Argonath RPG - A World of its own

GTA:SA => SA:MP Development => SA:MP - San Andreas Multiplayer => Suggestions & Ideas => Topic started by: Matt Murdock on October 19, 2017, 07:47:29 pm

Title: Jobs Analysis and Suggestions
Post by: Matt Murdock on October 19, 2017, 07:47:29 pm
Hello there, so generally when anyone asks me , or pretty much any of us "What is the most profitable job?"  The answer 99% of the times is Trucking or drugs.

The server needs a job balancing, as all other jobs are pretty much dead than those two mentioned, people can only go on other jobs as a "hobby", rather than a "profession" which they are meant to be. That's the main reason ARFD/SAFD, EMS, Taxi Network are all dead today. I'll go through each job one by one, and suggest improvements.



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.




Fireman

Ah, the most famous "RP" job in RS4 era, and after trucking. Made popular by the likes of [TCL]Jenny Adams. Men in that uniform are supposed to be sexy, but no woman likes a man who's broke. That is what is wrong with our firemen. But at the same time it should not be so obvious that everyone is on that job only to make a quick buck. So we should introduce a new, level system, which I have elaborated at the end of this post. For now lets delve into suggestions regarding this job :

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.

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)

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 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.




Mechanic

A job with unlimited possibilities but very limited lately due to lack of proper support. Currently, what does a mechanic do? 99% of the time its just people going on duty to tow vehicles for the likes of Shady Inc. or LSIR. Here are some suggestions to improve that :

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.




Emergency Medical Services

This job is currently as purposeless as finding a pun to explain how purposeless it is. Yes, we do see some medics on duty, like [WS]Pete and Gruia. But we all know how pointless the job is when it comes to making money.

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.

Poisonous Drugs
Currently when you at very low hp, weed and meth grants you enough hp to go full from even 1 by consuming some of the drugs. This should be made random, while they can give you a quick adrenaline boost, there should be sometimes when they instantly kill you as well. Or give you a disease that even if you reach full hp from potatoes, your hp will keep on lowering until you reach a hospital or get treated by medic.

Accidents
If you are a part of an accident you can no longer just ignore and drive away, at times you'd get a message depending on the impact :
You are too injured to drive, EMS have been informed. or
Too injured to run, please contact an 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.

Bonus
Bonus for treating government officials, which includes not only police officers and firemen but also CMB officials and Court members.

EMS will also earn based on level or rank, or paychecks.




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.




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.





New Jobs :

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.



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.




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.



Any suggestions are welcome, any improvements / new job / additions will be added to the original post with credits to the poster.

Thank you.
Title: Re: Jobs Analysis and Suggestions
Post by: Silvester on October 19, 2017, 07:50:47 pm
Well said. :app:
Title: Re: Jobs Analysis and Suggestions
Post by: Nathan on October 19, 2017, 07:54:54 pm
Looks good.
Title: Re: Jobs Analysis and Suggestions
Post by: Pete on October 19, 2017, 08:05:22 pm
That's like the beat suggestion I've seen so far (not cause my name is there) HQ should take this and put it in the server will make the server not cops vs criminals and will change the server for good. Hopefully this won't be overlooked topic like some other good suggestions.
The only thing is the scripting but i beleive that it's doable.
Title: Re: Jobs Analysis and Suggestions
Post by: Khm on October 19, 2017, 08:21:07 pm
to add (IM NOT GIVING UP ON THIS ONE) EMS should also do some crimes and be "corrupted" to do some kind of a facial operation to famous notorious criminals that feds are looking for, for a high amount of money. Mining can be linked to weapon crafting rest's good.
Title: Re: Jobs Analysis and Suggestions
Post by: Younes on October 19, 2017, 08:21:38 pm
Indeed this is a great suggestion, and I hope to see it implemented.
Title: Re: Jobs Analysis and Suggestions
Post by: Stefan_Finch on October 19, 2017, 08:26:22 pm
Im Supporting this statment of yours, you are 100% right.
Title: Re: Jobs Analysis and Suggestions
Post by: Poli Pantev on October 19, 2017, 08:41:33 pm
Supported, for exception of that 'car fires have to be taken out by firemen', I like easy respawnable cars. Good work, Kyle!  :gand:
Title: Re: Jobs Analysis and Suggestions
Post by: Miki. on October 19, 2017, 08:47:06 pm
Awesome one looking forward to see if this will actually happen.
Title: Re: Jobs Analysis and Suggestions
Post by: CrUpt3d_$oUL on October 19, 2017, 09:27:23 pm
i would love to see all this ❤️
Supported
Title: Re: Jobs Analysis and Suggestions
Post by: Hammer_ on October 20, 2017, 11:53:30 am
Supported!
Title: Re: Jobs Analysis and Suggestions
Post by: Cyd Parker on October 20, 2017, 12:36:28 pm
Supported
Appreciated this idea.
Title: Re: Jobs Analysis and Suggestions
Post by: Marco. on October 20, 2017, 06:02:54 pm
The current Argonath jobs system is one of the main reasons why 90% of the server have chosen criminal careers. This indeed needs to come to a change. The suggestion itself brings even more RP quality. The community needs it. Supported.
Title: Re: Jobs Analysis and Suggestions
Post by: Darty on October 20, 2017, 06:18:27 pm
Great Idea,Supported!
Title: Re: Jobs Analysis and Suggestions
Post by: Younes on October 20, 2017, 06:43:26 pm
There's an issue which came up to my mind..

