alright dog ive returned one last time to save the hl2dm rp scene from being dogshit.
ive spent years trying to figure this shit out so this is worth a read. these changes will save the game and cause not only a complete comeback to golden age of like 2009, but also newfound popularity, more than fortnite or squid game or whatever is poppin nowadays. in fact, i wouldnt be surprised if they turn hl2dm rp into an esport after these suggestions revolutionize the game. like any good game developer, the goal is to get the playerbase absolutely addicted, im talkin like actual withdrawal symptoms when they stop playing. after gaming on some of the most popular garbage around like New World i've cracked the code so pay close attention. the future and soul of the most niche gaming community of all is at stake here.
gangs
the only time i be seeing big gangs fail is when players stop playing. nonsense, i wanna see gangs literally wiping eachother out. i wanna see hustler literally shit his pants as his communist party gang or whatever straight up dissolves like the fall of rome after he and his gang members die one too many times. i wanna see him cry himself to sleep knowing hes gonna have to bust his ass wide open just to make minimal progress...and yet even he knows he will enjoy every second of it. my ideas revolve around making respect a sort of point to indicate general progress. you live, die, and aim for respect. it comes relatively easily, but to amass large quantities to reap any meaningful benefit, teamwork is the best option. i want to see some tribal shit go on, like strategic attacks between gangs with things of real value to be lost.
first, i propose something like a gang-respect-health-bar sort of thing. heres the idea:
when you make a gang, the gang has a respect treasury where you and your members must dump some of your respect into to keep the gang poppin. the gang dismantles if the treasury is at 0 for too long, say two days or so. this means that more avenues to acquire respect are necessary or the game would be an even more barren wasteland. id also say the cash req to form a gang to begin with should be lowered. the benefits: more new players will be forming their own shit and just as will be destroyed in the process. i'd say the new cash req should be abt 50k.
second, i propose a complete change to the way gangs function.
gang specialties are no longer jobs. that means you can pick any non-cop job while also in a gang. this also means that there is no safety while in a gang, you can't switch to civilian no more.
gangs are now just a modifier to the job you select, which grants some amount of respect when the job is used properly, eg. drug grower grants 1 respect per 100g of marijuana sold.
with that being said, specialties cease to exist. the types of bonuses normally from specialties can be moved to gang level benefits, so say as the owner of a gang you decide to spend 5k respect from the treasury to upgrade your gang level. the benefits could be something like 20% shorter doorhack/cuffsaw/lockpick cooldowns, or a 50% chance to save a lockbreaker on use, stuff like that. naturally, the percentages would scale with gang level, and levels like 5, 10, 15 could be used as milestones for gaining a new type of passive attribute. anyways, the theory is to make gangs more interactive with the actual flow of gameplay. gangs now consist of real criminals instead of fools with no real purpose but to kill for the sake of kill points.
third, i propose some new ways to obtain respect. the first avenue is obvious with the previous changes i mentioned. jobs now grant some respect for doing the job. here are some examples:
Robber: +1 respect per full robbery when a cop is online
Drug Grower: +1 respect per 300g of marijuana sold
Counterfeiter: +1 respect per $2,000 collected
Bounty Hunter: +1 respect per 1,000 crime that the bounty had
Hacker: +1 respect per hack when a cop is online
Cuffsaws: +1 respect per 60 seconds of remaining imprisonment (eg. a cuffsawing a prisoner with 139 seconds remaining would grant 2 respect)
Dailies: +2 respect per level of daily completed, eg. a tier IV would grant 8 respect, a tier II would grant 4. this does not apply to cop dailies, obviously.
with the new ways to gain respect, the ability to lose respect is amplified. being cuffed and sent to jail now takes away 1 respect per 800 crime, in addition to the base amount of 2 respect lost.
"Rank: <title>" would be displayed in the HUD right under Employment. this was previously gang employment like Mafia Associate
"Treasury: <respect #>" would be displayed in the HUD right under Respect
/depositrespect <respect #> would deposit some of your personal respect into the gang's respect treasury. this process is not reversible, once it's there it can't be retrieved
/upgradegang is only usable to the gang owner. it upgrades your gang at the cost of respect from the treasury
/tonextlevel displays the amount of treasury respect required to upgrade the gang
money
now i really dont know whats been goin on with the economy, be it inflation or whatnot, but there aint no way mfs should be making millions and be all safe and snug in their mansions within weeks of an econ reset. perhaps dailies are too rewarding, or the conventional grind methods of acquiring cash like growing are too safe, or a lack of money sinks. either way, too much positive growth, not enough despair. gangbases are made impenetrable too easily, and even if you manage to force your way in, there is virtually nothing at stake. that's not what I want to see. I want to see some serious heists. serious gang wars. make raids great again, pd or gang related.
