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#Post#: 62--------------------------------------------------
[Organizations][Poll] Vehicles
DIR By: Tomashi
Date: December 16, 2012, 5:56 pm
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Welllllllll
Organizations are another thing are going to be completely
different. Alright...I confess, everything is going to be
different.
My plan for Organizations to keep them dynamic, meaning they
could be created / removed without affecting other parts of the
script; though their features will be very heavily integrated
into the script, and there will be many features.
The first order of business is vehicles.
Normally, an admin creates the vehicles spawns, as he/she does
with the pickups and everything else. The suggestion here for
the poll, is to:
A) Make things a little harder / more expensive for creating a
new organization.
B) Make it a little more realistic.
C) Make organizations even more dynamic.
The idea: Rather than having never-dying, monotone and pre-made
vehicles for organizations, the organization leaders / co
leaders will be made to go to vehicle dealers, and purchase
their org. vehicles. Capped off at 10-14, they can be bought and
sold just like any regular vehicle, but will not be removed when
the purchaser leaves the server.
Hopefully something like this will force org leaders to pick
their members more carefully, or kick people who are idiots and
leave the vehicles unlocked / get them destroyed; as well as,
generally take better care of organization merchandise.
So, good idea, bad idea, got another idea?
#Post#: 63--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Ket
Date: December 17, 2012, 4:35 am
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I think it's good, yet this will demotivate general players to
lead an org, as they have to bare all the expenses. How would
this system work anyway? The org leader gets to own 14 cars,
does he have a command to set and buy these special vehicles?
There should be limits and in this case, I think vehicle prices
should be more realistic, thus I believe I could search for some
realistic pricing soon for IG cars, if you need. And I do think
there should be two-three leaders for an org, reduces the
waiting and training time. In the event of an org lead change, I
think vehicles should be transferred from one leader to the
other, based on some agreement they'd have.
Also I believe a /sellcar command will be very effective. I can
elaborate.
We should also have some kind of realistic roleplay for special
vehicle transport, getting imported. Which would also cost
players.
Overall the idea is nice, org leaders will be stricter and
members would be more careful.
#Post#: 65--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Tomashi
Date: December 17, 2012, 4:59 pm
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Don't worry about prices. I don't know if anybody else here
lives in North America but I'll be able to get real references
easily; and I do plan on making everything priced according to
reality.
The organization leader will not own all of the vehicles, he
will simply have an extra option at car dealers to 'Buy Org.
Vehicle', which will then be saved as an Organization vehicle.
Once purchased, the total number of Org. vehicles belonging to
the org will raise by 1, and decrease by 1 when sold. Any
organization leaders can buy or sell org. vehicles.
The point of this feature is indeed to make creating and
maintaining an organization harder. Inactive organizations will
die, and Pakistani organizations will die (kiddin', just any org
lead by a knobhead). A feature like this will likely also make
it more realistic for Gangs and Mafia's, as depending on the
orgs wealth, you'll likely see Gangs rolling around in low-cost
lowriders or beaters, and Mafia's in reasonably priced or
expensive cars.
Please explain the /sellcar command, as players and org leaders
will already be able to sell their vehicles at lots.
#Post#: 67--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Ket
Date: December 17, 2012, 5:16 pm
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Yes! Then all organizations should start out with an automatic
'org fund', to encourage realism since we can't have the Mafia
driving a manana, or can we?
The /sellcar command basically is an alternative to selling the
car back to the lot, a player will use the /sellcar command in
presence of a Level x admin, to sell their personal car to
another person.
Usage: /sellcar is used inside the car to be sold to the player,
basically the usage being '/sellcar [playerid of the buyer]',
used by the seller. When an admin is not online, this cannot be
used. (To prevent abuse) And then the money is transferred.
(Either by player-player or admin command, depending on script)
Alternative: The /sellcar command is given to an admin level x,
and the admin uses '/sellcar [seller/owner id] [buyer id]', this
also prevents abuse.
#Post#: 68--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Tomashi
Date: December 17, 2012, 5:22 pm
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Ah, I see what you mean.
Well, as far as I've had planned:
-Depending on how much you've used your vehicle, you may be
allowed to sell it back to the dealership lot.
