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November 3, 2015, 5:28 pm Total players online: 0 Total server slots: 0

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Topics - Statua

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People's Loyalist Party / A notice posted in the PLP office
« on: June 26, 2015, 06:39:50 PM »

Attention PLP administration.

Due to the lack of competance of the PLP and their inability to provide recycling bins as promised, CH will no longer provide medical staff for standby at all future PLP events. You must now personally transport all sick or injured citizens at your event to the citizen hospital at your own expense. We're sorry for the inconvenience and hope that you redeem yourself soon.

Monika Krause
Medical Director of Citizen Hospital

Spam(18+) / Who's the fuckin hoser?
« on: June 16, 2015, 08:29:15 AM »
Ok which one of you bitches locked my spiderman thread? Waffle it was you ya count wasn't it?

Spam(18+) / Roflwaffle getting fucked caught on camera!
« on: June 11, 2015, 11:48:24 AM »
<a href="" target="_blank"></a>

Your 350Z isn't as hot shit as you hoped. Shoulda bought GTA V instead scrub.

News and Announcements / Catalyst-Gaming Roleplay News
« on: April 25, 2015, 10:23:27 PM »

Major Revisions

Catalyst-Gaming Roleplay, also known as CGRP, has been in development for quite some time now with a long pause in production. The game however is back in full development and hopefully wont take too much longer to complete. This extensive time off has given us ample opportunity to revise and rethink many different systems and aspects of CGRP, as well as find new systems to keep the game interesting and give the player more and more to do. All of the suggestions in the CGRP section have been reviewed and a decision has been made on it whether to add it or not. Here are some of the major changes to CGRP's planned systems:

Skills System

The skills system in CGRP will be a cumulative experience type system. Being able to craft or grow top tier will require you to build experience in it, not find a book and instantly be level 5. You are not required to purchase anything to activate a skill as all your skills are Level 1 when you start. As you grow weed for example, your skill in gardening goes up one point for every pot you plant. The levels can unlock different things such as how fast you run for your endurance, how much you make off meth, or what level of craftable items you can make.

If you neglect your skills for too long, they will slowly begin to fade and decay. You can maintain high levels by tending to your skills every few days.This skills system is expected to create more dynamics to the roleplay environment, giving the player more priorities than just money. Being able to raid better, drive more efficiently, and sell better product are among some other goals for the player.

Here are all the things you can improve your skill in (subject to change):

Spoiler for Skills:
Crafting Basics
Crafting Weapons
Crafting Props
Crafting Electronics
Crafting Mechines
Chemistry (meth)
Gardening (weed/vegetables)
Biology (shrooms)

All Jobs

911 Calling System

The 911 calling system will be organized and scripted to avoid and miscommunication and confusion between the 911 caller and the responding services, as well as assist in what services will respond to the call. A major issue in emergency services in the past is 911 callers failing to provide the right amount of information to the emergency responders. This 911 system will ensure that every 911 call will have the type of call (shooting, mugging, fire, etc), the location, who is needed (police, fire, or ems), and any details about the call.

When a 911 call is placed, a notification box displaying the call information is sent to all services selected to respond to the call. They can see the callers name, how long the call has been active for, their location, the type of call, who is responding (it wont be sent to services not selected), and any details the caller has written down. This notification box remains in the corner of the screen for 5 minutes or until it is closed manually by the player receiving it.


The entire lockpicking system has been changed to be more dynamic, skill driven, and all around more interesting for the player doing the lockpicking. Unlike the past, lockpicking now requires actual skill to perform. It's similar to the lickpicking system in Oblivion where the player can see the notches and must apply force at the right time to unlock the door. There's a chance the player can break a lockpick if force is applied incorrectly, making an audible noise and alerting the players inside the house. Alternatively, the lockpick makes no noise while being performed other than the sound of the door opening.

