or they could just call a mechanic? :lol:
Btw here's a spot that can also be used for casual fishing :
(https://i.imgur.com/XpqByyg.jpg)
Also it's a good place to pee :D :D :D :lol:
Trucking
The analysis is based on the trucking job, and at an average a trucker can easily make $40,000 ARD / Hour. All other suggestions in this topic are made for other jobs to be able to match that pay. Nerfing this will just break the economy. However I am in full support of a level system implemented here as well to boost the earnings by a bit to match the drug profits.
Legal jobs should not be as profitable as (or more profitable than) illegal jobs. The point of crime is to get more than "legal" limits allow, otherwise no one would do anything illegal.
Fireman
Fire Missions
Currently we see like one mission every 40 mins or so paying upto $2k on average, it should be increased to 3 missions / hour at minimum, where each fireman should have an opportunity to earn upto $10k, each mission. Which amounts to a solid $30k/hour.
I find the amounts to be too high. While the firefighter job does need a boost, it shouldn't be brought up to levels that would already worsen the currency inflation on the server. In fact, meth and weed should be nerfed. Why not give ARFD full-time salary like SAPD? (to prevent salary-farming, implement restrictions where players can only receive full-time salary from one agency at a time)
Bonus Missions
I have seen this happen and this would bring some great and more realistic opportunity for both the firefighters and the community. Basically whenever a vehicle HP reaches 0(or 10), the vehicle would catch fire and stop at the point, it will stay wherever it caught the fire and firemen will/can be alerted about this. It'll take some fire extinguisher to take the fire out and the fireman involved will gain $500 from taking out the fire. This will also force those people who suicide inside their vehicle during a police chase or being chased by an enemy to come out and face the roleplay, or roleplaying burn injuries. Once the fire has been taken out the vehicle hp will restore to 40 hp.(see mechanic for more)
This will also nullify players ramming their own vehicles to respawn them. A vehicle set on fire, will not respawn until the fire is taken out. Your car just doesn't appear in front of your door if it catches fire IRL, why should it in the game? For the sake of it, the vehicles would respawn after being on fire for 1 hour.
Like some others said, forcing all vehicles to become fire missions upon low HP would be impractical, especially if it's added on top of the mechanic requirement. And on top of impracticality, imagine the strain on both firefighters and the server if this was forced on events like races and DDs.
Furthemore, if anyone commits suicide during a police chase, they should be reported to and punished by admins. Don't turn rulebreaks into normal game mechanics.
On side, this can also be applied to journeys, when cooking meth. If the journey goes boom, the journey and the surrounding area will catch fire and will require fire brigade assistance. Forcing people to grab another journey instead of /groupvehiclespawn at the cooking spot.
This one's okay though. Criminal activities should retain high risk, since they have high rewards.
Mechanic
Vehicle Damage
In fireman job I mentioned that a vehicle catches fire at under 10 hp, but what happens before that, or after the fire brigade takes out the fire? Well, around 40hp or a bit above the smoke would start coming out and the engine would stall. This will require a mechanic to operate on the vehicle to make it fully operational again. The mechanic would be able to repair it to just 30-50% (300-500) unless he tows it to a nearby garage, or it can be repaired fully at any PnS. Mechanic would make money based on their skill level instead of /setrepairfee.
Impractical if you force all cars to stop when dropping below a certain HP. A better alternative would be giving low-HP cars a chance of engine failure, so anyone who still manage to wings it all the way to a PnS can do so out of pure luck. (which won't be easy)
Adding a skill level with more money for mechanics should be nice, though.
Emergency Medical Services
Medical Insurance :
Once a player gets shot rapidly, they no longer instantly die, but can choose death and lose all their weapons + some money and respawn at a hospital OR choose to stay alive upto a maximum period of 5 minutes and be cured by a medic and retain their weapons. A medic will be able to heal on foot, but only 10%, in ambulance upto 40% and in hospital till 100%.
Medical pass will have to be paid for daily / weekly / monthly. There will be 3 levels of the pass based on its price, The level of pass will determine how much time you get after being fatally shot / wounded for medical help to arrive, and ALSO how much HP you respawn with at the hospital. Can be like this :
Level 1 Pass ~ 1K ~ 1.5 Mins ~ Respawn with 10 hp
Level 2 Pass ~ 5k ~ 3 Mins ~ Respawn with 30 hp
Level 3 Pass ~ 10k ~ 5 Mins ~ Respawn with 50 hp
You will have to eat at a restaurant(or you know, mashed potatoes) to gain the remaining hp.
This is very hard to implement, if not outright possible, due to the game's fundamental physics. (If your HP reaches 0 or if you are falling beyond a certain height, you die automatically) Even workarounds would be practical, because changing player health to enable survival of bullets means also changing the vulnerability of players to other injuries because you change the health itself.
If you want more "realistic" health physics, instead things would be going the opposite of what you ask for. One shot to the head / center mass from a deagle / shotgun / anything stronger, you die. A better alternative is the full-time salary for EMS.
