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GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: stormeus on June 30, 2012, 06:59:53 pm

Title: Jewel Robberies
Post by: stormeus on June 30, 2012, 06:59:53 pm
Now that VC:MP has Securicars and PIG skins, a new robbery mode involving jewelry has been proposed and discussed in-game. However, no one has come to a consensus regarding the idea; three or four different modes (per se) have come up and been debated. Below are whatever suggestions I could gather from the in-game chat.

Nothing is set in stone; this thread is simply a discussion thread that may or may not evolve into an implemented script.



Option A
The police have to drive a designated Securicar to the bank before beginning a regular robbery. Everything proceeds as normal. Police could lose money for not delivering the money in the Securicar.

Option B
The police have to drive a Securicar from the downtown jewelry shop (as it is currently unused for any purpose) to the bank. The criminals can ambush the van, causing the police to fail their job. Police would be rewarded for getting it there safely. Criminals would be rewarded for taking the van.

The van must not explode.

Option C
The police have to drive a Securicar from the downtown jewelry shop to any shipment point (not necessarily the bank). The van contains a pre-designated amount of jewels that would be split among the police as they see fit, which would be given to whoever was actually driving the van. The police have to get the van safely to the delivery point and have to use a command which makes them wait between 20 and 60 seconds before being paid for keeping the van safe.

Criminals can ambush the van and take the delivery to another delivery point distinct from the cops' point. Like the police, they must use a command that makes them wait a certain amount of time before being paid for selling the stolen jewels.

If the van explodes, nobody wins.

Option D
An additional robbery mode is added wherein criminals blow up the vault (or not, depending on how it's implemented) and load money onto a Securicar using something like /c getmoney in the vault, then /c loadmoney at the Securicar. The more money that is loaded, the more the criminals win. If the police secure the Securicar and take it to an impound lot, they are rewarded. If the criminals secure the Securicar and take it to a designated point, then they are rewarded.

If the van explodes the robbery is failed and no one wins anything.



Pick whichever option you want, or suggest something new, or just pick nothing at all. Whatever you decide, try to state why you prefer you choice. Elaborations are welcome.
Title: Re: Jewel Robberies
Post by: ~Legend~ on July 01, 2012, 03:22:18 am
Just in general, I like the idea of putting the security van into use.

Could be roleplayed, but can also see it being a popular script addition.
Maybe the job should be given to a (private) security group(s), than the police, exempt in securing bank robberies.
Title: Re: Jewel Robberies
Post by: PulseEffect on July 01, 2012, 05:26:52 am
And maybe that's when DBP Security Comes into play? -.o
Title: Re: Jewel Robberies
Post by: brian1996 on July 01, 2012, 10:44:55 am
Option B and D are cool kinda like cops & robbers.
Title: Re: Jewel Robberies
Post by: Davron on July 01, 2012, 02:34:18 pm
In my opinion on this would turn into a /c rambo
Title: Re: Jewel Robberies
Post by: Klaus on July 01, 2012, 03:07:45 pm
I don't get why the delivery guys (Police or w/e) would be rewarded with jewels, since they're the guys delivering them. Wouldn't they just get a service check?
Title: Re: Jewel Robberies
Post by: Willy on July 01, 2012, 08:08:40 pm
If the cops are near their destination, criminals will blow the securicar. If criminals are near their own destination, cops will blow the securicar...
Its not hard to pre-judge this...
Title: Re: Jewel Robberies
Post by: Kessu on July 01, 2012, 08:23:47 pm
If the cops are near their destination, criminals will blow the securicar. If criminals are near their own destination, cops will blow the securicar...
Its not hard to pre-judge this...
Pretty much this. The athmosphere of a script such as this would most likely be "if we can't get the money, neither can you".

This would be cool as like weekly/monthly event, but not as bankrob-style of script.
Title: Re: Jewel Robberies
Post by: ~Legend~ on July 01, 2012, 08:46:31 pm
Rather than being attack-attack, maybe there should be some incentive to protect the goods as well (same as for the similar business deliveries script in 2.0).

Title: Re: Jewel Robberies
Post by: Marcell on July 01, 2012, 08:57:05 pm
the van will blow up too easily during possible shootouts, a script is needed to make it receive less damage while hit (pretty sure its possible)
Title: Re: Jewel Robberies
Post by: saberman on July 03, 2012, 05:42:01 pm
Option A
The police have to drive a designated Securicar to the bank before beginning a regular robbery. Everything proceeds as normal. Police could lose money for not delivering the money in the Securicar.
And then the idiots go blow the Securicar up and make everyone lose money. Little defence can be done and the person can be devious. And little reason is there for a "yes" so no.

Quote
Option B
The police have to drive a Securicar from the downtown jewelry shop (as it is currently unused for any purpose) to the bank. The criminals can ambush the van, causing the police to fail their job. Police would be rewarded for getting it there safely. Criminals would be rewarded for taking the van.

The van must not explode.
The criminals receive jewels whereas cops receive paychecks. But how does the script recognize the cops receiving the paycheck since only one cop to divide money in to all would make little sense. Criminals on the contrary as they are the bad guys a single-guy only is ok unless you have a better alternative.

Quote
Option C
The police have to drive a Securicar from the downtown jewelry shop to any shipment point (not necessarily the bank). The van contains a pre-designated amount of jewels that would be split among the police as they see fit, which would be given to whoever was actually driving the van. The police have to get the van safely to the delivery point and have to use a command which makes them wait between 20 and 60 seconds before being paid for keeping the van safe.

Criminals can ambush the van and take the delivery to another delivery point distinct from the cops' point. Like the police, they must use a command that makes them wait a certain amount of time before being paid for selling the stolen jewels.

If the van explodes, nobody wins.
Better than option B obviously however what I said above applies (about the script recognizing the cops, well, some part of it).

Quote
Option D
An additional robbery mode is added wherein criminals blow up the vault (or not, depending on how it's implemented) and load money onto a Securicar using something like /c getmoney in the vault, then /c loadmoney at the Securicar. The more money that is loaded, the more the criminals win. If the police secure the Securicar and take it to an impound lot, they are rewarded. If the criminals secure the Securicar and take it to a designated point, then they are rewarded.

If the van explodes the robbery is failed and no one wins anything.
Creative. A bit too hard for the criminals and easy for the cops. What I said above about the script recognizing the cops again is applied.
Title: Re: Jewel Robberies
Post by: kitt85711 on July 13, 2012, 03:48:14 am
I love this idea, I like options B and D. Option B is like a sort of capture the flag like game. You have to take the car and take it back to their base and earn money. And option D reminds me of the mission in San Andreas when your in the Sergent's house and your loading the truck full of equipment and you can't wake him. I hope this will be added in the script. Regards - Kittrell
Title: Re: Jewel Robberies
Post by: JDC on July 15, 2012, 10:03:37 am
In all four options, some idiot could just blow up the securicar to make sure that if he does not lose, then at least nobody wins.
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