Other Stuff

Many other things have been added or changed to the CGRP plans. Some stuff is planned to be worked on after release as they are systems not used commonly or systems not available to players who first start. This includes a manufacturing system where the player purchases a machine and makes money off manufacturing items, which some illegal items are the highest form of income in CGRP. However, these machines are expensive and require the player to have a cargo vehicle to ship their equipment. There's also plenty of other small items added to the plans.

If you would like to see all the planned systems and content for CGRP, check out trello HERE

We need more mayor events for the mayor to perform in. Please post your events HERE

Have an idea of stuff to add or change? Please post them HERE

CGRP Development / CGRP Development Alpha Testing (CLOSED)
« on: April 21, 2015, 12:13:50 PM »
Currently closed. Check back later.

Want to help with the development of CGRP? Theres a few requirements and expectations but if you meet them and are willing to do as expected, send me a PM and I will get your sorted. All previous testers have been removed so reapply if you want back in.

-Played OCRP regularily at either OC or CG
-Are or were somewhat active on the forums
-Not involved with development of similar gamemodes in other communities (ie. perp on
-Available often

-Join the server when Stevo is developing to test things he is working on or has already worked on to polish it up
-Intentionally try to exploit, break, or bug the gamemode (without using external programs)
-Give feedback on systems and findings in the private development section
-Record all bugs/exploits/glitches when not testing with Stevo or Statua
-Keep things completely confidential unless told otherwise (may result in bans)

If you meet all these and can follow expectations, PM me directly and I MAY accept you.

Suggestions / Mayor Events
« on: April 21, 2015, 01:29:08 AM »
If you would like to suggest mayor events (random occurances for the mayor that he needs to make decisions on to keep the economy high) please do so here. Mayor events work by giving the player 2 choices. A good one where he pays out of the city and there's a 100% chance of success or a bad one where he takes a risk of losing. If he succeeds, the economy improves by some point. If he loses, the economy drops by some point. The economy limits are +10 and -10

Please post in the following format:

Code: [Select]
[b]Event Title[/b]:
[b]Question for Mayor[/b]:
[b]Good Choice and Cost $[/b]:
[b]Bad Choice and Risk %[/b]:
[b]Economy Boost Amount[/b]:
[b]Economy Drop Amount[/b]:

Here's an example:

Event Title: County Fair
Question for Mayor: The tourism department of Rockford is considering hosting a county fair in the city. There are some high initial costs but it will bring in a good amount of traffic for the cities local businesses and services. The city really needs this right now as there's a noticeable decrease in outside traffic for the city, bringing our local businesses down. This might be due to holidays but do you want to risk it?
Good Choice and Cost $: Host fair - $200
Bad Choice and Risk %: Decline offer - 70%
Economy Boost Amount: 3
Economy Drop Amount: 3

Fixed Bugs / Various
« on: March 17, 2015, 01:03:30 AM »
Cessna should spawn on either dark grey wing of runway, not on runway itself.

Ability to buy other players aircraft like they're doors

Daynight (see pm for details)

Map update (poke me when ready)

Harbor Roleplay / Fancy photo
« on: March 08, 2015, 12:02:36 AM »
Desiced to take a screenshot of Red Harbor while it was bustling busy.

Fixed Bugs / Massive piss off bug
« on: March 02, 2015, 12:45:30 AM »
Going too deep in parts of the ocean removes your stuff. Like oh i dunno my awesome sub..... Plz fix.

Spam(18+) / When Gordon isn't Home
« on: January 08, 2015, 04:22:02 PM »
<a href="" target="_blank"></a>

Creations / Home Sim Pit WIP
« on: January 02, 2015, 08:00:39 PM »
So I've been really into FSX for a good month now and am starting work on a home sim pit. Kinda have like no cash cause college so I am making a lot of DIY things. Once I finish one of my commissions, I'm going t order a yoke and throttle from amazon. But anyway here's the current state it's in:

CGRP Development / Information Pre-Release 21/12/14
« on: December 21, 2014, 02:19:38 PM »
The status of CGRP is once again on hold for undisclosed reasons. A deadline of December 26th cannot be made at this time. Watch for more updates on this. We sincerely apologize to everyone for this setback.

