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#Post#: 20--------------------------------------------------
[Suggestion] - Suggestions
DIR By: Tomashi
Date: December 11, 2012, 11:34 pm
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Post some :(
#Post#: 74--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Alexander133
Date: December 18, 2012, 7:36 pm
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got an org idea for you
org weapons suppliers
for gov/law orgs they will be supplied from requstion requests,
so they will go to a cp at some gov building and set what
weapons their org should be supplied with from a list of gov
approved weapons. This will be taken from the orgs budget which
is supplied every month(or w/e the time scale will be) which
will be used for car buying,weapon delieveries, member pay etc.
so the fee for a weapon delivery will be like the X weapon with
Y ammo for Z members. more members join weapon price goes up if
org runs out of budget then they get no weapons, or some system
like that could just be a Government pay into an org bank and
withdrawels for deliveries
same idea with gangs and stuff, black market dealers, deliveries
for obank money again money runs out no guns
another idea is the ability for the leader to make sort of like
gun use loadouts sort of stuff
so the leader can set a member as loadout 1 or w/e or loadout 2
so like in the army
loadout 1 - sniper class- sniper rifle + deasert egle
loadout 2 - front line infantry - m4 + deagle
then the cost will be load out 1 weapons price x number of
loadout 1 users
load out 2 weapon price x loadout 2 users
and so on, just to sort of give some kind of value to weapons
that orgs use, and some freedom(within limits) of weapon choices
means people
or another way to do the cost would be an option is Number of
OnDuty(equip weapons) with a setting for ammo etc per period
so eg 400 equips of loadout 1 in a week
then if loadout is equiped 400 times in that week they have no
ammo left
#Post#: 75--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Tomashi
Date: December 18, 2012, 9:16 pm
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I think I get the idea, and I like the idea. (glad to see a
suggestion)
Here's my take on it, with a few tweaks:
For Government Organizations:
--- Quote ---
> -Organization is given $$$$$ every pay-period from the
Government to continue operation.
> -Organization has a 'weapon locker' at HQ.
> --All organization members can access and take weapons from
the weapon locker.
> -Organization leaders can visit licensed weapon shops, and
order bulk shipments of approved weapons.
> --They can select how many of each gun they want, and how much
ammo.
> -Organization members can also visit weapon shops and order
shipments, though they must pay with their own money. (Incase
org leaders are inactive)
> -Weapons are delivered upon next pay-period, to the Weapon
Locker.
--- End Quote ---
Same idea, though they can just order however many weapons / how
much ammo they want.
For Gangs and Mafia's:
--- Quote ---
> -Receive no money for purchasing weapons.
> -Organization has a 'weapon locker' at HQ.
> -All members can take weapons from the weapon locker.
> -Leaders can visit Black Market dealers and order bulk
shipments.
> --They can select how many weapons / how much ammo. Weapon
selection will be different each time. Military weapons will be
more expensive.
> --Members can also order shipments with their own personal
money.
> -Shipment is sent to weapon locker each pay-period. (Same time
as gov. orgs, though they don't get paid)
--- End Quote ---
I don't think loadouts are necessary, especially when a member
can just pick whatever they want from the locker :P
_____
All I know for certain, is that this'll be a lot of work ::)
#Post#: 76--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Blackandy
Date: December 19, 2012, 2:31 am
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Hey I'd like to add on the suggestion that gangs get materials
from black markets or something and the leader can then create
weps and store them at the HQ, this way gangs can make guns for
themselves and could sell them on to civilians or other gangs
for a profit, or all orgs have to get a certain amount of
materials for a certain amount of guns, but each type of org has
a different way of obtaining materials
#Post#: 80--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Tomashi
Date: December 19, 2012, 3:06 am
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Yeah, could do something like that. There would have to be a
disadvantage though, such as having to wait 2-3 pay-periods
instead of 1 to 'complete' the guns.
#Post#: 84--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Tomashi
Date: December 19, 2012, 4:25 am
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As debated over Skype:
-Vehicle Repair:
--- Quote ---
>
> While not being too restrictive, and trying to maintain the
little feel of freeroam:
>
> Pay'n'Sprays all over SA will be boarded up / blocked off. New
garages will be added across the map to act as replacements.
> To repair a vehicle, players will very simply drive their
vehicles into the garage, and be presented with an option menu:
>
> 1) Repair engine (*Cost*)
> 2) Repair body (*Cost*)
> 3) Repair engine & body (*Cost*)
>
> As imaginable, the cost of each repair will be significantly
higher than the default Pay'n'sprays.
> Estimated prices, with the consideration of which type of
vehicle the player may be driving:
>
> -Poor Vehicles:
> Engine: $1000
> Body: $600
>
> -Regular Vehicles:
> Engine: $2000
> Body: $1500
>
> -Expensive Vehicles:
> Engine: $4000
> Body: $2800
>
--- End Quote ---
#Post#: 94--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Ket
Date: December 19, 2012, 5:18 am
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I like the repair system, money obviously still depending on the
economy of the server.
