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[SA:MP] It's time to focus on the criminals & civilians

Bas · 4132

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Offline BasTopic starter

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Hello everyone!

After a short discussion today we realised that we were unable to pinpoint on systems that the criminal/civilian side of the server has been requesting for a while. Therefore I'm creating this topic so people can suggest upcoming changes they would like to see. The smaller the feature the easier it'll be to implement so keep that in mind!

-HQ



Offline Stefos

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Reply #1 on: August 17, 2019, 04:24:24 pm
Increase meth earnings back to where they were before and legalize up to a small amount of weed. (e.g. 10grams would legal in inventory, in weedfields 6 plants legal). You should write a list of rights for civilians. (e.g. shooting if trespassing, permission to ask for speed proof while they get pulled over, no need to give ID unless they are in a traffic stop or get arrested e.t.c)



Offline Bennzy

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Offline Stefos

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Reply #4 on: August 17, 2019, 04:37:10 pm
Make it possible for farm owners to sell potatos etc to markets, so we actually can do a business out of it and hire people



Offline Shorty.

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Reply #5 on: August 17, 2019, 04:41:42 pm
Increasing the yields would be cool, growing in doors and out doors instead of growing only out door, i think this would gain my interest, plus reconsidering the prices.



Offline Jeremy.

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Reply #7 on: August 17, 2019, 05:55:56 pm
Make it easier and less time consuming to access the black market. A murder and further on an escape gives you less notoriety than a huge weedfield which doesn't make much sense. Taking into account that making the field requires protection, weapons and a lot of time it makes the whole notoriety system a boring and endless process. Notoriety points should be earned much faster and easier by the littlest to biggest offense.





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Reply #8 on: August 17, 2019, 05:56:51 pm
I've mentioned this before to Bas and I'm gonna share it here and add few things aswell.

As we all know business owners dont earn that much of a profit from their stores compared to profits of the drug business. Item prices need to be adjusted in a way that would profit business owners more and drug prices need to be lower, this shouldn't be decided just by a decision it rather needs some math equations for example;
An electronic store sell CB radios for 5k and a drug dealer sells weed for 20$ per gram and ought cannabis seeds for $1 each and one seed could get you 2 grams of weed. Electronic store earns 20k a month as only 4 people bought a radio, 10k from these 20k went to taxes and stocking. The drug dealer on the hand sold weed to one person. He sold about 10000 kgs. He grew about 5000 seeds which means he spent $5k on seeds. He sold the weed for 200k, that's about 195k profit and that's just from 2 fields and one sale which could be done in one day. Multiply that by 30 days and it will go up to 5.850m a month, add the posibilities it could get stolen or destroyed and it goes down to 3m. It doesn't take a genius to know that 3m>>>>>>>>>10k and this forces everyone to go criminal. The point of this is. There should some equation for the items. The more demanded the item is the less profit it should give and the less demanded one the more profit it should give.

It rather should be like this; electronic store sells the CB radio is sold for 100k (because a player only buys it once in his lifetime).
the store owner sell 4 of them in a month which means he profits 400k a month and has to stock and pay tax for ~100k which means he profited 300k a month and that's much more than 12k.
A criminal buy 5000 cannabis seeds for 8$ each (40k) 1 cannabis seed could get you 2 grams of weed (there should be a system where a seed could be rotten therefor the plant dies (for example there's a percentage of 15% of the plants would be rotten)) he harvested about 10kgs weed in one day and lost 1.5kg and sold the gram for 10$ (85k) meaning he earned 45k in one day 45k*30=1.35m add the possibiliies of it being stolen or destroyed and it goes down to 500k profit a month which is extremly close to what the electronic store owner's profit in a month with -200k different. The possibilities for the weed to be destroyed is also an indirect money dump to decrease inflation and decrease the amount of money spawned for selling drugs to the market so it's a win-win situation the same example could go for each item.

Tlldr: Drug prices should be lowered as well as possibilities to lose them should be increase. Highly demanded items like mashed potatoes, dildos (meth ingredients), should be decreased and less demanded items like CB radios, phones, M4s, snipers, RPGs, molotovs, grenades, AKs, furnitures etc.. prices should be increased. It should be done mathmatically so players don't feel that change and rather feel that it is beneficial for them and the civilians and to make somewhat a balance between civilians and criminals so people find more time to roleplay different things rather than roleplay the same thing everyday, grind and fight for drugs which gets people into useless conflicts and gets eventually boring (as it is repetitive).