UPDATE: As some of you may now, Top Hatted Cat is no longer developing for HRP. Stevob21 has agreed to take the lead position as authorized by Alaskan Thunderfuck. Currently, HRP's maintenance and updates are a higher priority than CGRP, thus the release date once again is bumped to unknown. The sudden loss of the main HRP developer combined with a poorly positioned electrical panel is the cause of this delay of information. Once again we do apologize but will keep you informed as much as possible on the happenings of HRP.

General Discussion / Metro 2033 RP
« on: November 25, 2014, 11:12:03 AM »
So it's been about a week since the polls closed and metro 2033 won. Now what? We have a lot of planning that needs to be done. We need to figure out gameplay, factions, items, rules, canon modifications, etc. I think it would be a good idea to do this mostly over the forums as a community.

However, we need to figure out a base for everything. Something to start off with and build/modify ideas on. Some People mentioned doing a community meeting in teamspeak. It won't be anything set in stone, just ideas to get things going.

So what are we going to do? Why not have this meeting Friday night at 11pm gmt (6pm eastern). If you can't attend then it would be fine. All the meeting means is to get base ideas figured out. Things can and will be changed after.



Boards are open. There will not be a teamspeak event. Go post away and this thing will work.

CGRP Development / CGRP Status Update
« on: November 24, 2014, 01:57:52 AM »

The Plan

It's been a long time since anything CGRP related has really shown up here. The target release date is December 26th 2014 and we're hoping that it will be done and ready to go by then. Stevob21 and I are kicking things into high gear to push this release and get it ready. Our testers are helping us along the way with things they can do as well. Here's a few things completed so far:


Here's a few other elements for initial release:

-Dollars realistic with real world
-Vehicle start and getaway position
-Dynamic location spawning
-Smartphones apps (UBomb C4 app, Bank App)
-Customizable weapons (attachments, magazines, etc)
-Attention dependent drug production
-Taxed Rent building payments
-Equipment for police
-3 different police vehicles
-Parking tickets
-More stuff for mayor to balance and change
-Full-time SWAT job
-Advanced fire (player ignition, smoke inhalation)
-Better defibrillator and medkit system for EMS
-Flat bed towtruck
-Taxi driver job
-Stat modifying consumables

Here's some stuff planned post-release:

-City worker job
-Legal and Illegal shipping
-More drug production
-Legal, unraidable vegetable growing
-Visual Passive RP support
-Vehicle winches
-UBomb C4
-Private storage
-Dynamic daynight/weather

The list covers the jist of things. All systems are planned to be fresh, optimized, and user-friendly. They should also support all players from the lite drug whore to the serious passive Roleplayers. CGRP is intended to be unique and stand out with appealing sounds/visuals and UI as well as gameplay to keep players interested.


Trello has been changed to help aid development only, however can be used by the public to see what is done and what still needs worked on. We will try to keep it as up to date as possible but be advised, it could be outdated.

Citizen Hospital / STAFF ANNOUNCEMENT: Narcotics
« on: November 05, 2014, 06:20:55 PM »

Urgent Announcement

Attention all staff and affiliates with the Citizen Hospital. I have noticed a 30mg shortage in narcotics, primarily toradol, over the last month. All members of the staff and affiliates with access to drug cabinet keys are now required get mandatory blood work done for drug testing within the next 7 days. Any staff member failing to meet the requirement will face immediate suspension and investigation through Civil Protection.

Also note that all narcotics have been logged as of this date and MUST be recorded before and after each shift as well as every time it is used on a patient. If unnecessary uses of narcotics are logged or uses are falsely logged, you will face suspension and investigation will be done by civil protection.

Narcotic use is a level 2 offence and will not be taken lightly within this facility.

Monika Krause
Director of Operations
Citizen Hospital

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