote Link to comment Share on other sites More sharing options...
Caroline Mathew Posted August 20, 2021 Report Share Posted August 20, 2021 +1 1 Quote Link to comment Share on other sites More sharing options...
isBrainDed Posted August 20, 2021 Report Share Posted August 20, 2021 3 hours ago, Kazjii said: [Addition] Adding a feature in the MDC to create arrest reports so that the player creating the report can just upload entirely from in-game so that their focus does not shift and miss out on possible RP events. Example : MDC has a format where the player puts in information, the player clicks submit, the copy/paste BB code is there, the player goes to the in-game government app and copy/pastes easily, done. I believe this will be more immersive where we can move more towards an all in-game experience instead of having 12 tabs open. (Or just have the government website accessible as a webpage from the MDC) No paperwork should be tied to script as that means that the format cant be changed without development support. 3 hours ago, Kazjii said: [Nerf] Scriptly adding the function of needing a trunk open to grab the road spikes. As of now, you can /fl and grab a 6 foot long spike strip. As nonrp as it is, it would be more immersive and realistic for this to be scripted into where you need to have an open trunk near you to grab the spikes. The same should apply for doing any /fl thing such as changing clothes or getting weapons There is no need for script and just needs to be enforced by faction/staff. Cruisers have gunracks in the vehicle, so having to take a gun from the trunk doesn't make sense. 2 Quote Link to comment Share on other sites More sharing options...
DjBricheta Posted August 20, 2021 Report Share Posted August 20, 2021 3 hours ago, Kazjii said: [Addition] Seatbelt script. Adding a command that lessens the chance of being thrown out of a car after a hard crash. For example, “/seatbelt” would be used once entering the car and would be good until leaving the car. If the player gets into a crash, they will have a lower chance of not being flung out of the windshield if wearing a seatbelt and for those players who don't have a seatbelt, their chances will be much higher of being flung after a high impact crash. I believe this should also affect the character trying to get out of the car with the seatbelt on 2 Quote Link to comment Share on other sites More sharing options...
Gataki Posted August 20, 2021 Report Share Posted August 20, 2021 (edited) +1 Amazing ideas. I also agree with all the comments from @CaesarSeizure 2 hours ago, CaesarSeizure said: LEO changes The changes on the tazer would be nice but there should be something preventing the person who is getting tazed to keep running after the 10 seconds effect like nothing happen. Edited August 20, 2021 by maxjos Quote Link to comment Share on other sites More sharing options...
Krish Roshan Posted August 20, 2021 Report Share Posted August 20, 2021 Huge +1 as someone who has been around for a year solely playing as a crim, I feel that nearly all these addition could be implemented but also another idea. [Addition] Adding a duoanim to take someone hostage where their gun is right to the hostages temple and you are very close to the hostage meaning that some officers who arrive later and cant catch the /me or /do's will see that the hostage is in direct threat meaning any shots that would be taken would be severe to both parties, the command would work like frisking someone doing the rp of it and then performing the action with the command. <------ What I believe it could look like 4 4 Quote Link to comment Share on other sites More sharing options...
Victor Einhart Posted August 20, 2021 Report Share Posted August 20, 2021 (edited) 5 hours ago, Kazjii said: there have been issues where members of LEO factions use their taser nearly a dozen times while trying to neutralize their inmate. thats because a person trying to escape simply keeps running and ignoring RP after being tazed. Increase the stun timer to 60 seconds from 10 and I think this is fine. 10sec isnt enough time to type out an in-depth /me Edited August 20, 2021 by Victor Einhart 1 Quote Link to comment Share on other sites More sharing options...
Destuin Posted August 20, 2021 Report Share Posted August 20, 2021 (edited) Still need way more work in terms of PD/SD nerfs. I am not sure how something like this could be implemented, but a sort of department "funding". Each police officer that is on duty might take up 1% of that funding, then each officer with armour takes another 1%, each high performance vehicle takes another %, etc. It is unrealistic to have 10+ PD vehicles at a standard traffic stop regardless of the situation. In real life this would be seen as a complete waste of police funding and you just would not see it. There needs to be some consequence or action to PD getting almost any "toy" they want. Obviously this would need to be balanced and worked around to sort out the exact numbers and what amount of funding would be adequate etc. Same with the weapons as well, why is an officer carrying a shotgun for a 1st degree speeding ticket?? Edited August 20, 2021 by Destuin 2 Quote Link to comment Share on other sites More sharing options...
