eldrun wrote:
it'd add a little more fun risk. You could even hire people to protect the casino while it's open. Just make a rule for your personal casino (not a server rule) That weapons are not allowed inside the casino.Notorious K.O.I. wrote:
But then there is that killing during the gamblings might cause trouble and casino no kill zones would probably cause mis usages and wrondoings, maybe something can be figured out.Phantom373 wrote:
I would love to see an indepth gang system where there are sorta ranks and the leader can do more with a gang.
I'd also like to see Casinos added but instead of like a building you can gamble in, have a player become a gambler and can gamble with other players like rolling the dice or something.
Pinned What do you want/expect to see in the roleplay?
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I want to see daily objectives. Such as doing something like getting a high amount and keeping it that high without getting arrested would give you a reward of a crime reducer that lasts a few hours. Like you would get 10k crime, don't get arrested for 10 minutes, and you a crime reduce which cuts your crime in half when you use it and it can only be used once.Hi.
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More In depth farming system.
Ability to level up and unlock farming more plants at a time, as well as advanced grow gear.
Example, currently we have 1 plant watered by hand with natural lighting. Maybe allow users to unlock or buy aoe buff items you can place and move:
Hydroponics: Auto watering if near your hydroponic device
Pre-veg and veg lighting: moving early stage plants by pre-veg lighting device and late stage plants to veg lighting device increases quality back up towards 100% (125%?).
Curing Box: Putting fully grown ready to harvest plants near curing device increases quality, making up for lost quality and improving up to 150% (175%? 200%?)
balancing of this would need to be considered:
Hydroponics should break down and need maintenance, failure to fix broken hydroponics means all your plants start to dry out and get 0 water.
Lighting: Putting plants in the wrong lighting and not moving them at the right times reduces quality
Curing: Curing your buds too long dries them out and reduces quality.
notifications: users should get notified when their gear breaks, that or make the gear tinted red or something.
makes it more hands on, and allows you to evolve into big grow ops that require bigger & more secure places. Keeping up with more plants in this manner would increase the challenge, engagement, and reward.The post was edited 1 time, last by Murderous Morty ().
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Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas. -
Murderous Morty wrote:
Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas.
From crime level 1400-5k you have a ring around you
5k+ you get a bounty line
This is the same for cops. -
Murderous Morty wrote:
More In depth farming system.
Ability to level up and unlock farming more plants at a time, as well as advanced grow gear.
Example, currently we have 1 plant watered by hand with natural lighting. Maybe allow users to unlock or buy aoe buff items you can place and move:
Hydroponics: Auto watering if near your hydroponic device
Pre-veg and veg lighting: moving early stage plants by pre-veg lighting device and late stage plants to veg lighting device increases quality back up towards 100% (125%?).
Curing Box: Putting fully grown ready to harvest plants near curing device increases quality, making up for lost quality and improving up to 150% (175%? 200%?)
balancing of this would need to be considered:
Hydroponics should break down and need maintenance, failure to fix broken hydroponics means all your plants start to dry out and get 0 water.
Lighting: Putting plants in the wrong lighting and not moving them at the right times reduces quality
Curing: Curing your buds too long dries them out and reduces quality.
notifications: users should get notified when their gear breaks, that or make the gear tinted red or something.
makes it more hands on, and allows you to evolve into big grow ops that require bigger & more secure places. Keeping up with more plants in this manner would increase the challenge, engagement, and reward.
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syle22 wrote:
Murderous Morty wrote:
Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas.
From crime level 1400-5k you have a ring around you
5k+ you get a bounty line
This is the same for cops.
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Murderous Morty wrote:
syle22 wrote:
Murderous Morty wrote:
Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas.
5k+ you get a bounty line
This is the same for cops.
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syle22 wrote:
Murderous Morty wrote:
syle22 wrote:
Murderous Morty wrote:
Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas.
This is the same for cops.
Maybe a solution is have them only show up for like.. 30 seconds if spotted by someone. That way you can try to escape and hide. Not sure if that's doable line of sight is probably tricky to code. -
Murderous Morty wrote:
syle22 wrote:
Murderous Morty wrote:
syle22 wrote:
Murderous Morty wrote:
Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas.
This is the same for cops.
Maybe a solution is have them only show up for like.. 30 seconds if spotted by someone. That way you can try to escape and hide. Not sure if that's doable line of sight is probably tricky to code.
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syle22 wrote:
Murderous Morty wrote:
syle22 wrote:
Murderous Morty wrote:
syle22 wrote:
Murderous Morty wrote:
Also more of a side note,
I think crime needs to be slightly adjusted. Either create a way to lower your crime level, or replace tracers with a tint similar to cuffed players. That way you can be an outlaw with high crime having to be sneaky and not get spotted, but if you do get spotted people can tell you're an outlaw at a glance.
I strongly prefer and encourage the later. I like the idea of being a sneaky outlaw, getting around using the sewers and less trafficked areas.
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over complication of planting just makes it more of a hassle. I'd rather leavens plant for a little bit and go rdm or something in the streets then sit and watch my plant and buy a thousand parts. Plus the learning curve style explained that would effect the new players.
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eldrun wrote:
over complication of planting just makes it more of a hassle. I'd rather leavens plant for a little bit and go rdm or something in the streets then sit and watch my plant and buy a thousand parts. Plus the learning curve style explained that would effect the new players.
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I remember I tried playing a CityRP server on Gmod where you had to manager multiple things about the plant such as soil, water, light, and gas for the generator for the lamp to make light. It was completely atrocious and annoying. I don't like the idea of progressing to unlock more plants and stuff without gettinga choice. I'd like a level system seperate from the planned level system where you get xp for harvesting plants. Once you get enough XP, you unlock skill points which you can point into things such as getting more plants, or take out how much quality is based on the water level alone, and also add in how many skill points you put in skills like "Drug Quality".Hi.
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superjay... Your signature... Please...
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eldrun wrote:
superjay... Your signature... Please...
Hi. -
SuperJay wrote:
eldrun wrote:
superjay... Your signature... Please...
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eldrun wrote:
SuperJay wrote:
eldrun wrote:
superjay... Your signature... Please...
Hi.
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