Argonath RPG - A World of its own
GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Kitsune on October 30, 2007, 03:38:25 pm
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Since I introduced the possibility of having an Army skin working RPG style for the governement in my "Scripted explosions + ARTILLERY BARRAGE for RPG, Detailed Explanation" topic, I think I should suggest some things they could have:
Before I mentioned that the army should not be able to enage a suspect unless the suspect has at least 5 kills or it is in self defence. This is only an idea which I think we could change, it does not have to be 5 kills, it could be 2 cop kills, 3 civilian kills or something else. But, if for some reason a player kills a military person, he is automaticaly put to a high enough wanted level for the military to engage. If an military player happens to kill a suspect that is not of high enough wanted level he will not receive money.
Seeing as the army would not be doing much unless there is a suspect at the high enough level, there is no need for army to have cop commands like suspect as if they did suspect somone, they would not be allowed to engage the suspect. However, other than the artillery that I suggested, I think they should be able to have a few other things to.
Just to recap, the basic idea is army characters cannot do anything special unless there is a suspect of high enough wanted rank. Now back to discussing what they can do if a suspect of enough waned rank is about:
Ammo recharge-
Each time a soldier uses "Paratroopers" or "Emergency Air Lift", his/her ammo is the be set to default for the guns he/she spawned with if they are under default ammunition level.
Artillery-
Already talked about that one ;)
See http://www.argonathrpg.com/forum/index.php?topic=9555.0
Paratroopers (I mean Parachuting Soldiers, don't mistake for other meaning)-
Every say 3 minutes, army personal will get a pm saying "Military Transportation Aircraft Arrived at International Airport". At this point, army personal have 30 seconds to get to a big pink circle that appears somewhere at the airport, maybe on the tar mack, maybe inside. Once the 30 seconds are up, army personal at the pink circle will be teleported (and scattered randomly around a set radius) to a preset landing zone. The way the landing zone is chosen from a set of preset landing zones is by getting the one closest to the suspect. Not only are the military people teleported there, but hummer is also teleported to the landing zone. In real life this could happen as helicopters can handle transport vehicles and we will be simulating a "Chinook" which can carry numerous troops and a hummer with ease. The hummer that is teleported is to be from a set of hidden hummers which are not accessible or viewable to players except when used with Paratroopers. The amount of hummers that appear depend on how many take the lift, if none take it, then no hummers will appear, if 1 takes it, 1 will appear, if 5 takes it, 2 will appear. The basic idea is that enough hummers appear so that every soldier that took the airlift can get a ride in one of the hummers. So that we don't get "hummer spam", hummers should only appear if (regardless if people take lift or not) there is enough in the hidden location. Due to the fact that I dont think we will have massive amounts of army people taking these heli rides, I dont think not enough hummers would be a problem, there should be maybe 10 in the hidden place.
Emergency Air Lift (This to be avalible regardless of suspect of high enough level or not)-
If an any military personal are to far away from any car or simply want to get back to HQ, this is for them. The way it works is the player requests an airlift with !reqair or something. After around 5 seconds they then get a pm saying "Baxtor Air Base [radio]: Maintain your current location, a helicopter is being sent to pick you up. ETA 60 seconds." At around 40 seconds, the player will get a pm "Baxtor Air Base [radio]: Your airlift should arrive at your coordinates shortly." After 1 minute, if the player is within 100m of where they requested the lift and is not within 50m of any suspects of high level (high enough so that he can engage them), he will be teleported to Baxtor Air Base (is it Foxtor Air Base? I forget :\). If the player had moved out of 100m zone before the air lift arrives, it automatically cancels the request (should give pm to players saying "Air Lift cancelled" or something like that).
Supply drop (This to be avalible regardless of suspect of high enough level or not)-
Works the same as "Emergency Air Lift". The only difference is instead of getting dropped off at HQ, the player just gets his/her ammo set to default for the guns he/she spawned with if they are under default ammunition level.
For "Supply drop" and "Emergency Air Lift", there should be a limit of how many can be requested at once. Make it one for example, that way, if a military player requests a "Supply drop" or "Emergency Air Lift" but there is already one in proggress, the player gets a pm saying "Baxtor Air Base [radio]: There are no avalible aircraft"
Some of you may be reading now and thinking, this is not fair to other skins. Well you have to realise something. Most of these features can only be avalible if a suspect has a high enough level. Also, the army has the most money invested in it by the government, just like in rl, so you have to expect them to have such things.
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I was going to develop it but we encounter a bug in the army skin, hope the developing team is fixing it.