If this gets accepted and requires reset of players' profiles (as in new RS6), as it launchs a totally new system.. would we as players agree or disagree to this?
Title: Re: Jobs Analysis and Suggestions
Post by: Alex00747 on October 20, 2017, 06:52:13 pm
Dang, Well said ser!

There's an issue which came up to my mind..

If this gets accepted and requires reset of players' profiles (as in new RS6), as it launchs a totally new system.. would we as players agree or disagree to this?

Yeah, will be unfair to people who made lots :,)
If they don't mind, all'd be fine!
Title: Re: Jobs Analysis and Suggestions
Post by: Subhan on October 20, 2017, 07:07:53 pm
Thumbs up for the fishing job.
Title: Re: Jobs Analysis and Suggestions
Post by: Antonio. on October 20, 2017, 07:08:29 pm
Quote
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%.
And then you will have never ending shootouts in which players "return" and medics getting deathmatched for healing someone's enemy.

Quote
If you are a part of an accident you can no longer just ignore and drive away, at times you'd get a message depending on the impact :
You are too injured to drive, EMS have been informed. or
Too injured to run, please contact an EMS
If players are not willing to roleplay car accidents, then this will just make people moan about how they can't be annoyed to always roleplay a car accident as Argonath isn't a strict RP server. The idea is good when you look at it from an RP perspective, but not really suitable for Argonath in my opinion.

Quote
Bonus for treating government officials, which includes not only police officers and firemen but also CMB officials and Court members.
Not supported.

Quote
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.
Remove it if you want, though there is no need for it. But what are cops supposed to do when a suspect takes a bus or someone in mid-shootout takes it? Have the ability to explode the bus with the NPC driver in it? If yes, then this will be a problem.


Everything else seems okay, but still could need some adjustments. :)









Title: Re: Jobs Analysis and Suggestions
Post by: Hammer_ on October 20, 2017, 09:35:14 pm
Same would happen like it happens in RS4 people left Argonath for money because ththey lost and weren’t mature enough to earn it back again.
Title: Re: Jobs Analysis and Suggestions
Post by: MarceloS. on October 20, 2017, 11:57:52 pm
Sounds good.
Title: Re: Jobs Analysis and Suggestions
Post by: Matt Murdock on October 21, 2017, 02:31:21 am
First of all, I am glad someone did take some time to try to find some problems with the idea and discuss them, so we can perfect it further. So, I thank both of you.

There's an issue which came up to my mind..

If this gets accepted and requires reset of players' profiles (as in new RS6), as it launchs a totally new system.. would we as players agree or disagree to this?
It would not require a reset as far as I am aware. As the suggestions are to fix what's broken (aka legal jobs other than trucking) , and make them a solid career choice. It does not require the introduction of a completely new game mode and such. Moreover, RS5 reset was necessary due to RS4 scripts going laggy. It had to be written from scratch.

The only reset needed will be at groups level, aka ARFD/SAFD and EMS. A complete restructure of those groups will be required as current members in those are missing since well over a year.

And then you will have never ending shootouts in which players "return" and medics getting deathmatched for healing someone's enemy.
Healing during shootouts is already disallowed. It will not be a never-ending shootout, as once the bleeding out period passes (which is upto discussion and adjustments) the person will indeed die, and respawn at hospital. The person will not be able to move and be frozen during bleeding out phase. let me explain in a more realistic scenario :

War between "Scarface" and "Godfather" families, 10 people each side. Say even if they are evenly matched in skills, at the end there will be a last man standing, and at least one on the ground (last one to die) , the last man standing can easily prevent the last one on the ground from being healed by a medic for the next 3 mins (or shoot him down again as even if healed he'll be healed only to 10% without ambulance, if there's an ambulance the medic can help him escape). Typically a shootout lasts longer than 3 mins.