Undercover EMS Officials
Those part of the SAFD EMS squad or AEMS(Argonath EMS, I am totally making this up but if it does get picked, I suggest Pete to lead it) will be able to go undercover once they pass trainee rank. Truth be told, nobody likes to be the pink guy in a lab coat 24 X 7. As in real life, you can easily come across a doctor at time of an incident, these doctors will also be informed of an accident or a patient at hospital through a text on phone / alert.
What's the point of EMS going undercover aside from players being too lazy to wear uniforms, since there are no criminals to infiltrate? IRL, doctors and medics are fully equipped when they are on duty at hospitals and ambulances. If you want the tools to heal someone, go on medic duty.
Bonus
Bonus for treating government officials, which includes not only police officers and firemen but also CMB officials and Court members.
Medics are paid for treating people, not for who they treat. If they save some wealthy / important person's life and want to be given tips, then they should also produce fun, creative RP. Even then, tips are only a bonus.
Taxi Driver
Just get rid of this one already, it did not work in RS4 its not working now even with Uber script implemented. There should be self driving buses instead which take you from one part of the city to another(Philip was working on this). Those who wish to roleplay this will still be able to roleplay it, and charge passengers on prepaid basis before the ride begins or after. If the person declines to pay, the cab company / driver can simply sue the person in Argonath court.
As an addition, there can also be self-driving trains which takes you from one city to another. The self driving buses can be easily implemented in a small town like Montogomery / Palomino creek as pilot project.
Unless SA:MP's technology has changed drastically, self-driving NPCs still caused a significant amount of lag, which is why previous implementation was only limited to "zombies" instead of self-driving vehicles.
And in the first place, adding self-driving vehicles to transport players defeats the aim of boosting player interaction / RP. Need someone to give you a lift? Ask for a driver and say you're paying well.
Hooker
I have nothing to say except, just bring back the old way it worked already. Hooker job has immense capability to earn on its own. Just re enable /setfee and /sex. So condoms can finally be used and people catch diseases so they have to visit a hospital or a medical personnel.
Just RP it. You don't need commands to wipe your ass or take a shit. The hooker job should stay RP-based, which will allow creative RPers to shine.
Mining
There's nothing you can do with the current mined ornaments, be it ruby , gold, emerald etc etc. But here's the idea to put them to work, if you are a miner, you should be able to craft items (kind of similar to what you see in /wear) and sell or use them. These items would attach to the vehicle of your choice and you will set them just as you set /wear, so people can have truly unique vehicles in the server.
Putting objects on vehicles may cause a problem with the server. Even static maps are carefully limited in objects.
Groups like Nomads use gems for valuation / alternate currency, so they already have a use. But if you want to add more, then perhaps give miners the capability to craft some furniture.
Fishing
Allow people to buy bait from shops as well as fishing rods. So San Andreas can see some water population as well. Large fishes will be scarce near the beaches, but in big numbers the further in the ocean you go. This will also come with a danger, if you go too far, you can also catch a shark which will bite and kill you by dragging you with it (/gethit 2 animation forced if a guy catches a shark, and he jumps from his boat into the water to drown and die), you will be able to sell fishes depending on their weight to some kind of NPC, just like the drug dealer (if the drugs can vanish in thin air, why not the fishes?) , should have the ability to earn upto $40,000 / hour. Again levels will come in play here.
40k an hour is more than the average trucking, and at least trucking requires you to keep driving all over the map. Jobs should be aimed at mixing profitability with creative player interaction, not further isolating players. We have enough of a problem as it is with all those who only cook meth instead of interacting with anyone else.
The Level System
This right here is what will determine your career in Argonath. Just like notoriety you will be able to reach upto level 10 in any of the jobs mentioned above. Depending on your level you will earn more and more, and far more easily. Basically a level 10 fisherman will have lower chances of catching a shoe in water while fishing, than a level 1.
The players will also earn more based on their level for example :
A level 1 on any job would earn upto $10,000 ARD / hour
A level 10 can earn upto $100,000 ARD/ hour on their job(maximum, can be discussed and adjusted).
To gain levels you will have to do the job a certain number of times, like do 50 fire missions to reach level 2 fireman, then 100, then 250 etc etc. You will be required to do any job at least a 1000 times or more to reach the level 10. So in the end, it feels worth it, and those who dedicate their time to the profession deserve to be rewarded, thus the higher pay for doing it.
The levels can also be implemented on drug system, a level 1 weeder would have higher chances of his crops being eaten by pest, or his journey catching fire than a higher level one. They will also obtain a lower amount from the weed plant / meth cooking while at lower levels. This will prevent all newbies from becoming ultra rich in a week and being pushed into drug business only.
Firemen should earn more based on ranks granted on the basis of their performance (like SAPD / FBI), not because of how many times they can grind missions. Otherwise, might as well abolish the official ARFD altogether.
As for veterans, there should be more rewards to keep them challenged, but it shouldn't come in the form of giving them all the money they want. Currency is inflated as it is. In fact, drugs should be nerfed and more money sinks should be added.