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Messages - ?«SG.Sup?? | Sir.Scottx125

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16
Denied Suggestions / Re: New Police Car Models
« on: May 13, 2013, 08:56:21 AM »
Model them, optomize them, code them, make them work, and then maybe. But until then, no. We cannot work without it already having been created.

It would help if all the police vehicle cars were coded properly and modeled correctly, as far as i know the Dodge's model is broken due to it becoming unstable at 30mph+ due to a model related problem, as well as that the handling STILL sucks on both the Dodge and Vapid...

P.S I swear how hard is it just to go to the 1.5 files of OCRP and get those car scripts? They worked 100% better and were perfect...

17
Suggestions / Re: Improving the Secret Service
« on: May 13, 2013, 08:54:17 AM »
I believe the use of SS is to:
1: Protect the mayor against any threats and to be his bodyguard.

2: To investigate matters which could threaten the mayor or the city and report their findings to the police WHO ARE the law enforcement of the city and will carry out the arrests.

  -  SUPPORT

18
Denied Suggestions / Re: SWAT... what is the point?
« on: May 13, 2013, 08:49:42 AM »
Yes but the problem is NOBODY WANTS TO BE SWAT... Because how often do these events occour? Once every 2-4 hours? Who is gonna sit and wait for an event like that to turn up? And by the time an event like that does come around police officers try and fight in a heavy fire fight and then theres no officers to promote to SWAT, as well as by the time someone does become SWAT the fire fight is pretty much over. And then they are back to waiting for 30 mins before they get bored they return to becoming a police officer.

Post Auto-Merged: May 13, 2013, 08:51:57 AM
Not at all.....

I am chief quite often and I promote and demote SWAT all the time. The point of SWAT is to have armored units with heavy weapons to raid a place which could cost lives. I try to organize them and when we raid I try to stay quiet until we move in all together. SWAT is a necessity for good raids with the least amount of lives lost. Once the raid is over I demote every SWAT except for one who volunteers to stay, and I tell the others to go to the NPC again and become SWAT.
However that does waste money so I am in favor of SWAT being cheaper to promote.
BUT HELL NO to a SWAT NPC. If there is one thing that frustrates me it is SWAT running around like they are cops, which they do anyway. If anything should happen to increase the number of SWAT around the Mayor should be able to promote them as well. And then there would be limits to the number which would just make the raids an ultimate failure. I love the way I RP raids. Get proof, keep radio on a down low, tell SWAT the plan and get ready to move in lightning fast and clear it out as quickly and safely as possible. We don't need random people running around just destroying RP because there they can.
The system we have now is beautiful. For there to be SWAT the mayor has to appoint someone they like to be chief and that chief promotes people they like and trust will do their job.

Also they aren't supposed to be "interesting to play," tell me now. In real life do you see SWAT officers on duty walking around or acting as police? No. And along with that what could they possibly do? Nothing. They are there for a certain job and once it is over they go back to being a cop to do the less intense stuff because there is nothing like a raid going on. When there is another raid, SWAT are promoted again.

Reason I am so harsh is because I really REALLY dislike this idea, it would just make being chief/cop/swat a bad job. Which I love to do  :(
Don't want my game ruined haha.

-Support

This is NOT real life, this is OCRP 2. This is about making the gamemode fun and accessable to play for the MAJORITY of the community, not just for one person.

And in that case then why dont we just ban police officers from getting enguaged in any serious fire fight with weapons greater than a shotgun? Because then it would give SWAT a function and prevent the police force dying all at once.




FYI, SS don't really replace SWAT. SWAT aren't supposed to protect the mayor unless the mayor is under attack. And in that case the SS are with the mayor and raiders are outside the door trying to get in, SWAT come from behind with their armor like SS has to clear it out. They are both necessary for the Mayor's protection. But if he isn't under attack, its not their job to be extra SS.

19
Denied Suggestions / SWAT... what is the point?
« on: May 12, 2013, 11:29:41 AM »
Ok, so SWAT is essentialy the fire fight responce unit for the police force as well as the force which can guard the mayor. HOWEVER, now that has been taken over by SS (protecting the mayor). And SWAT ushualy is never recruited any more, so police officers have to deal with raids and fire fights themselfs using pistols the majority of the time, whilst going against ak47's ect. When SWAT is then recruited during a fire fight 7/10 times the fire fight is over by the time SWAT is there, and then everyone leaves SWAT because nothing happens.