here's what I think. make bank cash unsafe. millionares beware, safety now mostly comes from social connections and straight up deathmatch skill, not some impenetrable bank account.
tax em to death, tax em for dying. bank accounts must be defended. huge transfers of wealth can occur in seconds. you are now at risk of fumbling REAL bags.
the days of victimless money spawning are over. in this utopian dystopia, winners take all and losers are left to suffer as penniless bums. only the strong will survive and only the smart will thrive. robbing a bank doesn't just print money, it takes it from somebody else on the server. marijuana prices fluctuate based on supply and demand of the dealer and drug runners. counterfeit money now has victims as cops and NPCs wise up to your fake money schemes. banks are no longer unbreachable fortresses. gang bases are the true storage houses of great wealth, and they must be defended to the bitter end lest you want to go broke.
it all sounds like a pipe dream, but it would make for one hell of a game.
here's some ideas:
realistic™ banking systems - the bank keeps track of the sum of all wealth stored in it by all online players. this also means we could create two or more distinct banking districts to add variety.
this sort of model allows for some interesting stuff, a robber could begin robbing and a player on the server could start losing bank cash right before their eyes. maybe this would encourage you to do some actual vigilante work, forcing the robbers to act like real robbers, under the threat of society lashing back. perhaps the bank account HUD number shouldn't update to reflect the outcome of a robbery until the robbery ends, thus preventing the player from being robbed from simply disconnecting at the sight of their wealth diminishing. perhaps you could upgrade your bank security to move yourself up the priority list and people lower on the list are more likely to be the victim in the event of a robbery. perhaps robbers could have the option of going for the high-security bank accounts of rich players, with the help of a hacker, and at the cost of more crime. perhaps a gang's respect treasury could be diminished after being robbed, and if it is low enough, a raid could disband an entire gang.
realistic™ drug business - drug buyer NPCs now keep track of how many grams they have purchased from drug grower players. drug runner players now withdraw weed for delivery from the dealer NPCs (by paying collateral) and must run over to an NPC that is selected to accept the weed, as indicated by a tracer shown by a command. once the weed is delivered, it is deleted from the system. different drug buyer NPCs offer variable prices to buy weed based on how many grams they have stockpiled. perhaps $9 per gram when they are empty and as low as $3 when they are completely full at say 30,000 grams (at which point grams just get deleted when they are bought by the NPC). note that grams for delivery need to be different from grams to be sold to an NPC to prevent an infinite cycle of accepting delivery, death, and resale.
gangbase and commercial safes™ - say we implement a cap to bank storage, eg. a 100k limit. in order to horde any more wealth, you would need to buy a safe. a safe is a prop to be frozen in a house and is yours to guard. if you are gang member, you can't place a safe. if you are the owner of a gang, the safe is accessible to anyone in the gang. note however that safes are personal enterprises, a gang member can't access another gang member's safe money. safes are private and would store say 100k by default, but can be upgraded to hold more based on gang level and cop status. i'd say cops shouldn't be allowed to own safes and are instead in possession of a higher bank storage cap. upon leaving or being kicked from a gang, your safe balance is transferred to your bank, and it is allowed to exceed the cap, but you won't be able to deposit any more while over the cap. you would have to buy a house and a personal safe to continue your wealth hoarding conquest.
now ive managed to hit the 10,000 char limit so ill finish this novel in a comment
the goal is to make banking vulnerable in some way, plus this creates more money sinks, complications, and strategies. a safe can be robbed by non-gang members if you are in a gang, or by anyone if you are not. this does not include cops of course, they should probably be allowed to prevent such robberies if there is sufficient crime. robbing a safe would follow the robbing changes i previously proposed. only online players can be the victim, there is an internal cooldown of say one hour, there is a max percentage of money that can be extracted per robbery, there is a hierarchy of probability for who is selected to be the victim based on respect. those with higher respect are less likely to be the victim. perhaps with a high number of rival gang members at the safe, the robbery of higher-ranked gang members is permitted. if a victim leaves while their safe is being robbed, the max amount to be robbed is immediately transferred over to the robber. if a person tries to cheat the system and disconnect mid-raid to prevent the safe from being robbable, i suggest two possible solutions: a trust system, where you just report it to an admin who then considers the evidence and comes up with a rationable verdict. or a system where a safe is still robbable for like 5 mins after disconnect. i suppose implementing both at the same time would have its benefits.
also note that afking while in a gang would be particularly riskier and so it should yield greater rewards: wage is amplified by gang level. eg. at gang level 5, your base wage is doubled.
alright thats all for now, you can thank me after these changes put hl2dm rp back on the map and this server becomes a household name to all gamers worldwide.
in all seriousness, these ideas are radical and mostly underdeveloped, and they are meant to be. i don't expect any to be added but i'd say even some severely watered-down versions of these ideas could be of great benefit.
