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Better drug/weapon rewards

Marcell · 1380

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Offline MarcellTopic starter

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on: June 26, 2012, 03:08:41 am
As we know there isn't really any point in smuggling weapons or drugs since you can get both by buying them with the cash you make off sold jewels...so my idea is, if the smuggle prize is 2,000$ (jewels) you should receive drugs/weapons which are worth more than 2,000$



Offline Klaus

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Reply #1 on: June 26, 2012, 04:04:39 am
In all honesty, the whole smuggling script needs to be totally renovated.


Offline Hellrocker

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Reply #2 on: June 26, 2012, 07:56:57 pm
I agree with Klaus, the smuggling script needs to to be re-done cause the current one isn't very good.


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Offline saberman

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Reply #3 on: July 03, 2012, 05:43:15 pm
if the smuggle prize is 2,000$ (jewels) you should receive drugs/weapons which are worth more than 2,000$
Not more than 3,000$.



Offline stormeus

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Reply #4 on: July 03, 2012, 11:14:27 pm
When you guys say that the smuggling script has to be renovated, please elaborate.



Offline Kessu

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Reply #5 on: July 04, 2012, 04:27:56 am
When you guys say that the smuggling script has to be renovated, please elaborate.
Go sea shack type /c smuggle fly to vice point /c selljewels repeat in an hour.

That's what most do, but that's just running in with your friend(s) and typing two commands for easy cash. I prefer to actually do something there (cops raiding the place more often, smuggling being random based, maybe a mini-mission when you're there..


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Offline stormeus

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Reply #6 on: July 04, 2012, 04:30:46 am
Go sea shack type /c smuggle fly to vice point /c selljewels repeat in an hour.

I mean how it should be renovated. :P



Offline Kessu

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Reply #7 on: July 04, 2012, 04:32:22 am
I mean how it should be renovated. :P
How? Dunno :(

Why it should? Because it's way too boring and easy way to earn cash (nobody even smuggles weapons nor drugs)


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Offline Morphine

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Reply #8 on: July 04, 2012, 05:40:32 am
Randomize everything, very simple. Remove the option of smuggling something particular and replace it all with one beautiful "/c smuggle" command. Whatever's on the shack is yours.



Offline stormeus

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Reply #9 on: July 04, 2012, 09:11:40 am
Randomize everything, very simple. Remove the option of smuggling something particular and replace it all with one beautiful "/c smuggle" command. Whatever's on the shack is yours.

You have smuggled a used condom and $2 in loose change.
SHIT YES.

But seriously I've supported this several times and I'll support it now.



Offline saberman

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Reply #10 on: July 04, 2012, 12:26:56 pm
Suggestion: remove the parameters for /c smuggle and instead make it random. For example:

Player 1: /c smuggle
(script randomly selects between jewels, weapons or the others options)

Suggestion 2: Make the weapons cost for 3500$. Jewels stay 2000$. And drugs worth 2500$.
Point of increasing price of weapons: in case you need to use weapons and prefer it more than money.
Point of increasing price of drugs: you can be scammed.



Offline MarcellTopic starter

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Reply #11 on: July 04, 2012, 12:29:05 pm
Point of increasing price of drugs: you can be scammed.
so you can with jewels, duh



Offline Willy

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Reply #12 on: July 05, 2012, 05:02:35 pm
Three types of modes: Bank robbery, Jewelery store robbery, Smuggling.
Smuggling idea:

/c callpirates
-Wait for 5 minutes
-Cops will get time to arrive to shack, with hunter and shizzlenuts

-After 5 minutes, Pirates arrive(now these are the if else's according to scenarios):
1. If cops killed the main smuggler/Jailed him/No one is at shack(cops not their too) OR SIMPLY Smuggler not present at the shack WHEN the pirate arrived:
THEN Pirates will penalize general smugglers:
(Time of next smuggling is incremented by 10 minutes more. If the smuggle time limit was 30 minutes before, it will be 40 minutes after this event occurrence.)

2. If Smuggler is on the shack and cops are nearby too(some radius to be elected):
THEN IF (again lol):
    Smugglers kill all the nearby cops:
    Pirate gets impressed at what he sees. (He thinks damn, this guy got cojones, for the first time I see a real bad ass rambo in my life time).  He pays more to the smuggler. Reduces the smuggling time by 10 minutes or so.
ELSE IF: Cops killed the smuggler/Smuggler disappeared to smoke a joint/ Smuggler timed-out:
    (Pirate thinks, the visit was not a complete waste, and the smuggler was a hard working guy, he gets emotional.) He don't deduct and time from next smuggling operation.

3. If No Cops present AND smuggler is their with blood in his hand/or nab cops didn't even cared and were having ARPD day with donuts in their mouth.
THEN:
Pirate feels, that smuggler is smart to pull out smuggling in this occasion. Smuggler will get stuff (less then in case 2), and no time will be increased or decreased.


I hope you guys understand the stuff I wrote up here. Though, Storm and aXXo will. If their are any kinds of bugs you guys find, revert back...
Ideas on kill-bill bank robbery system and Jewellery system to be coming soon (when I think about it, with peace)

PS: Here is the killing, non - boring stuff as you guys wanted lol... I will also write strategies for criminals to get more out of these scenarios at private place again IF the idea gets implemented THEN IF(again, lol) 2.0 turns up


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Offline Kessu

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Reply #13 on: July 05, 2012, 06:21:53 pm
I like the ideas Spiral gave. That'd be totally something else than /c smugglejewels/c selljewels getrich.

shizzlenuts
I see what you did there  :rofl:

Also if it gets implemented, make the smuggling random. But if you smuggle weapons, make them to be something sold in Phil's Place (M60, RPG, Fire Thrower, molotovs etcetc..)


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Offline ~Legend~

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Reply #14 on: July 05, 2012, 08:38:57 pm
Cool. :)

Only thing is, aren't smuggles generally considered to be more hidden operations, unlike a full scale robbery?

If above idea was chosen, maybe also throw in another little something into the pot - a "stealth meter", which would give you a percentage chance of how likely you are to get away without raising attention. For instance, the higher this percentage, the more likely the chance police would be alerted?

Maybe at certain points across the map, depending on the percentage on the "stealth meter", those in that area at the time could be tipped of about certain "operations" going on near/at the shacks. The ones that hear this information could choose to tell the police, ignore it or even get their own hands dirty.


Already coming to a number of drawbacks and positives about something like this, and if it would really be useful/required. :P
Depends how large or small everyone wants to make the smuggling feature.


 


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