Something radical needs to be done here in order to make SWAT a perminant part of the force in order to make them moderatly interesting and active to play.

So, say if you agree or disagree below with reasons, if you agree also put some possible suggestions in order to make SWAT a perminant active part of the police force. OR suggest what should be done in the case that SWAT is unable to become a perminant part of the police force, aka giving officers more bullet protection, better weapons ect.

20
Denied Suggestions / Re: Police Dodge after update
« on: May 07, 2013, 12:58:29 PM »
Unfortunately we can't always have the best of both worlds.

If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.

If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the  body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).

I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).

Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect.

21
Suggestions / Dispatch Com.
« on: May 06, 2013, 11:58:25 AM »
I had an idea where the dispatch who would be at a computer would have a list of cops on his monitor with given police unit numbers, he would then be able to send a message to each individual such as setting patrole routes ect, this is explained more indepth below:

*Dispatch types message to Unit P125*:"Unit P125 patrol industrial region and await further orders".
*Officer responds via radio*"10-4 dispatch P125 patroling industrial region.

Also a nice feature would be for the dispatch to have each message sent to be saved as a current status for each officer so that the dispatch can quickly find out what the officer's last order was.

22
Denied Suggestions / Re: Driving types/selection
« on: May 05, 2013, 10:23:36 PM »
Mmmm, i would only support this if all vehicles including police vehicles were given the chance to drift, which at a certain speed would happen on all vehicles.
- support

23
Accepted Suggestions / Re: Classic cars.
« on: May 05, 2013, 10:20:51 PM »
This would be interesting, though i would prefer that these cars be extremely expensive, having tons of classical cars around would be weird and wouldant set the time theme of OCRP.

24
Denied Suggestions / Re: Police Dodge after update
« on: May 05, 2013, 07:44:25 PM »
Thank you for responding w/ the intended improvements.

25
Suggestions / Car Despawning.
« on: May 05, 2013, 06:26:44 PM »
When people pullinto the garage to despawn their vehicles i feel that there should be a 30 second despawn timer to prevent people who drive past red light ect who are being chased by comps instantly despawning their vehicle to remove evidence of their involvement.

26
Denied Suggestions / Police Dodge after update
« on: May 05, 2013, 05:16:09 PM »
The Dodge is improving although there are some problems:
Acceleration is abit too high.
Weight of the dodge is too low, causing the dodge to become unstable at 40mph +.
Traction is slightly too low.
Also theres this weird motion of the dodge to always drift left...

Although the update has added some significant improvements as of yet, so thank you for the last update.

27
Suggestions / Re: Car bombs...
« on: May 04, 2013, 03:05:42 PM »
Even still without exploits of admin commands when the server was slightly broken, this is till a worth while feature that could be implemented.

28
Denied Suggestions / Re: Police dodge & Viper.
« on: May 04, 2013, 08:43:25 AM »
Check here for vehicle worklogs: http://www.catalyst-gaming.net/index.php?topic=24580.0

The Police Dodge Charger has better handling for drifting and almost 2.5x the current speed.

The Vapid will be upgraded at a later time when I have a spare moment.

 Ok thank you for the reply.

29
Suggestions / Re: Car bombs...
« on: May 04, 2013, 08:41:58 AM »
I agree with all comments so far, however the animation of planting a car bomb IMO would be too obvious and would require an animation which would consume the dev's time, which is why i only suggested that a sound be added for detection, officers would not know their car has been rigged unless they hear that someone is tinkering with their vehicle, hence they would call for SWAT to defuse a car bomb.

30
Suggestions / Car bombs...
« on: May 03, 2013, 10:24:55 PM »
Ok so a few days ago police sufferd a massive terrorist attack where cop cars all over evocity were being destroyed by car bombs...

My idea is to have a system where car bombs being rigged produce a noise which can be heard by people within a certain radius of the player setting the bomb up, another idea would be to actualy disable car bombs if an officer or person noticed someone setting a car bomb up. This would include SWAT members being able to diffuse car bombs on any vehicle giving SWAT another purpose except for responding to fire fights and protecting the mayor.

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