ive spent years trying to figure this shit out so this is worth a read. these changes will save the game and cause not only a complete comeback to golden age of like 2009, but also newfound popularity, more than fortnite or squid game or whatever is poppin nowadays. in fact, i wouldnt be surprised if they turn hl2dm rp into an esport after these suggestions revolutionize the game. like any good game developer, the goal is to get the playerbase absolutely addicted, im talkin like actual withdrawal symptoms when they stop playing. after gaming on some of the most popular garbage around like New World i've cracked the code so pay close attention. the future and soul of the most niche gaming community of all is at stake here.
gangs
the only time i be seeing big gangs fail is when players stop playing. nonsense, i wanna see gangs literally wiping eachother out. i wanna see hustler literally shit his pants as his communist party gang or whatever straight up dissolves like the fall of rome after he and his gang members die one too many times. i wanna see him cry himself to sleep knowing hes gonna have to bust his ass wide open just to make minimal progress...and yet even he knows he will enjoy every second of it. my ideas revolve around making respect a sort of point to indicate general progress. you live, die, and aim for respect. it comes relatively easily, but to amass large quantities to reap any meaningful benefit, teamwork is the best option. i want to see some tribal shit go on, like strategic attacks between gangs with things of real value to be lost.
first, i propose something like a gang-respect-health-bar sort of thing. heres the idea:
when you make a gang, the gang has a respect treasury where you and your members must dump some of your respect into to keep the gang poppin. the gang dismantles if the treasury is at 0 for too long, say two days or so. this means that more avenues to acquire respect are necessary or the game would be an even more barren wasteland. id also say the cash req to form a gang to begin with should be lowered. the benefits: more new players will be forming their own shit and just as will be destroyed in the process. i'd say the new cash req should be abt 50k.
second, i propose a complete change to the way gangs function.
gang specialties are no longer jobs. that means you can pick any non-cop job while also in a gang. this also means that there is no safety while in a gang, you can't switch to civilian no more.
gangs are now just a modifier to the job you select, which grants some amount of respect when the job is used properly, eg. drug grower grants 1 respect per 100g of marijuana sold.
with that being said, specialties cease to exist. the types of bonuses normally from specialties can be moved to gang level benefits, so say as the owner of a gang you decide to spend 5k respect from the treasury to upgrade your gang level. the benefits could be something like 20% shorter doorhack/cuffsaw/lockpick cooldowns, or a 50% chance to save a lockbreaker on use, stuff like that. naturally, the percentages would scale with gang level, and levels like 5, 10, 15 could be used as milestones for gaining a new type of passive attribute. anyways, the theory is to make gangs more interactive with the actual flow of gameplay. gangs now consist of real criminals instead of fools with no real purpose but to kill for the sake of kill points.
third, i propose some new ways to obtain respect. the first avenue is obvious with the previous changes i mentioned. jobs now grant some respect for doing the job. here are some examples:
Robber: +1 respect per full robbery when a cop is online
Drug Grower: +1 respect per 300g of marijuana sold
Counterfeiter: +1 respect per $2,000 collected
Bounty Hunter: +1 respect per 1,000 crime that the bounty had
Hacker: +1 respect per hack when a cop is online
Cuffsaws: +1 respect per 60 seconds of remaining imprisonment (eg. a cuffsawing a prisoner with 139 seconds remaining would grant 2 respect)
Dailies: +2 respect per level of daily completed, eg. a tier IV would grant 8 respect, a tier II would grant 4. this does not apply to cop dailies, obviously.
with the new ways to gain respect, the ability to lose respect is amplified. being cuffed and sent to jail now takes away 1 respect per 800 crime, in addition to the base amount of 2 respect lost.
"Rank: <title>" would be displayed in the HUD right under Employment. this was previously gang employment like Mafia Associate
"Treasury: <respect #>" would be displayed in the HUD right under Respect
/depositrespect <respect #> would deposit some of your personal respect into the gang's respect treasury. this process is not reversible, once it's there it can't be retrieved
/upgradegang is only usable to the gang owner. it upgrades your gang at the cost of respect from the treasury
/tonextlevel displays the amount of treasury respect required to upgrade the gang
money
now i really dont know whats been goin on with the economy, be it inflation or whatnot, but there aint no way mfs should be making millions and be all safe and snug in their mansions within weeks of an econ reset. perhaps dailies are too rewarding, or the conventional grind methods of acquiring cash like growing are too safe, or a lack of money sinks. either way, too much positive growth, not enough despair. gangbases are made impenetrable too easily, and even if you manage to force your way in, there is virtually nothing at stake. that's not what I want to see. I want to see some serious heists. serious gang wars. make raids great again, pd or gang related.
here's what I think. make bank cash unsafe. millionares beware, safety now mostly comes from social connections and straight up deathmatch skill, not some impenetrable bank account.