What I'd like to add on, is the time taken to repair a vehicle,
and the cost depending on health of the car.
Now the time taken, could also depend on how expensive the
vehicle is (implying that newer or faster vehicles have more
add-ons).
Say, a poor vehicle with 900 - 990 HP visits a garage, the cost
should be $x, and so on. I know it'd be a lot of script work (or
just very long), it all depends on if you wish to.
---
I also think 'expensive - one of the most expensive' vehicles
should absolutely not be widely available, not on the streets,
neither in car lots.
---
Now what I was thinking, was adding a few hotels to the server,
if that's not already there. Quite self-explanatory, a person
can rent a hotel at the reception of one, for example, Jefferson
Motel, it could be a checkpoint, with a reasonable rent price, a
small room.
One can go to City Hall, checking for available properties, so
as to make it easier for a person to buy/sell. (Real estate).
---
Also, having a driving and motorcycle license test, and
depending on how the traffic works on the server (Traffic
lights, white lines, or nothing), there could be a theory test,
so people would know indirectly and could avoid being caught by
the cops every time.
---
Then the 24/7 / store, if this is not already thought of, having
common items for sale, such as;
- Cell Phone (Ability to own multiple, maybe a limit of 2-4
realistically)
- Kitchen Knife (Legal size)
- Backpack (/backpack to check on-hand inventory)
- Fuel Can (Refueled at a gas station, permanent)
- Walkie Talkie (Whole other script, I could elaborate)
- General food items/snacks
- Baseball bat
etc etc, I've already forgotten what people get at a store on
SAMP lol, either way, you get the got the gist of it.
#Post#: 98--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: badblueboyhr
Date: December 19, 2012, 9:50 am
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How about a jail placed somewhere in the middle of the desert?
Reachable by car of course
Since you can remove objects maybe shit on aldea malvada and
place a jail up there, would be maybe something new
#Post#: 102--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Tomashi
Date: December 19, 2012, 4:54 pm
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--- Quote from: badblueboyhr link ---
>
> How about a jail placed somewhere in the middle of the desert?
Reachable by car of course
>
> Since you can remove objects maybe shit on aldea malvada and
place a jail up there, would be maybe something new
>
--- End Quote ---
Yes, this is something I forgot to mention in my last post about
Mappings. Regardless of location, we will need a large scale
prison, decently isolated from any town / city. Criminals who
are arrested with 4 stars or above would be sent there.
---------------------------------------------------------
Ket! Glad to see we're on the same page about car repair.
I forgot to include that in the original post, but time taken to
repair the car, and car health were also discussed.
Keeping in mind that vehicle repair would be most easily done
with the player still inside the vehicle, a wait of 15 seconds
with the garage doors closed should be enough.
I'll have to experiment with some formulas to see if I can't
make a better system of Health% = Price.
If I were unsuccessful, then yes, a system such as you described
would be implemented; with different ranges of damage
determining the cost.
--
Vehicle lots will be dynamic. Used car lots will be stocked with
vehicles sold by players, and Regular car lots will be stocked
with random vehicles depending on what type they are selling.
So, once every few pay periods, the vehicles being sold on car
lots will change. One day you might find a Cheetah and a Banshee
@ the Autobahn lot in LV. The next day, you might find a Euros
and a Bullet. Vehicles such as the Infernus, Bullet, Banshee,
Comet, ect are likely to have a lower chance of showing up on
the lots.
Hotels are obviously a planned feature, and will be added as you
described.
Real Estate may also involve some exterior mappings I forgot the
mention (again..), though the planned method of Real Estate is
as follows:
-Multiple Real Estate firms per city, for different areas of the
city.
-Enter the firm, activate a menu. The player will disappear IG,
and be able to browse through all currently available houses in
the area that they have selected. Pressing A | D, Left or Right
will show the player the next / previous available house.
Pricetags will be shown below the house, along with the message
saying 'Press 2 (Submission) to purchase.'.
--
Driving tests will have to be well made. I'm not sure that we
will worry about Traffic lights, as I want the test to be
scripted and not rely on another player to act as the
instructor. I'm thinking that determining factors will be
vehicle damage, speeding, and placing unmarked checkpoints all
throughout the route which will briefly capture the players
stats; example: Unmarked point placed on a curve, if the player
proceeds through the corner drifting, or going way too fast, the
data will be captured. Damaging the car, speeding, or getting
caught doing crazy shit as mentioned, will earn the player
demerits. Too many demerits = test failed.
--
To start off simple, only 1 cell phone per player.
'Cell Phone' will be added to the methods of communication that
you can cycle through, so that you can speak local or global
while still on the phone.
Other items are yet to be debated, since they will have to be
though about after the implementation of several other features.
#Post#: 107--------------------------------------------------
Re: [Suggestion] - Suggestions
DIR By: Ket
Date: December 20, 2012, 5:36 am
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Fair 'nuff, also think hotwiring/breaking the glass of a vehicle
needs an item from the store, obviously, maybe not commonly
available in all stores, just big ones. Such as a crowbar or
something..
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