I don't think this is too complicated code wise, it just needs proper planning.



Offline Acika

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Reply #9 on: August 17, 2019, 06:12:46 pm
Bring back combat shotgun! to ammunations

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Offline BasTopic starter

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Reply #10 on: August 17, 2019, 06:14:12 pm
Bring back combat shotgun! to ammunations

I believe that it's easy enough as is to obtain one.



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Reply #11 on: August 17, 2019, 06:30:05 pm
Make it possible for the SAPD to revoke the vehicle licenses so, there will be more interaction with Driving Schools, perhaps it could increase RP.

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Offline TheGreasyChopper

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Reply #12 on: August 17, 2019, 07:02:12 pm

Group name: Angels of Death Motorcycle Club
Group topic URL: http://www.argonathrpg.eu/index.php?topic=58424.0
What's your idea? A Change to how Group Conflict/Wars work:

Our organization has had only one large “war” against another group and that was a few years ago and it was the one with the Lost MC. This is when I realized that wars and group conflict can be a great time and fun for both sides participating.

Before I give out the suggestion I will explain how that one worked out. We were friendly for a while, pretty good OOC(Replace with “outside RP” if you do not understand the IC/OOC concept) wise. Then there was some hostile interaction with their members and ours, which lead to a declaration of war.

Before anything started happening IG, we sat down with their leaders and talked. We agreed that we shall not attack each other if we greatly outnumber them(i.e 1 Lost MC member IG and 5 AOD). We agreed that most of our conflicts will be brawls/drive-bys without actually killing any characters off. Should it come to a CK(Killing off a character officially), both sides agree to that. Whenever someone was CKed, he had to stay away from the war.

Things were going down IG, both groups had casualties, but in the meanwhile we all had fun and posted screenshots of the scenarios, even planning out attacks and coordinating them with the “enemy” OOCly.

So, to my suggestion – A re-work on how wars work. This will require both group leader and member dedication as well as assistance from the administration.

If a group decides to wage war on another one, they will need to have approval for the conflict from ARUN/Administration. They will need to submit an application in some sort. Explain who their group is, who the other group is and what lead to the conflict. An example in the spoiler(Completely made up)
Spoiler for Hiden:
Group name: The Running Dogs MC
Name of group you have conflict with: The Clericuzio Family
What is the cause of the war: John Doezio from the Clericuzio has been asking business owners that are under Running Dogs protection to pay tax.

Other groups involved(State RP reason for them being involved): No other groups involved.

How long will you need to continue the war/conflict: 3 weeks(Agreed by both sides)
Condition for victory on first group side: John Doezio being Character Killed
Condition for victory on second group: Business owners agree to take Clericuzio family as protectors of their business and stepping away from the Running Dogs

Condition for peace: John Doezio apologizes/steps down and stays away from the Running Dogs businesses

This way, if the war is approved by the responsible figures, the group can engage in conflict from the day the war is approved until the deadline set/approved(By both ARUN and other party for example)
Should any actions be taken before or after that, administrative punishment for DM/Rulebreaking should be taken onto the breaking party.

Another thing is the “Other groups involved”, if you want your friends and buddies to take part of the war, they need to be impacted in one way or another. If Family A wants to take in Family B into their war, Family B must have had an interaction with the opposing party. Whenever the conflict is being approved, the “allies” should be taken into consideration.

In order to avoid group leaders calling in their allies and /g inviting them to help out, perhaps a “ROSTER” can be included in the “War Application”, listing down group members who will partake in the conflict. This way people who were inactive and simply head IG to join the war will not be allowed to. And also group leaders cannot invite their allies in their own group for the sake of group conflict.

And lastly, the reason for the war has to be something serious and RPed(Perhaps ask for Screenshots/Proof). Things like “They attacked our weedfield” or “They kill my member in shootout” shouldn’t be allowed. There has to be a proper RP reason. A conflict between a member of group A and a member of group B shouldn’t be allowed to escalate into a war between groups, as technically it is between two people and not one person and the group or the opposite.