Quote
If players are not willing to roleplay car accidents, then this will just make people moan about how they can't be annoyed to always roleplay a car accident as Argonath isn't a strict RP server. The idea is good when you look at it from an RP perspective, but not really suitable for Argonath in my opinion.
Its not a forced thing, neither will every accident end up in you ending up injured. But if a player slams a car against a tree at speeds over 150 it must have some repercussions right? Instead of only car losing 200-300 hp player will lose some hp as well as end up injured and require assistance in some cases.

Quote
Not supported.
They already earn $500 bonus for treatening Firemen and PD officials, but alright


Quote
Remove it if you want, though there is no need for it. But what are cops supposed to do when a suspect takes a bus or someone in mid-shootout takes it? Have the ability to explode the bus with the NPC driver in it? If yes, then this will be a problem.
It should not explode, in a real case scenario officers would not shoot down a bus full of passengers just to stop one robber. The bus would wait on stop for a while where the suspect can be shot down. You will not be able to board or deboard a moving bus. Its basically the same thing as trains.

If it is such a big problem, we can also implement "You cannot board a bus as a suspect" message.



Quote
Everything else seems okay, but still could need some adjustments. :)
Open to suggestions.  :)
Title: Re: Jobs Analysis and Suggestions
Post by: Pete on October 21, 2017, 07:09:20 pm
500$ nah we get 200$ sadly
Title: Re: Jobs Analysis and Suggestions
Post by: Shorty. on October 21, 2017, 07:46:12 pm
Let me tell you something, Jobs are not balanced well on this server, hence why most of players prefer criminal life, cuz it's profitable..



I'll make this very simple, and might even start something new on this server.. MAYORS should fund the governmental agencies in their cities, Like PD, FD, Driving schools, CMB, FBI, SWAT  Medics ....etc so they get paid monthly $50k-$150k. or something, drug system should remain the same, taxi job should be based on companies, a player create a taxi company, and pay his employees monthly, BUT there should be income for the company, that's how we can balance the server.

^^ This is very creative, trucking should be strict more, cops should pull over truckers to check their cargo..etc and they should rent roadtrains or such trucks instead of using state ones. 

Simply open a trucking company, let the trucker rent the truck for $5k or $10k and simply he can earn $30k-$50k in few minutes/hours, to balance the server we need such mentality.
Title: Re: Jobs Analysis and Suggestions
Post by: Matt Murdock on October 22, 2017, 12:28:13 am
Let me tell you something, Jobs are not balanced well on this server, hence why most of players prefer criminal life, cuz it's profitable..



I'll make this very simple, and might even start something new on this server.. MAYORS should fund the governmental agencies in their cities, Like PD, FD, Driving schools, CMB, FBI, SWAT  Medics ....etc so they get paid monthly $50k-$150k. or something, drug system should remain the same, taxi job should be based on companies, a player create a taxi company, and pay his employees monthly, BUT there should be income for the company, that's how we can balance the server.

^^ This is very creative, trucking should be strict more, cops should pull over truckers to check their cargo..etc and they should rent roadtrains or such trucks instead of using state ones. 

Simply open a trucking company, let the trucker rent the truck for $5k or $10k and simply he can earn $30k-$50k in few minutes/hours, to balance the server we need such mentality.
There are no mayors.  :neutral2:

And if player creates taxi company and pays its employees where will the income come from? lol

Why would anyone rent a roadtrain for $10k/hour, when they can easily make $50k/hour and purchase their own in 2 hours of work+get the 25% bonus?
Title: Re: Jobs Analysis and Suggestions
Post by: Shorty. on October 22, 2017, 10:30:06 pm
There are no mayors.  :neutral2:

And if player creates taxi company and pays its employees where will the income come from? lol

Why would anyone rent a roadtrain for $10k/hour, when they can easily make $50k/hour and purchase their own in 2 hours of work+get the 25% bonus?
The income will be from renting buddy.

Exactly, 10k ? it's nothing right? anyone can afford 10k, state vehicles should only be used by new players, others can rent/buy vehicles.

When someone rent roadtrain for 10k for 1 hour, he can easily make 50k, and the owner of the roadtrain is making profit, that's how the profit will come.


