Argonath RPG - A World of its own

GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: ~Legend~ on December 30, 2011, 07:39:45 pm

Title: 2.0 suggestions
Post by: ~Legend~ on December 30, 2011, 07:39:45 pm
Thinking about the cash lost on death, potentially you could end up losing a fortune while quickly moving or simply carrying money. It would be particularly bad if it was due to an accident (or something you couldn't control; a rulebreaker for an instance)

It's fine in beta, but I can imagine people being not so happy when it comes to the real thing.
Taking into consideration scripted jobs that give money directly to hand of player, it would be bad if they earned through fair means, but by chance ended up getting killed.

While it should encourage more bank usage, I don't know if it's a major issue as such, and most RPG based games don't seem to mind a lot.
I think generally people with a decent amount of money keep it in their bank anyway, or it would be more convenient to?

Other solutions as an alternative to perhaps going back to the 1.9 cash storage system might be to set a restriction on how much cash can be carried at hand.
Excess money coming in could go directly to the bank or fall into an overflow slot until the player makes room.
A restriction could be added on how much money you can lose at any one time in addition.

Another idea may be to make all state buildings "safe zones" from losing money on death, or the feature could only come into play within known high intensity crime areas.
Title: Re: 2.0 suggestions
Post by: Marcell on December 30, 2011, 07:43:00 pm
Thinking about the cash lost on death, potentially you could end up losing a fortune while quickly moving or simply carrying money, simply due to an accident (coming across a rulebreaker w/e).
1. make a screen
2. ask scripter for refund
Title: Re: 2.0 suggestions
Post by: ~Legend~ on December 30, 2011, 07:50:13 pm
1. make a screen
2. ask scripter for refund

Trying to make it as convenient for players and Admins. An investigation may be necessary, and there would be cases when the results would be minimal or not satisfactory enough to make a player eligible to claim the money (even if it was completely legit).
I don't know if Managers/Scripters etc. would be so willing of having to check up these requests, as I can expect that players may appeal quite a few times - if the beta's anything to go by. I don't think it would be overly efficient in the long term. ;)
Title: Re: 2.0 suggestions
Post by: Marcell on December 30, 2011, 07:55:25 pm
well, another thing that could be made is losing the cash you're suspossed to lose only when someone /c loots you, it's not like hackers are going to loot you
Title: Re: 2.0 suggestions
Post by: ~Legend~ on December 30, 2011, 08:09:13 pm
I can think of a number of ways of taking on security measures to avoid having such problems, but they are probably deemed by most as tedious.

I suppose a good idea or script implementation may be one that balances the factors that it affects, without causing any (or little) conflict.
Title: Re: 2.0 suggestions
Post by: Kessu on December 30, 2011, 08:37:04 pm
well, another thing that could be made is losing the cash you're suspossed to lose only when someone /c loots you, it's not like hackers are going to loot you
This.

Only lose money if someone takes it from you.
Title: Re: 2.0 suggestions
Post by: ~Legend~ on December 30, 2011, 10:41:36 pm
On a similar note, would be good if it was possible to return to the spawn screen without having to /kill each time.
Title: Re: 2.0 suggestions
Post by: stormeus on December 30, 2011, 10:46:53 pm
On a similar note, would be good if it was possible to return to the spawn screen without having to /kill each time.

Not possible with the current version of VC:MP. However, an idea to fix that (which would require a bit of rewriting) is to borrow the other servers' systems of having pickups or designated areas to change duties, like the existing driver duty here.

Let's say you want to become a cop; you would spawn as a civilian and go near a police station. Then you would use something like /c officer. Your skin and team would be changed, you'd be given armor and weapons, and you would be put on cop duty. Then you can use /c civilian to change back into a regular civilian.
Title: Re: 2.0 suggestions
Post by: Marcell on December 30, 2011, 10:50:13 pm
Not possible with the current version of VC:MP. However, an idea to fix that (which would require a bit of rewriting) is to borrow the other servers' systems of having pickups or designated areas to change duties, like the existing driver duty here.

Let's say you want to become a cop; you would spawn as a civilian and go near a police station. Then you would use something like /c officer. Your skin and team would be changed, you'd be given armor and weapons, and you would be put on cop duty. Then you can use /c civilian to change back into a regular civilian.
/c duty would also reduce amount of newbs deathmatching due to free cop's guns on spawn, so yeah it would be good
i actually wanted to suggest idea which adds a skin that spawns near PD and make /c duty instead of current spawn-as-a-cop, but my net didnt work for a week

and hell we're getting kinda offtopic here
Title: Re: 2.0 suggestions
Post by: ~Legend~ on December 30, 2011, 10:54:01 pm
That would sound very good.

