Argonath RPG - A World of its own

GTA:SA => SA:MP Development => SA:MP - San Andreas Multiplayer => Suggestions & Ideas => Topic started by: Djinn on November 06, 2019, 03:19:48 pm

Title: Mechanic Ideas
Post by: Djinn on November 06, 2019, 03:19:48 pm
Since the past month I've been around the mechanic system, I've collected some ideas that I feel are worth sharing that can make mechanic a little better for a few players that will actually use it.

I'll start with the ideas that in my point of view are easier and then they'll get more difficult and difficult.
(PS: If I'm able to get more ideas for this, it'll be updated.)
 
1st one, right on getting in as a mechanic, the skins, there's not much variation, and there's a few options, allow mechanics to keep their original character skins, some are pretty cool and fit the mechanic sense or give us a more variation on the choice of skins, allow us to have a bigger pool of choice, mechanics such as, asians, black people, mexicans and we need women mechanic skins. For some of us that RP certain kinds of character, it's kinda weird choosing a skin that looks totally different from what our character is.

2nd idea, new command idea, /spraying color id or /spray color id to change vehicles color
Part B of idea 2, when /tune, please, add a preview before buying the desired modification, some players don't know what some of the modifications are, such as Alpha Spoiler or Win Spoiler is, Race Scoop or Fury Scoop or this or that, those are just examples. Basically keep the same tune system, but before buying give it a preview, " this is what your modification looks like, would you like to permanently buy it? "

3rd idea, add vehicle mileage and ideally after a certain mileage reached the vehicle could breakdown making the player have to reach a mechanic (only) or to just sell the vehicle, new commands that could be added such as /checkmileage, /changeoil, /changetires, new items that could be added Oil, Vehicle Tires
OR
Before the vehicle breaking down at such mileage, making breakdown at certain health percentage.

4th idea, make some garages available for mechanics (only) to open kind of like SAFD in LS, the interior can be the one just like the autorepair shop in SF, I think this would just be a nice feature to have, even if it's not possible to open and close all the time, perhaps a few autorepairshops have more than 1 garage, just permanently open 1 of them and it'd still be a dope feature.
But if there's a possibility to make them different and unique, it'd be cool and interesting for roleplaying scenes.

Something more complicated...
Add a stock system where mechanics would need to collect parts to actually do repairs with.

This is what I was able to collect so far, if I'm able to source more ideas I'll place them down below " Update [date]: " and will bump it every time I do it so it's noticed.

Please, if you have any more ideas feel free to drop them.

Update:


Title: Re: Mechanic Ideas
Post by: Sheila on November 06, 2019, 03:36:24 pm
These look good, something I always liked too was an old Cleo mod that when your vehicle reaches 0HP the engine stops working rather than exploding. More realistic and gives some more use for tow trucks and call-outs for mechanics. It would be annoying OOCly without active players available as mechanics but I guess now there are and maybe things like this will encourage more :)
Title: Re: Mechanic Ideas
Post by: Stivi on November 06, 2019, 03:39:52 pm
Breakdowns and such don't work on Argo, not without activity anyway.

Fully support the preview while tuning.

Title: Re: Mechanic Ideas
Post by: Shorty. on November 06, 2019, 03:56:48 pm
Supported, also rise PNS prices so players can actually visit mechanics.
Title: Re: Mechanic Ideas
Post by: Kostas on November 06, 2019, 08:17:56 pm
Amazing ideas. I'd love to see them implemented... Try to make the mechanic role more needed and useful... Remove PnS all together if you have to... idk.
Title: Re: Mechanic Ideas
Post by: Thom on November 07, 2019, 10:32:59 am
The following I don't think is possible but just to be sure and to eliminate the possibility/idea I'll go ahead and ask, can all PnS be deactivated when there is at least 1 person in mechanic duty? Like make the marker not usable displaying a message (you can't use PnS since there's a mechanic online!), but still I think it's tricky and wouldn't be possible.. Then mechanics wouldn't be allowed to AFK and some more things would have to be looked into. But still, is it nearly possible or an alternate way to achieve this? Of course if this idea is satisfying enough.

Back to the topic, I support the idea of making players more dependable to mechanics, same way that cops are needed for criminals/law and not like how medics got nerfed by bandages and mashed patatoes.
Title: Re: Mechanic Ideas
Post by: Djinn on November 07, 2019, 08:44:50 pm
can all PnS be deactivated when there is at least 1 person in mechanic duty? Like make the marker not usable displaying a message (you can't use PnS since there's a mechanic online!)
This is a good idea as well... perhaps, give the mechanics a cmd to disable the PnS? or... our staff has been pretty active, maybe create a cmd for the staff to use to disable the PnS?

If this is not possible to be made, what would we think about not being able to /repairvehicle at the PnS at certain car HP. Let's say, if it goes below 85% it's the point where you won't be able to use the PnS. This + Rising PnS cost could be another option.
(still support the disabling more than this one)
Title: Re: Mechanic Ideas
Post by: Stefos on November 07, 2019, 08:46:37 pm
can all PnS be deactivated when there is at least 1 person in mechanic duty? Like make the marker not usable displaying a message (you can't use PnS since there's a mechanic online!)
This is a good idea as well... perhaps, give the mechanics a cmd to disable the PnS? or... our staff has been pretty active, maybe create a cmd for the staff to use to disable the PnS?

If this is not possible to be made, what would we think about not being able to /repairvehicle at the PnS at certain car HP. Let's say, if it goes below 85% it's the point where you won't be able to use the PnS. This + Rising PnS cost could be another option.
(still support the disabling more than this one)

What if the mechanic is AFK?
Title: Re: Mechanic Ideas
Post by: Djinn on November 07, 2019, 08:48:48 pm
can all PnS be deactivated when there is at least 1 person in mechanic duty? Like make the marker not usable displaying a message (you can't use PnS since there's a mechanic online!)
This is a good idea as well... perhaps, give the mechanics a cmd to disable the PnS? or... our staff has been pretty active, maybe create a cmd for the staff to use to disable the PnS?

If this is not possible to be made, what would we think about not being able to /repairvehicle at the PnS at certain car HP. Let's say, if it goes below 85% it's the point where you won't be able to use the PnS. This + Rising PnS cost could be another option.
(still support the disabling more than this one)

What if the mechanic is AFK?
Being a helper before I know we couldn't go AFK longer than 10mins. Make a new rule of, if you are or pretend to be a mechanic keep in mind that you can not be AFK for longer than 5-10mins.
The game doesn't take forever to load. If someone needs to go AFK just /q and come back.
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