About taxis, it's a poor job anyways, but renting the taxi for 5k, with the removal of state cars will make it alive, and the driver can reach 5-10k with tips, it's cool to rp as a taxi driver.

If the state vehicles ONLY spawned for new players, i'd be the first one to open a taxi company, and i'll be giving monthly payments.
Title: Re: Jobs Analysis and Suggestions
Post by: Matt Murdock on October 23, 2017, 08:37:42 am
The income will be from renting buddy.

Exactly, 10k ? it's nothing right? anyone can afford 10k, state vehicles should only be used by new players, others can rent/buy vehicles.

When someone rent roadtrain for 10k for 1 hour, he can easily make 50k, and the owner of the roadtrain is making profit, that's how the profit will come.


About taxis, it's a poor job anyways, but renting the taxi for 5k, with the removal of state cars will make it alive, and the driver can reach 5-10k with tips, it's cool to rp as a taxi driver.

If the state vehicles ONLY spawned for new players, i'd be the first one to open a taxi company, and i'll be giving monthly payments.
You mixed the two. So I'll explain them a little bit better.

Quote
Exactly, 10k ? it's nothing right? anyone can afford 10k, state vehicles should only be used by new players, others can rent/buy vehicles.

When someone rent roadtrain for 10k for 1 hour, he can easily make 50k, and the owner of the roadtrain is making profit, that's how the profit will come.
Why would you take a roadtrain on rent to do trucking job, when you can purchase your own at $110k which you can earn from 2 hours of trucking? Then why pay the $10k rent?

Quote
About taxis, it's a poor job anyways, but renting the taxi for 5k, with the removal of state cars will make it alive, and the driver can reach 5-10k with tips, it's cool to rp as a taxi driver.

If the state vehicles ONLY spawned for new players, i'd be the first one to open a taxi company, and i'll be giving monthly payments.
I agree, but state vehicles would never be removed. HQ and I think even Gandalf himself has already confirmed that.  :sweat:

Nice idea tho, but you are right, Taxi job can only work if there were no State vehicles for regulars.
Title: Re: Jobs Analysis and Suggestions
Post by: CrUpt3d_$oUL on October 23, 2017, 09:14:27 am
instead of removing them, limit the permissions to only newcomers like who dont have passport.
Title: Re: Jobs Analysis and Suggestions
Post by: Bennzy on October 23, 2017, 09:58:42 am
Little bit complicated, but supported.
Title: Re: Jobs Analysis and Suggestions
Post by: Palat on October 25, 2017, 01:50:27 pm
Idea would be good if people were to RP.
Title: Re: Jobs Analysis and Suggestions
Post by: Cizzi on October 25, 2017, 02:32:08 pm
Looks good.
Title: Re: Jobs Analysis and Suggestions
Post by: Jairo. on October 26, 2017, 03:58:40 pm
Pretty amazing suggestions from you Kyle.
The only things i didn't really support was the respawn of a car after a hour, because surely somehow people will start ramming each other because of the lag and other stuff and will need to wait 1 hour to respawn it, it could be atleast 20 minutes or so.
Title: Re: Jobs Analysis and Suggestions
Post by: AK47 on October 26, 2017, 04:54:58 pm
The only things i didn't really support was the respawn of a car after a hour, because surely somehow people will start ramming each other because of the lag and other stuff and will need to wait 1 hour to respawn it, it could be atleast 20 minutes or so.

So report them? I think 1 hour is fair since it will make people drive a bit more realistic and going apeshit in carchases with the police etc and hopefully it will increase the roleplay with firemens and mechanics.
Title: Re: Jobs Analysis and Suggestions
Post by: Matt Murdock on October 26, 2017, 05:27:37 pm
Pretty amazing suggestions from you Kyle.
The only things i didn't really support was the respawn of a car after a hour, because surely somehow people will start ramming each other because of the lag and other stuff and will need to wait 1 hour to respawn it, it could be atleast 20 minutes or so.
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)
Title: Re: Jobs Analysis and Suggestions
Post by: Pete on October 26, 2017, 07:42:48 pm
Fishing is a nice idea would be great to see it IG!
Title: Re: Jobs Analysis and Suggestions
Post by: youoo on October 27, 2017, 10:38:28 am
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:
Title: Re: Jobs Analysis and Suggestions
Post by: Paledian on October 27, 2017, 03:28:02 pm
Hey Kyle I have to say 1 thing...  I like to wear that lab coat guy for 24*7 in game if possible irl. I just have to say this that I support it with full mind... If I can or could help in any way you can seek for my service ATM.
Title: Re: Jobs Analysis and Suggestions
Post by: Julio. on October 29, 2017, 03:27:25 pm
There's an issue which came up to my mind..

