Argonath RPG - A World of its own

GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: brian1996 on July 13, 2014, 12:06:16 am

Title: Car bomb
Post by: brian1996 on July 13, 2014, 12:06:16 am
Dunno what happend with it, but it should be brought back.
Title: Re: Car bomb
Post by: Ki-Reddy on July 13, 2014, 09:08:56 am
Car bomb was used for trolling and not for actual RP. So thats probably why it was removed. Personally I don't want to see a comeback of the car bomb.
Title: Re: Car bomb
Post by: Kessu on July 13, 2014, 09:27:37 am
It has potential, lots of it, just like /c loot, but when it's used for completely different reasons and 100% off rp (bombing all VCPD cars for fun) the script has no use and would be pointless to script it.

Yet, I did love some bombing here and there :D
Title: Re: Car bomb
Post by: Luca Man on July 16, 2014, 06:08:50 pm
No need for it back. Only used for random killings and trolling around.
Title: Re: Car bomb
Post by: Ramis on July 16, 2014, 06:27:22 pm
I am not VC:MP Player , but i guess it must be available only for some-requirement-passed players etc. ,but not those newbies and others , famous with rulebreaks and stuff. Like its requirement should be a X number of months played.
Title: Re: Car bomb
Post by: Kessu on July 16, 2014, 07:01:14 pm
I am not VC:MP Player , but i guess it must be available only for some-requirement-passed players etc. ,but not those newbies and others , famous with rulebreaks and stuff. Like its requirement should be a X number of months played.
We're not going to restrict scripts from players who hasn't been playing for a long time so you can forget about your "divide players to newbies and requlars" mentality.
Title: Re: Car bomb
Post by: Huntsman on July 18, 2014, 11:34:55 am
I wouldn't be against returning this feature. Since we're a small community such abuse can be easily regulated and those responsible for it punished.
Title: Re: Car bomb
Post by: Klaus on July 20, 2014, 04:58:12 am
Punished? Why?
Title: Re: Car bomb
Post by: Nylez on July 20, 2014, 11:26:39 am
Because there were several moments of "trolling" by bombing every police car in the server.

It is obviously fun to do that, as I was involved myself occassionally, but if this script returns, it shouldn't be used like this.

My idea is though to first create the bankrob script before thinking about this, as there is where the car bomb was used most of the times.

As for adding roleplay into it.
This car bomb is actually quite nice to combine with /c dumpcar script, if it appears.

That you get a detonator spawned in your weapon inventory which you can press to make your car be exploded and therefore dumped.
Would add some realism into the whole dumping script.
Title: Re: Car bomb
Post by: Klaus on July 20, 2014, 04:11:02 pm
Because there were several moments of "trolling" by bombing every police car in the server.
Why is this deemed as "trolling"? So if someone was pissed off at the police and decided to rig their vehicles with bombs that's trolling to you?
Title: Re: Car bomb
Post by: brian1996 on July 20, 2014, 05:30:22 pm
There's a difference between "trolling" as you people like to call it and using it for RP purposes, like for instance using it in a bankrob to stop the robber's escapes or using it to bomb police vehicles as a payback because they did something to you that you didn't like as Klaus has already said.
The bomb was used rarely in 1.9d since less and less people bothered with it. It was primarily used in bankrobs and assassinating people which happend a lot in RP sense.
I absolutely see no trouble with it and i support it.
Title: Re: Car bomb
Post by: ~Legend~ on September 04, 2014, 07:52:03 pm
Was a really good concept - a hitman's perfect tool.

With a time limit and cool idea like this...
That you get a detonator spawned in your weapon inventory which you can press to make your car be exploded and therefore dumped.

(A detonator system if players want as an added extra)

... It might be a great script.



Because there were several moments of "trolling" by bombing every police car in the server.

It is obviously fun to do that, as I was involved myself occassionally, but if this script returns, it shouldn't be used like this.

It has potential, lots of it, just like /c loot, but when it's used for completely different reasons and 100% off rp (bombing all VCPD cars for fun)

Yet, I did love some bombing here and there :D

There's a difference between "trolling" as you people like to call it and using it for RP purposes, like for instance using it in a bankrob to stop the robber's escapes or using it to bomb police vehicles as a payback

Some really good points.
The people who raised concerns were of course pointing out the instances when it was used out of RP, just to annoy players. It can happen a lot and no one needs to encourage it.

However if we can minimise it then it would be cool to have some unique features in the future.
Title: Re: Car bomb
Post by: stormeus on November 17, 2014, 10:29:05 pm
Right, so apparently I haven't added my own two cents here. Be warned, this goes beyond car bombs alone, and I'm just spitting out whatever comes to mind.

The idea of a car bomb in and of itself isn't bad, but the way it was implemented in 1.9 was awful and lent itself to excessive use. If car bombs are going to be added:
Obviously a bomb wouldn't go off if the car's engine is off either, though using /engine to turn it back on would yield an explosion.
Title: Re: Car bomb
Post by: Kessu on November 17, 2014, 10:59:56 pm
It seems in your idea Stormeus, there's lots of RNG included. Elaborate on the numbers if you have any in mind.