Beta testing has shown a couple of problems with being restricted to a skin in the new setup. Of course, you could /q each time. :P
Title: Re: 2.0 suggestions
Post by: SugarD on December 31, 2011, 01:47:08 am
Why wasn't that done instead? Going back to the spawn screen after a death is more of a DM-style server system anyway. Having pickups/using commands to physically change your skin/job is more RP'ish in the modern GTA MP world. ;)
Title: Re: 2.0 suggestions
Post by: stormeus on December 31, 2011, 02:31:54 am
Though 0.3z r2 does not offer the option to skip the spawn screen.
Title: Re: 2.0 suggestions
Post by: SugarD on December 31, 2011, 02:35:24 am
Though 0.3z r2 does not offer the option to skip the spawn screen.
If you can set the skin after the user is spawned, you could just have only the civilian skin available on log in or death, and then they can spawn as that and go choose their skin using the commands via the method you mentioned.
Title: Re: 2.0 suggestions
Post by: Klaus on December 31, 2011, 02:38:25 am
Having pickups/using commands to physically change your skin/job is more RP'ish in the modern GTA MP world. ;)
True, though I feel the spawn-screen is more user-friendly, defiantly when most new players here are not familiar to RPG.
Title: Re: 2.0 suggestions
Post by: Kessu on December 31, 2011, 03:59:28 am
True, though I feel the spawn-screen is more user-friendly, defiantly when most new players here are not familiar to RPG.
This.

Guys, Ideas section is up there :D
Title: Re: 2.0 suggestions
Post by: Call_me_Dad on January 04, 2012, 03:30:05 pm
About the idea itself:
This system was implemented so that people roleplay better during a life-threatening situation.

We can implement a credit card system usable in legal purchases, if that would prevent players to carry large amounts of cash.
But otherwise,
To prevent losing cash in genuinely undeserved cases, like hacker/script bug/lightening strike, you can simply /q and death evade on the same grounds that you can shoot back at a DMer.
Though consider that as a last resort. (Admins might need to discuss this more before making it a official blabla)


About the "Why /kill and spawn as cop".

We can implement a system of commands and pickups for selecting duties...
But then we might have to get rid of the colored blips for different duties. Because blip colors cant be changed by scripts (I could be wrong). That means cops/medics/civilians will all look white on the radar/F5.
I'm sure we love our reserved blip colors more than we hate spawn screens :)
Title: Re: 2.0 suggestions
Post by: Marcell on January 04, 2012, 03:34:06 pm
To prevent losing cash in genuinely undeserved cases, like hacker/script bug/lightening strike, you can simply /q and death evade on the same grounds that you can shoot back at a DMer.
lol this is gonna lead to another shitstorm...a guy gets ecountered by two thugs who want to rob him
'businessmang1: fuck off'
*businessmang1 starts running*
*businessmang1 gets killed*
/q

hour later
ADMIN I NO RULE BREAK THEY ARE ALL DM TO ME
Title: Re: 2.0 suggestions
Post by: Call_me_Dad on January 04, 2012, 09:48:41 pm
lol this is gonna lead to another shitstorm...a guy gets ecountered by two thugs who want to rob him
'businessmang1: f**k off'
*businessmang1 starts running*
*businessmang1 gets killed*
/q

hour later
ADMIN I NO RULE BREAK THEY ARE ALL DM TO ME
The above example was not DM, so bizmen gets ban :D

Ye it will lead to a shitstorm.
We need to discuss if this should be allowed at all....
Title: Re: 2.0 suggestions
Post by: stormeus on January 05, 2012, 01:36:30 am
lightening strike

Let's just go with that. :lol:
Title: Re: 2.0 suggestions
Post by: Call_me_Dad on January 05, 2012, 07:00:22 pm
Lightening strike means:

[EAF]Marcell: KILL ME!!!
[VU]aXXo: /c kill marc
Admin [VU]aXXo killed [WS]Marcus
[WS]Marcus: FFFUUUUUU!!!

:D
Title: Re: 2.0 suggestions
Post by: Kessu on January 06, 2012, 02:46:01 am
Lightening strike means:

[EAF]Marcell: KILL ME!!!
[VU]aXXo: /c kill marc
Admin [VU]aXXo killed [WS]Marcus
[WS]Marcus: FFFUUUUUU!!!

:D
Thta'd be epic :D
Title: Re: 2.0 suggestions
Post by: brian1996 on January 06, 2012, 07:05:20 pm
lmao that would be worth a million
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