tax em to death, tax em for dying. bank accounts must be defended. huge transfers of wealth can occur in seconds. you are now at risk of fumbling REAL bags.
the days of victimless money spawning are over. in this utopian dystopia, winners take all and losers are left to suffer as penniless bums. only the strong will survive and only the smart will thrive. robbing a bank doesn't just print money, it takes it from somebody else on the server. marijuana prices fluctuate based on supply and demand of the dealer and drug runners. counterfeit money now has victims as cops and NPCs wise up to your fake money schemes. banks are no longer unbreachable fortresses. gang bases are the true storage houses of great wealth, and they must be defended to the bitter end lest you want to go broke.
it all sounds like a pipe dream, but it would make for one hell of a game.
here's some ideas:
realistic™ banking systems - the bank keeps track of the sum of all wealth stored in it by all online players. this also means we could create two or more distinct banking districts to add variety.
this sort of model allows for some interesting stuff, a robber could begin robbing and a player on the server could start losing bank cash right before their eyes. maybe this would encourage you to do some actual vigilante work, forcing the robbers to act like real robbers, under the threat of society lashing back. perhaps the bank account HUD number shouldn't update to reflect the outcome of a robbery until the robbery ends, thus preventing the player from being robbed from simply disconnecting at the sight of their wealth diminishing. perhaps you could upgrade your bank security to move yourself up the priority list and people lower on the list are more likely to be the victim in the event of a robbery. perhaps robbers could have the option of going for the high-security bank accounts of rich players, with the help of a hacker, and at the cost of more crime. perhaps a gang's respect treasury could be diminished after being robbed, and if it is low enough, a raid could disband an entire gang.
realistic™ drug business - drug buyer NPCs now keep track of how many grams they have purchased from drug grower players. drug runner players now withdraw weed for delivery from the dealer NPCs (by paying collateral) and must run over to an NPC that is selected to accept the weed, as indicated by a tracer shown by a command. once the weed is delivered, it is deleted from the system. different drug buyer NPCs offer variable prices to buy weed based on how many grams they have stockpiled. perhaps $9 per gram when they are empty and as low as $3 when they are completely full at say 30,000 grams (at which point grams just get deleted when they are bought by the NPC). note that grams for delivery need to be different from grams to be sold to an NPC to prevent an infinite cycle of accepting delivery, death, and resale.
gangbase and commercial safes™ - say we implement a cap to bank storage, eg. a 100k limit. in order to horde any more wealth, you would need to buy a safe. a safe is a prop to be frozen in a house and is yours to guard. if you are gang member, you can't place a safe. if you are the owner of a gang, the safe is accessible to anyone in the gang. note however that safes are personal enterprises, a gang member can't access another gang member's safe money. safes are private and would store say 100k by default, but can be upgraded to hold more based on gang level and cop status. i'd say cops shouldn't be allowed to own safes and are instead in possession of a higher bank storage cap. upon leaving or being kicked from a gang, your safe balance is transferred to your bank, and it is allowed to exceed the cap, but you won't be able to deposit any more while over the cap. you would have to buy a house and a personal safe to continue your wealth hoarding conquest.
now ive managed to hit the 10,000 char limit so ill finish this novel in a comment
the goal is to make banking vulnerable in some way, plus this creates more money sinks, complications, and strategies. a safe can be robbed by non-gang members if you are in a gang, or by anyone if you are not. this does not include cops of course, they should probably be allowed to prevent such robberies if there is sufficient crime. robbing a safe would follow the robbing changes i previously proposed. only online players can be the victim, there is an internal cooldown of say one hour, there is a max percentage of money that can be extracted per robbery, there is a hierarchy of probability for who is selected to be the victim based on respect. those with higher respect are less likely to be the victim. perhaps with a high number of rival gang members at the safe, the robbery of higher-ranked gang members is permitted. if a victim leaves while their safe is being robbed, the max amount to be robbed is immediately transferred over to the robber. if a person tries to cheat the system and disconnect mid-raid to prevent the safe from being robbable, i suggest two possible solutions: a trust system, where you just report it to an admin who then considers the evidence and comes up with a rationable verdict. or a system where a safe is still robbable for like 5 mins after disconnect. i suppose implementing both at the same time would have its benefits.
also note that afking while in a gang would be particularly riskier and so it should yield greater rewards: wage is amplified by gang level. eg. at gang level 5, your base wage is doubled.
alright thats all for now, you can thank me after these changes put hl2dm rp back on the map and this server becomes a household name to all gamers worldwide.
in all seriousness, these ideas are radical and mostly underdeveloped, and they are meant to be. i don't expect any to be added but i'd say even some severely watered-down versions of these ideas could be of great benefit.
The post was edited 1 time, last by FORK KNIFE ().