Also would this "detect bomb skill" be included in your other idea of having different "skill levels"? If so, please do create a topic for the idea as a whole and post reference link(s) to idea(s) that would be supported by such a system :D
Title: Re: Car bomb
Post by: stormeus on November 18, 2014, 12:30:07 am
It seems in your idea Stormeus, there's lots of RNG included. Elaborate on the numbers if you have any in mind.

Aye. Some rough ideas:

Chance of a bomb failure
rawFailureRate = random(0, 800) / 1000
realFailureRate = rawFailureRate * (100 - skill)


skill is some rank between 1 and 100 judging how well a player can construct a bomb. A player with zero experience making bombs will encounter a failure rate of 80%. The reason the failure rate for unskilled players is that unskilled police also have more hurdles to overcome with finding and defusing bombs.

A player with full experience constructing bombs will encounter a failure rate of 0%.

A bomb is predestined to successfully explode or fail upon construction based on whether or not random(0, 100) < (realFailureRate * 100)

Bomb failure result
result = random(0, 1000)

A result between 0 and 499 will cause detonation at some random time between 0 seconds (immediate) and 5 minutes. A result between 500 and 999 will just cause the bomb to fail. This only ever occurs if the bomb is predestined to fail (see above).

Chance that a bomb is never detected
experience = (min(timeSpent, 240) / 240) * skill
rawFailureRate = random(0, 150) / 1000
coefficient = (1 - experience) / 100
realFailureRate = rawFailureRate * coefficient


An officer would need to spend four minutes searching the car for experience to perfectly match skill. From there, an officer with no experience has a 15% chance of never finding the bomb. An officer with full experience will always find the bomb, if there is one, within four minutes.

The first time an officer tries to sniff a car for a bomb, it is already determined if they will find it or not, and how long it will take for them to do so. This is recalculated per officer as they attempt it.

Chance that an officer damages the car
rawFailureRate = random(0, 250) / 1000
coefficient = (100 - skill) / 100
realFailureRate = rawFailureRate * coefficient


The first time an officer tries to sniff a car for a bomb, it's pre-determined if they will break the car doing so. If the car is predestined to break, it will immediately do so when the officer starts sniffing. An officer with no experience has a 25% chance of breaking the car. An officer with full experience will never break the car.

Chance that bomb defusal results in detonation
rawFailureRate = random(0, 750) / 1000
coefficient = (100 - skill) / 100
realFailureRate = rawFailureRate * coefficient


An officer with no experience has a 75% chance of detonating the bomb in the process of defusal. An officer with full experience will never detonate the bomb accidentally.



It does place heavy emphasis on tried and true criminals and police officers, and especially puts pressure on police officers to clear the bomb somehow. An interesting idea tied to this might be allowing bombs to be detonated using cell phones, at the expense that the criminal loses their phone and has to buy a new one, or an unexpected call detonates the bomb.

Another idea to prevent cheap police tactics is that an attempt to move the car by pushing it will also detonate the bomb.

While the emphasis on random chance and skill may put new players at a disadvantage, it does allow for some diversification. Criminals might end up placing more faith in members who they know can reliably construct a bomb, while police officers may train by obtaining materials to construct their own bombs, go out into a field and have officers try to find and defuse them.

(ARPD Bomb Squad, anyone?)

I'd also consider this a script on the scale and complexity of a bank robbery event (which is why everything is so damn expensive) while being able to be started by players. Would be interesting to see how this turns out. It could fuel some great RP with people making legitimate bomb threats with consequences, or it could be terrible. Who knows?

Quote
Also would this "detect bomb skill" be included in your other idea of having different "skill levels"? If so, please do create a topic for the idea as a whole and post reference link(s) to idea(s) that would be supported by such a system :D

Will do later, I'm wiped out from all the math.
Title: Re: Car bomb
Post by: Call_me_Dad on November 18, 2014, 01:33:49 am
Be warned, this goes beyond car bombs alone
Car Bombs, Crude Bombs, Proximity Mines, Time Bombs, Detonators, WMDs. Exciting! :D

We can generalize a car bomb and call it simply "Bomb". It could be planted on a car, a suicidal maniac or simply a coordinate.

They need to be expensive and time consuming to manufacture.
How about the components required can only be acquired through smuggling. Since, smugglers can't really choose what they want, it would make collecting components extremely time consuming. It would also encourage trading between smugglers, as to craft an end product you would need a complete set.

They need to be effective. Explosions in VC don't have an overly powerful maximum though, so only players with < 33 health nearby would probably end up dying.
Lets add a few hundred successive custom explosions.....said Michael Bay. :)

I believe the "skill levels" and "experience" related stuff is against Argonath Vision, but I could be wrong.
Title: Re: Car bomb
Post by: brian1996 on November 18, 2014, 11:17:17 pm
I believe the "skill levels" and "experience" related stuff is against Argonath Vision, but I could be wrong.
That has been thrown out of the window a long time ago.
Title: Re: Car bomb
Post by: stormeus on November 19, 2014, 01:57:11 am
That has been thrown out of the window a long time ago.

shiiiiiiiiiii

Guess we'll just go with aXXo's idea and make the RNG more reasonable then.
Title: Re: Car bomb
Post by: Klaus on November 19, 2014, 07:29:45 am
Sounds good to me. :app:
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