Argonath RPG - A World of its own
GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Pyrus on February 06, 2011, 03:18:42 pm
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Ok, first of all, the repair on Pay'n'Spray is 250$, what you think about a repair kit, you buy it, then when you are in a chase or something you dont need go to pay'n'spray to repair you car, just type something like /c repairtkit.
On pay'n'spray (or a new place) you type /c buyrk (400$)
It will be good for RP mechanics workers.
:ps: 1 Repair kit per ppl, you cant have 2 or more.
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Agreed, still the whole Pay n Spray is messy.
You just drive there and repair it in a sec lol..
But I like this idea, but the kits should be like 1k each and able to have like 3.
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I agree as long as anybody in the server are able to buy them.
And i believe you can hold only 1 or 2 of these repair kits, 3 seems quite much.
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Cool, but will be good too for workers, they'll RP a lot with it!
Yes, 2 are ok.
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Oh yea, I discussed this idea with someone.
I like it, especially if you can have an extra option along the lines of /c repair <ID of player> to repair the car that a certain player is driving within close distance of them.
Perhaps also add that you have to wait/slow down for 5/10 seconds to have it repaired with a tool kit.
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I don't like the simplicity of this idea. Too much damn scripts are destroying the likeness of classic car chases. All I see now are more and more stuff (EMP, spikes) added which limit chases. Now you want everyone to be able to repair their car anywhere instantly as long as they got money? No thanks.
To get more RP involved, this idea will need a lot more thinking. My idea, is to give a certain skin the role of a mechanic. This skin, like a medic will be able to repair cars after being called. The repairing will not be instant like on Pay N Sprays for the reason that a single mechanic would not have the tools to get it done as quick.
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Ye Klaus, only workers it's a good idea too!
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It renders the pay and spray useless.
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It renders the pay and spray useless.
Exactly, which is why there would need to be serious limitations
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Yea, if we are talking on the same lines I would agree that it shouldn't be like a quick and handy heal command that you can stock up on and do every other second during a chase.
A few things I had in mind when thinking about this idea...
Accessing/Purchasing the Tools:
- A player will firstly have to purchase a kit (up to a max of perhaps 2/3?) from a Pay N Spray before being able to use it on their own car, or another person's car
- A /c repair(car) <ID of person> command can be used to repair the car once purchased
OR
- A set skin could be given repair kits (such as the Worker skin) and they could work as a callout service, such as the medic. Perhaps an option can be added for them to /c restock on kits out of a set number each time. However, that'd have some negative effects on Pay N Spray services.
For those reasons, maybe it would be good to have civlian repair kits (where normal players can stock up from a Pay N Spray and use), and worker repair kits - where they spawn with a few kits, and have to either A.) restock when they run out or B.) purchase more sets from a Pay N Spray. But I can see this being abused with /kill, and am unsure how it could be more workable.
To add an extra role to the server, it could be made that workers get scripted pay when they repair cars (which would encourage them to buy more from a Pay N spray, but still leaves room for it being abused).
Using a Repair Kit:
- As a millisecond repair would be pretty unrealistic, using the same /c speed system to check a player's speed it could be made so that the car being repaired has to come to a complete standstill (or very, very close to as some lag etc. can affect this slightly) in order for it to be repaired.
- The mechanic has to (withing a pre-defined radius distance) work on it up to a set period of time for a full repair.
If time is cut short, it could be made so that the car is only fractionally repaired.
Or - to add a twist on things, if the repair process is suddenly brought to a stop and is not regained quickly (such as during a police chase if the police manage to intervene in time), a message could appear stating that there has been some sort of a manual problem during the process and that the car has been damaged even more because of it - either leaving it with a bit less HP than it started with, or maybe automatically spiking its wheels.
Those are just some things I was thinking about to make this function less script dependent and unrealistic.
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good idea :)