Argonath RPG - A World of its own
GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Marcell on May 27, 2012, 12:27:05 pm
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I think the heat should be capped (on wanted level, not bankrobs), let's say 3x of what the wanted level is 1/3 2/6 3/9 4/12, simply enough to say it's kinda annoying that if you spent a second with cop near you need a hour to evade later
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I have to agree on that one. The time to evade is a bit ridiculous, and keeping it that long would only encourage users to DM cops in order to get killed so they can "get unwanted" more easily if they don't feel like waiting. It also cuts down on their ability to participate in other roleplays since it's not easy to end that one with so much time left, and it puts into question many other things when they are wanted that long... ;)
From the side of the cops too, I would have to say that it's a bit annoying, and possibly an uneasy situation, when you come online or start work and find that the suspects on the loose have been evading for nearly an hour and you have to try to stop them, not knowing if it's because they are just that good at evading, or because no one else was available when they committed their crimes, which makes those cops question themselves at being able to arrest/kill them successfully, and if they should even bother trying or not.
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Yup, I agree. Brillent idea.
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Yup, I agree. Brillent idea.
Is English really so hard to learn.
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Don't be so hard on each other... it's more enjoyable to discuss this idea anyways. :)
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Having 600 heat is crazy, but hey I remember 1.1 times so it doesn't bother me.
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Is English really so hard to learn.
Stop acting like a jerk about it for the last time. One more time you gonna do so, I'm taking it to the next level.
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Is English really so hard to learn.
Asshole much?
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Stop the flaming.
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Asshole much?
You get used to it.
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lol
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Is English really so hard to learn.
Let's see you make posts in flawless, perfect Israeli.
You get used to it.
That is the problem.
As for the idea itself, capping the heat is good as long as the heat does not go down fast.
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a good start is to lower it to 1/2
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I never got to understand the heat system properly...
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bump
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Marcell, under your proposition, how fast would the rate of heat decrease be, considering that the maximum heat will be limited?
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Marcell, under your proposition, how fast would the rate of heat decrease be, considering that the maximum heat will be limited?
So under math it would actually be possible to evade. Now, it's really not unless you drive around for hours by yourself in the server.
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So under math it would actually be possible to evade. Now, it's really not unless you drive around for hours by yourself in the server.
It always was possible to evade. It's just about how good you are at running from the cops.
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It always was possible to evade. It's just about how good you are at running from the cops.
Go and try to evade 100-1000 heat with cops online. It's NOT possible. 60 heat takes hours to evade with Alarba chasing you :D
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Go and try to evade 100-1000 heat with cops online. It's NOT possible. 60 heat takes hours to evade with Alarba chasing you :D
:D
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Marcell, under your proposition, how fast would the rate of heat decrease be, considering that the maximum heat will be limited?
It would be locked to wanted level, so if you have 12 wanted level, the max heat is 12 heat, which is about 12 mins to evade (as the 30 sec timer gets increased by 10 secs on each kill) - if Klaus considers thats too low we might just do 2x the wanted level (max 24 heat if your wanted level's 12)
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From my own experience, any heat level below 15 is lost with ease, though highest heat level worth attempting to evade is 80. Anything above that you might as well last-stand it scarface style. Problem is with the heat-level rising to ridiculous levels when your bounty is below 10.
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Go and try to evade 100-1000 heat with cops online. It's NOT possible. 60 heat takes hours to evade with Alarba chasing you :D
Heat shouldn't be that easy to get then. Not only does it make evasion near-impossible, but it makes the point of continued criminal roleplays pointless. That balance should be adjusted so both sides can enjoy the roleplays offered through it. :)
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Practically speaking, heat should be capped at 3x the wanted level as the default heat is 3, with a wanted level of 1 when suspected. However, I also have an idea for logarithmic heat intervals -- in other words, the closer you get to the heat cap, the longer it takes to gain heat. This also makes it slightly (and I mean very slightly) easier to lose heat at the lower heat levels.
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the closer you get to the heat cap, the longer it takes to gain heat
Will this also apply for heat loss?
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Will this also apply for heat loss?
If you mean the closer you get to 0, the longer it takes to lose heat, this is also possible. This would create a parabola of sorts in terms of heat that would work both ways.
(http://i.imgur.com/D7PCz.jpg)
When implemented it would look odd, though.
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If you mean the closer you get to 0, the longer it takes to lose heat, this is also possible. This would create a parabola of sorts in terms of heat that would work both ways.
(http://i.imgur.com/D7PCz.jpg)
When implemented it would look odd, though.
Looks good to me. It makes sure that suspects don't escape too quickly, and that suspects who kill a lot of cops / people have more time to be accountable for their crimes.
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So Stormeus, now the million dollar question. Does that actually make the time to evade say, 137 heat smaller or higher?
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According to the graph (assuming 137 is below the maximum), large amounts of heat (and we can say 137 is large) will take a longer time to evade. Only smaller and larger amount of heats will be affected, those in between will be lost faster.
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According to the graph (assuming 137 is below the maximum), large amounts of heat (and we can say 137 is large) will take a longer time to evade. Only smaller and larger amount of heats will be affected, those in between will be lost faster.
What I'm asking, is comparing the time between the time you'd need to evade 137 heat now and the time you'd need to eavde 137 after implementation of what Stormeus has so far shown.
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It's more like this:
Assume you have a wanted level of 25. With your heat capped at 3x the wanted level, you can have a maximum heat of 75. When you have between 1 and 29 heat (approximately), it takes longer to lose OR gain your heat. Between 30 and 41, it takes little time for your heat to changes. Between 42 and 75, it then takes longer to lose or gain heat.
Theoretically it would take the same amount of time to lose your heat. It just places more emphasis on:
- More effective escape mechanisms when a criminal is being cracked down on by the police with low heat.
- Giving police a slightly longer period to pursue a criminal before they lose their heat.
My original implementation would have looked like this:
(http://i.imgur.com/ANUUD.png)
Which would emphasize:
- Criminals making a swift and speedy escape, making sure not to attract unwanted attention in the lower heat stages, while making it take longer to reach the maximum to avoid undesirably long chases.
- Police exerting more effort to stay on the tail of a wanted criminal, especially in the lower heat stages.
And just to compare, this is how heat works now:
(http://i.imgur.com/5vthS.png)
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Why are you just dumping math functions? :rofl:
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Damn parabolic curves...