If this gets accepted and requires reset of players' profiles (as in new RS6), as it launchs a totally new system.. would we as players agree or disagree to this?

With a bit of work this should not be required now. RS4>RS5 I believe was also a migration from .txt files for data, to a SQL DB. Wouldn't take long to knock up a few scripts to keep people happy.
Title: Re: Jobs Analysis and Suggestions
Post by: Volcom on October 29, 2017, 08:24:52 pm
to add (IM NOT GIVING UP ON THIS ONE) EMS should also do some crimes and be "corrupted" to do some kind of a facial operation to famous notorious criminals that feds are looking for, for a high amount of money. Mining can be linked to weapon crafting rest's good.
Title: Re: Jobs Analysis and Suggestions
Post by: Claudia on November 04, 2017, 09:13:52 am
I support everything except of the following:

"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. " - There's no need for this as long as your fireman ideas gets implemented.


Accidents
"If you are a part of an accident you can no longer just ignore and drive away, at times you'd get a message depending on the impact :
You are too injured to drive, EMS have been informed. or
Too injured to run, please contact an EMS" - This would be pain in the ass for all players, not needed.


"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" - This job should be based on RP and not scripts.


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 is too far, there's no need to force players to suffer from this script, it might be fun at the beginning but afterwards, it's going to be annoying.

"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." No need for this, this will be annoying for meth cookers, and there are bunch of them.


Let me fix one of your suggestions and offer a better one - Medical insurance
I agree that the EMS script is so abandoned by HQ, but the idea of medical insurance is too messy.
 
There is another way to fix that problem, which is Death mode script. Players who will die from shots/brawls will go on death mode instead of respawning. Only medics will be able to save players them by taking them to the nearest hospital and healing them there, players who got saved by medics will not lose their weapons.

In case players want to murder other players, they will need to shoot them, and shoot them again once they are in death mode, so they will respawn immediately without getting a chance to be saved by medics.

Medics who manage to heal players in death mode will get $2000 (Can be adjusted) on each individual.
Title: Re: Jobs Analysis and Suggestions
Post by: Darty on December 27, 2017, 08:49:51 pm
Bump!This needs to be considered by the HQ!
Title: Re: Jobs Analysis and Suggestions
Post by: Bruce. on February 21, 2018, 11:22:18 am
Vehicle damage.
The vehicles should even blow up on low HP. The engine should start causing problems like lower speed and shutdown when the carhp is around 40-30hp. If it goes lower then 30 it should not work anymore and would require a mechanic to show up on scene and help. Same goes for all the vehicles including Pd Fd vehicles.

Fishing
Fishing is an epic thing to have. Of course to avoid people going on open sea and stuff like that you could only allow it in certain areas. And of course this would include a fisherman market place where you could sell them.

Player injured/dead
This would also help indeed. If a player gets shot he should be on the ground injured. If he gets injured he can either be left injured or he can still be shot to die.
Now when a player is injired he can be let there injured to suffer. And after 2 or 3 minutes he can get a message asking him to either accept his death or continue staying injured amd waiting for someone to show up.
Title: Re: Jobs Analysis and Suggestions
Post by: Clark_Kenton on March 21, 2018, 03:58:36 am
Pilot :

It will be great if there will be an job like transportation of cargo like trucking. In addition the ATC will make it more realistic. It will be source of income for the new comers and the criminals. And yes please if you are going to add it then set the income little higher than other jobs as the Pilot job provides more income. And to make it more realistic let's say that, what if you guys add the exams for it ;D to make it more realistic (If it will make the work load more then please don't add it).
Title: Re: Jobs Analysis and Suggestions
Post by: adam_malik on March 21, 2018, 04:48:16 am
Vehicle damage.
The vehicles should even blow up on low HP. The engine should start causing problems like lower speed and shutdown when the carhp is around 40-30hp. If it goes lower then 30 it should not work anymore and would require a mechanic to show up on scene and help. Same goes for all the vehicles including Pd Fd vehicles.

Fishing
Fishing is an epic thing to have. Of course to avoid people going on open sea and stuff like that you could only allow it in certain areas. And of course this would include a fisherman market place where you could sell them.