--If the vehicle has been well used, you'll only be able to sell
it at a Used Car lot, which will then add your vehicle for other
players to purchase.
-/givekeys command.
--/givekeys [playerid] will obviously, give the keys of your
vehicle to another player. You must be seated in the vehicle
before doing so, and the buyer / receiver within 20ft or so of
the vehicle. For regular players, this will only work for their
personal vehicles. For Organization leaders, this will also work
for org vehicles. The org vehicle will be removed from the org
vehicle list, and be reassigned to the recipient as a personal
vehicle.
So to give a car to another player, /givekeys [playerid], and
/givecash [playerid][Amount] depending on how much their selling
it for ;)
No administration necessary.
#Post#: 69--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Tomashi
Date: December 17, 2012, 5:32 pm
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Alternatively, if enough people have the fear of being ripped
off while making a vehicle transaction, I could indeed make a
/sellcar command.
/sellcar [playerid][Amount]
Example:
--- Quote ---
> CoolTom: /sellcar 15 10000
> *Ketfeg gets a message*: 'CoolTom wants to sell his vehicle to
you, for $10000'
> *Ketfeg gets a message*: '/Accept or /Decline'
> Ketfeg: /accept
> *CoolTom gets a message*: 'Vehicle sold to Ketfeg for $10000.'
> *Ketfeg gets a message*: 'Vehicle Purchased! $10000 removed,
Vehicle Keys added.'
--- End Quote ---
*Fireworks and celebrations*
#Post#: 70--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Ket
Date: December 17, 2012, 5:36 pm
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Something like that, except one little thing.
--- Quote ---
> FaggoTom: /sellcar 15 10000
> *Awesomeket gets a message*: 'FaggoTom wants to sell his
vehicle to you, for $10000'
> *Awesomeket gets a message*: '/Accept or /Decline'
> Awesomeket: /accept
> *FaggoTom gets a message*: 'Vehicle sold to Awesomeket for
$10000.'
> *Awesomeket gets a message*: 'Vehicle Purchased! $10000
removed, Vehicle Keys added.'
--- End Quote ---
fixed
#Post#: 72--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Tomashi
Date: December 17, 2012, 5:48 pm
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HTML http://fc07.deviantart.net/fs70/f/2011/313/f/3/transparent_forever_alone_by_amayanina-d4flfpl.png
#Post#: 77--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Blackandy
Date: December 19, 2012, 2:40 am
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Ok, i only see one problem with this tho, where will gangs get
money for the vehicles from the start? There needs to be a way
for them to get money, not super fast but a sure way so that
they can get some vehicles and stuff. Because I saw something
similar to this and all of the gangs just begged for donations
all the time so members could get wages and such.
And there will probably be a certain amount of money an org
leader will need before starting an org I guess? Btw I think
10-14 is kinda overkill for orgs to have so much vehicles 6-8 is
more than enough vehicles, so they actually use them instead of
using a few and the others are jsut for show ;)
#Post#: 79--------------------------------------------------
Re: [Organizations][Poll] Vehicles
DIR By: Tomashi
Date: December 19, 2012, 3:04 am
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Okay Okay,
I wrote down 10-14 vehicles because if they don't respawn upon
being blown up by members, then they may not last very long, and
eventually they'll run out.
Yes, starting an organization will require that the leader
already has a bit of money. I'm thinking that just like buying a
regular house, org leaders can choose to buy a Commercial
building instead (or just a house), and that'll be the orgs HQ.
Gangs will be able to earn money through the various features
provided in the script for each type of Organization. For gangs,
things like buying / selling drugs or robbing stores. Vehicles
will be priced realistically, and there will be used vehicle
lots; so it WILL be possible to purchase vehicles for as low as
$500 (beat up Glendale), meaning that it won't be hard for gangs
to keep buying new vehicles, although they will likely just be
shitty ones.
Mafia's will be able to earn money through similar means, and
also more profitable features such as extortion. Though Mafia's
will be allowed to deal with more high-end clientele, and thus
earn more money. Rendering them more freedom to buy expensive
vehicles.
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All it means, just like having to take care of the org vehicles,
members will have to do their part in the organization to keep
it afloat. The harder working your members = The more benefits
your org will have!
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