Seems fun.
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EasSidezz wrote:
-A. Prints money and once it hits an amount of time or is left unattended (Anti-AFK) it will destroy and burn all the money it had.
Owned!!! wrote:
EasSidezz wrote:
-A. Prints money and once it hits an amount of time or is left unattended (Anti-AFK) it will destroy and burn all the money it had.
DarkRP on gmod ftw.
The post was edited 1 time, last by polskon ().
polskon wrote:
I'm going to rewrite some of the ideas that I had here. Told Eassidez about them but I want them written here in case I want to reference what I said. I'm pretty sure he can write these with his eyes closed, but what do you guys think about these jobs?
Alcoholic - Makes moonshine in a miniature bathtub. Similar to planting. When moonshine is ready for delivery, you harvest and carry the whole bathub, therefore slowing you down by 25%. Bring it to a central vendor (food stand?) who buys and "bottles it" for you. You get money + # moonshine bottles. Moonshine bottles add 10 hp and 25 suit each or something similar. (Get rid of suit from shop seller)
Chemist - Cooks meth in a whateverthefuck npc. Similar to planting. When meth is ready for harvest: Chance to blow up on harvest and induce one of the "drug" effects on you (heroin, etc). If so, you only harvest half of the drugs from it. Otherwise you get full drugs from it. Sells to regular drug buyer. Should max at 3000+ grams since risk is also much higher. If meth lab blows up, it's still worth as much as a single plant run.
Rather than having this job be always available, you could have the proposed PICKPOCKET job additionally find an "ingredient" that is required to cook meth. Lets say 50% of PICKPOCKET actions additionally yield 1 of 3 ingredients needed to "cook". This way It's a cool perk from PICKPOCKETING that can yield 3000+ grams (double plant money) but if fails will still yield regular 1500 grams plant reward.
Counterfeiter - Prints units in an npc "printer". This could be an alternative to slow planting in server downtimes. Have this grow at a constant rate, not scaled like plants. Maybe at whatever multiplier plants grow at with 15 people in server. This way at 6 players, you can scrap planting and print money, at 15 players you can scrap money and start planting. When machine is maxed, it will start to over heat and you'll see: "[RP] Printer is overheating, you have 3 minutes before it burns down". Maybe have money remnants still available to pick up, so not all is lost if you miss grabbing it before the event.
Feedback?
The post was edited 1 time, last by polskon ().
HalfLife wrote:
Money printers would be a cool idea for players which don't have enought time to play and preffer afk in their homes ...
So far it's not doing to fast and much money ..
Like :
Max money: 5k
Duration till full: 1hour
Using printer: 2k crime (let you catch and afk then)
picking up the printer : 2k crime (run to your boss [NPC] to deliver the money -10% )
sega1613 wrote:
You are just stealing all these ideas straight out of TKM's RP mod.