Player injured/dead
This would also help indeed. If a player gets shot he should be on the ground injured. If he gets injured he can either be left injured or he can still be shot to die.
Now when a player is injired he can be let there injured to suffer. And after 2 or 3 minutes he can get a message asking him to either accept his death or continue staying injured amd waiting for someone to show up.
I really agree with this, especially with "Player injured/dead". On injured mode, there should be a command to check player wounds. Like maybe /damages (player ID). It would really support RP. Medic/Firefighter would become more useful if this script added.
Title: Re: Jobs Analysis and Suggestions
Post by: Matteo. on March 21, 2018, 05:08:11 am
Vehicle damage.
The vehicles should even blow up on low HP. The engine should start causing problems like lower speed and shutdown when the carhp is around 40-30hp. If it goes lower then 30 it should not work anymore and would require a mechanic to show up on scene and help. Same goes for all the vehicles including Pd Fd vehicles.

Fishing
Fishing is an epic thing to have. Of course to avoid people going on open sea and stuff like that you could only allow it in certain areas. And of course this would include a fisherman market place where you could sell them.

Player injured/dead
This would also help indeed. If a player gets shot he should be on the ground injured. If he gets injured he can either be left injured or he can still be shot to die.
Now when a player is injired he can be let there injured to suffer. And after 2 or 3 minutes he can get a message asking him to either accept his death or continue staying injured amd waiting for someone to show up.
I really agree with this, especially with "Player injured/dead". On injured mode, there should be a command to check player wounds. Like maybe /damages (player ID). It would really support RP. Medic/Firefighter would become more useful if this script added.
Same I'm really agree about this
Title: Re: Jobs Analysis and Suggestions
Post by: JDC on March 21, 2018, 07:31:52 am
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.
Title: Re: Jobs Analysis and Suggestions
Post by: JDC on March 21, 2018, 07:34:06 am
Accidents
If you are a part of an accident you can no longer just ignore and drive away, at times you'd get a message depending on the impact :
You are too injured to drive, EMS have been informed. or
Too injured to run, please contact an EMS
I really agree with this, especially with "Player injured/dead". On injured mode, there should be a command to check player wounds. Like maybe /damages (player ID). It would really support RP. Medic/Firefighter would become more useful if this script added.

wRONg, it will not "support RP." Are we going to add /takeshit and /wipeass commands so people can use the toilet too?

One huge problem with player mindset is that adding more commands and scripts = "more RP." On the contrary, it reduces the quality of RP because players feel more limited when certain scripts are not in place, and do not know how to be creative anymore. Are you a roleplayer who creates roleplay or only someone who is completely dependent on scripted features?

Stop adding commands for every little shit in the name of "more RP," and learn how to use /me /em /l /s /w properly. Features and scripts are meant to complement RP and player interaction, not be the basis of it. That's what creativity is for, which made Argonath grow as a unique community in the middle of a sea of RLRP scripted-everything clones.

People should be motivated to RP creatively on a regular basis, with rewards if necessary. It's time we focus again on the quality of interaction (like we used to) rather than only on the quantity of it.
Title: Re: Jobs Analysis and Suggestions
Post by: Chase on March 27, 2018, 10:54:59 am
To be honest, most of what has been suggested are already ideas floating around for RS5.3.

We have been discussing a job level system, along with the ability for medics to heal / revive the heavily wounded. We also have been discussing vehicle engine failure upon too much damage as well. Because I don't know what Rockstar was thinking not to make this a standard feature in the game like it is in GTA 4 and 5. I like the idea of car fires for firefighters, but I don't think it should happen 100 percent of the time. Maybe on a random chance, otherwise the car engine is just dead.

The only thing we haven't considered is accidents / damaging player from vehicle. To be honest I don't think it's necessary if we go ahead with the engine failure script. That by itself should be enough to encourage players to drive more responsibly and roleplay accidents more.

And also regarding fire and EMS, it is a big possibility that both systems will operate similar to the SAPD system, but under the command of SAFD. If that becomes a reality, as it hasn't been finalized yet, medic/fire duty will be like the "freecop/recruit" system of SAPD. Like the SAPD you could apply for ARFD to be formally trained and do more things, and possibly get paid more. It might sound weird combining EMS under the ARFD umbrella but this game is based on the United States, and very many cities and counties here actually combine both fire and EMS into one service. In my area specifically, firefighters are also trained EMTs.
Title: Re: Jobs Analysis and Suggestions
Post by: Bennzy on December 15, 2018, 06:18:51 am
I want this that's why I'm bumping it. Bump for RS6
Title: Re: Jobs Analysis and Suggestions
Post by: Luko on January 10, 2019, 08:36:41 pm
It's good why not?
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