I would be willing to write up some examples for applications if anything is not clear enough.

Give brief detail on your idea and how will it benefit the server and other groups: In a way this will  cut down on any hostilities and "Aggressive RP" as I call it. Shootouts and kidnappings will be reduced and will provide more free space and encourage peaceful interactions. In my eyes, Argo has had enough wars that are ongoing for years with no clear goal or end in sight. This way if group A wins, group B agrees to the conditions set and loses something (i.e. warring over a group HQ).

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Offline Bennzy

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Reply #13 on: August 17, 2019, 07:59:21 pm
I've mentioned this before to Bas and I'm gonna share it here and add few things aswell.

As we all know business owners dont earn that much of a profit from their stores compared to profits of the drug business. Item prices need to be adjusted in a way that would profit business owners more and drug prices need to be lower, this shouldn't be decided just by a decision it rather needs some math equations for example;
An electronic store sell CB radios for 5k and a drug dealer sells weed for 20$ per gram and ought cannabis seeds for $1 each and one seed could get you 2 grams of weed. Electronic store earns 20k a month as only 4 people bought a radio, 10k from these 20k went to taxes and stocking. The drug dealer on the hand sold weed to one person. He sold about 10000 kgs. He grew about 5000 seeds which means he spent $5k on seeds. He sold the weed for 200k, that's about 195k profit and that's just from 2 fields and one sale which could be done in one day. Multiply that by 30 days and it will go up to 5.850m a month, add the posibilities it could get stolen or destroyed and it goes down to 3m. It doesn't take a genius to know that 3m>>>>>>>>>10k and this forces everyone to go criminal. The point of this is. There should some equation for the items. The more demanded the item is the less profit it should give and the less demanded one the more profit it should give.

It rather should be like this; electronic store sells the CB radio is sold for 100k (because a player only buys it once in his lifetime).
the store owner sell 4 of them in a month which means he profits 400k a month and has to stock and pay tax for ~100k which means he profited 300k a month and that's much more than 12k.
A criminal buy 5000 cannabis seeds for 8$ each (40k) 1 cannabis seed could get you 2 grams of weed (there should be a system where a seed could be rotten therefor the plant dies (for example there's a percentage of 15% of the plants would be rotten)) he harvested about 10kgs weed in one day and lost 1.5kg and sold the gram for 10$ (85k) meaning he earned 45k in one day 45k*30=1.35m add the possibiliies of it being stolen or destroyed and it goes down to 500k profit a month which is extremly close to what the electronic store owner's profit in a month with -200k different. The possibilities for the weed to be destroyed is also an indirect money dump to decrease inflation and decrease the amount of money spawned for selling drugs to the market so it's a win-win situation the same example could go for each item.

Tlldr: Drug prices should be lowered as well as possibilities to lose them should be increase. Highly demanded items like mashed potatoes, dildos (meth ingredients), should be decreased and less demanded items like CB radios, phones, M4s, snipers, RPGs, molotovs, grenades, AKs, furnitures etc.. prices should be increased. It should be done mathmatically so players don't feel that change and rather feel that it is beneficial for them and the civilians and to make somewhat a balance between civilians and criminals so people find more time to roleplay different things rather than roleplay the same thing everyday, grind and fight for drugs which gets people into useless conflicts and gets eventually boring (as it is repetitive).

I don't think this is too complicated code wise, it just needs proper planning.

Okay.

How would you balance restaurants? Would you make the price of a burger 20,000$? and Pizza for 30k? the idea you tried to introduce is not wrong but you should look at every thing which is present in stores, you can make the price of a radio 100k but u can't make the prize of a eatable substance 10k or more, it's just not realistic if you are giving a suggestion to stable the profits of different businesses than you must take all the businesses in consideration.

If you can solve the upper issue then why not it'll be supported by me at least.

it's impossible to learn to roleplay with 0 players.


Offline Conor_Bradford

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Reply #14 on: August 17, 2019, 08:13:40 pm
Make it possible for farm owners to sell potatos etc to markets, so we actually can do a business out of it and hire people
This is a good idea, it can increase the civilians to do farming Roleplay and work



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