Shining0103 Posted August 20, 2021 Report Share Posted August 20, 2021 5 hours ago, Kazjii said: [Addition / Rework] Group texts. Adding the ability to have group text chats of up to 10 people. This will help gangs and normal friends plan more RP opportunities and allow for general usage for the phone. As of now, the phone is no comparison to the radio, adding group texting options will allow for a greater desire to use the phone and be on it more. [Rework] Group texts would be a great addition both in terms of criminal activities and leisure, however, I think we need to take into consideration that these groups would be eventually used to share radio frequencies and such. I’ve eventually found myself checking people’s phones as PD to retrieve information. I personally believe there should be a method to scriptly check the other’s personal phone, heavily RPed and with a command such as /checkphone that needs approval from the counterpart (like /frisk.) in order to avoid situations that needs a full transcription of the messages in aforementioned groups in /do or /ldo and ultimately ends up being vague. 2 Quote Link to comment Share on other sites More sharing options...
Thang Posted August 20, 2021 Report Share Posted August 20, 2021 7 hours ago, Kazjii said: [Buff] There should be a very small percent chance (ideally probably around 4-6 % depending on how many criminal faction members there are online) that PD/SD is informed about drop shipments. This is already implemented. I’m not sure about the percentage, but PD/SD get this notification from time to time. Quote Link to comment Share on other sites More sharing options...
BenWyse Posted August 20, 2021 Report Share Posted August 20, 2021 Huge +1. I love mostly all additions, but there are a few changes I would love to see. I believe that cars stall way too often and it shouldn't be that common because chases often times get ruined due to a simple crash. Server additions are great, but I highly believe the rules and the ruling-system should also be looked at. I don't think it's a secret that rules are a bit overpowered right now and way too harsh. In my eyes, they shouldn't be as strict and should be changed to something like temporary bans or even deducting money in-game. Nothing is worse than working a lot and gaining a lot of money to then see it taken. It will enforce the rules more and make people listen to them. Obviously that could be punishments for smaller rules, but for harsher rules, there could be a system of temporary bans instead of resulting to permanent bans. Quote Link to comment Share on other sites More sharing options...
CoastalChain67 Posted August 20, 2021 Report Share Posted August 20, 2021 +1 I really like some of the suggestions made by them. 1 Quote Link to comment Share on other sites More sharing options...
Kento Posted August 20, 2021 Report Share Posted August 20, 2021 Not sure if this was in here but limit of weapons that PD/SD can take from the cruiser realistically they should only be allowed to take one heavy weapon from the station and that’s it for that shift if they want a different one they should have to go back and get it from the station 3 Quote Link to comment Share on other sites More sharing options...
Ash Posted August 20, 2021 Report Share Posted August 20, 2021 15 minutes ago, Kento said: Not sure if this was in here but limit of weapons that PD/SD can take from the cruiser realistically they should only be allowed to take one heavy weapon from the station and that’s it for that shift if they want a different one they should have to go back and get it from the station I'm limited in how much I can comment about this without knowing PD/SD OOC protocol, but for DOC I don't allow people to just magic anything from a vehicle with /fl. They need to RP putting specific weapons, clothes etc inside vehicles if they're to be used from the vehicle. There's a chance they already limit this in PD/SD so there's not a full Armory in the vehicle but I expect they're held to the OOC standards already of not being able to pull things out of thin air with /fl. Specifically only taking 1 from the station however, that's an IC restriction if that was ever to be thought about. But from the vehicles themselves, they're already expected to RPly have the weapon in there moved from the armoury. Quote Link to comment Share on other sites More sharing options...
Victor Einhart Posted August 20, 2021 Report Share Posted August 20, 2021 (edited) 48 minutes ago, Kento said: Not sure if this was in here but limit of weapons that PD/SD can take from the cruiser realistically they should only be allowed to take one heavy weapon from the station and that’s it for that shift if they want a different one they should have to go back and get it from the station Already implemented IC and it's already a breach of server rules to go against the regulation and pull something out that didn't get put in IC. Edited August 20, 2021 by Victor Einhart Quote Link to comment Share on other sites More sharing options...
LegitxBuddy Posted August 20, 2021 Report Share Posted August 20, 2021 Some excellent changes here, would love to see them added sometime soon! 3 Quote Link to comment Share on other sites More sharing options...
Nunya Posted August 20, 2021 Report Share Posted August 20, 2021 +1 Outstanding Ideas... Would love to see a good deal of them implemented 3 1 Quote Link to comment Share on other sites More sharing options...
ChrisBlunt Posted August 20, 2021 Report Share Posted August 20, 2021 Huge +1 Quote Link to comment Share on other sites More sharing options...
Gaz. Posted August 20, 2021 Report Share Posted August 20, 2021 Massive +1 for this. It would be a huge amount of work but it would be so worth it for everyone. 1 Quote Link to comment Share on other sites More sharing options...