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Messages - ?«SG.Sup?? | Sir.Scottx125

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31
Suggestions / Re: Automated batch crafting
« on: May 03, 2013, 10:20:17 PM »
IMO this is not needed, the demand of ammo and weapons does not require "automated batch production", this also allows other crafters to have a chance to make a profit when you run out of items to sell which helps the economy flow.

-support

32
Suggestions / Re: Dodge for level 4-5 Police, and leveling.
« on: May 03, 2013, 10:12:46 PM »
The rank system should have exceptions for people who are VIP or Gold, removing privilages from VIP or Gold members is not a smart way to go and i can see it pissing off a lot of people. I also thinks that the Ranks should resemble that which is similar to real life, and although zipties would be a nice idea, you have to consider how the effectiveness of police will be deminished since this will greatly effect the performance of officers. Having a force full of level 7 officers would be far more effective than a force full of level 2 officers.

33
Denied Suggestions / Police dodge & Viper.
« on: May 03, 2013, 10:08:29 PM »
Ok, now first of all im gonna start off with the dodge, the main problem here in my opinion is the dodge has amazing handling which it should do, however the traction is way too much. Especialy turning a corner at 60mph without drifting in the slightest; this also being a problem that the acceleration speed of the dodge and the maximum speed is quite low, i mean a dodge is ment to be fast enough to cope with most vehicles in a chase... yet i find i am barley going 60mph around the car dealer due to the fact that it takes so long to accelerate and the max speed is about 60.. which isnt going to cut it in a chase.

Now the viper, the viper is in most regards the direct opposite of the dodge... It handles like you are driving on ice, on turns an excess of 30mph is enough to spin out on a corner completely, as well as the max speed of the viper being something like 70mph+ with great acceleration.

What should be done?
Well personaly i feel like the dodge which is for VIP+ should have moderate handling, drifts at 50mph+ and will spin out on turns at 70mph+. The dodge should reach 0-60 in 4-6 seconds with a max speed of 80-90mph. The traction to the road should be reduced as well to allow drifting at the speed mentioned above.

The viper seeing that it is a vehicle avalible to everyone should have moderate handling, drift at 40mph+ and spin out at 60mph+ with a max speed of around 70-80mph. The viper should be able to reach 60mph in about 6-7 seconds. And have more traction to the road, however seeing as this vehicle should atleast have some aspects of balance between both vehicles, i think this viper should have high durability due to the buffers on the front of the vehicle compared to the dodge which should have moderate durability, since it has no buffers for damage.

34
Suggestions / Re: Radar Gun (Police)
« on: April 27, 2013, 07:25:14 PM »
What a more practical idea would be is to have the dispatch with a computer which has a radar that covers the entire map, showing cops positions and main roads/residential areas. So that the dispatch can perhaps relay other police officers positions if they are on foot (represented by feet) or in a vehicle (represented by a police car).

35
Suggestions / Re: Government Job System Suggestion
« on: April 27, 2013, 07:23:16 PM »
No.

1). This is not Perp.
2). The whole point of OCRP2 is to be fun and accessable to everyone, if you set up a quiz which determines if someone is right for the job is downright silly and means that OCRP2 is gonna start turning into Taco'N'OCRP.

36
Suggestions / Re: Dual-Spec Skills
« on: April 27, 2013, 07:21:18 PM »
This is a bad idea for the economy, being able to switch between 2 skill sets would make roles within the economy of the gamemode pointless, having money flowing around the community is very important, it ensures everyone has a purpose.

- Support

37
Suggestions / Re: Things about cars that seem... off
« on: April 24, 2013, 08:38:05 PM »
I agree, vehicles should only spin out in a turn if one you swing the rear of your vehicle around too fast, the current driving mechanic with wheels that have no traction and no weight to the vehicles prevents cars acting how they normaly would... I mean the Vapid police vehicle when turning will spin out at 30 mph if your not careful and expirienced with the vehicle... Theres just too little control on the direction of where vehicles go, i want to be able to drift with my vehicle around corners, not spin 180 degrees.

38
Donation Questions and Trades / Option to buy 250 credits please?
« on: April 23, 2013, 07:58:26 PM »
Hey i was hoping of in time *hopefuly soon* donating, although i would specificly like to donate to gold which is 2500 credits? And i dont know where from but i have 250 credits already which puts me in an awkward position, and i really dont want to spend money on 2500 credits with a spare 250 credits lying around.

39
Suggestions / Re: cop radio and iphone.
« on: April 23, 2013, 07:50:32 PM »
You sir! You deserve a medal! I really like that idea. Well thought!

I try :).

40
Suggestions / Re: cop radio and iphone.
« on: April 23, 2013, 03:02:08 PM »
Wait you guys think theres a problem keeping the Police radios on?! I think theres a problem keeping them off! A problem which is constantly occouring is having too many people spamming the channels when someone is trying to input important information, i would prefer if the police radio was only connected to a dispatch, where all reports and such would go to the dispatch who would have a "Global police chat" which would reach all officers.

Example:
*Officer 1:Toggles police radio* "Dispatch, i've got a speeding ford focus heading to sub's 1 via hospital route, requesting backup over"
*Dispatch to all officers* "Officer 1 is requesting backup in a persuit with a ford focus heading to sub's 1 via hospital route, all nearby officers who are able please respond".

Now i understand that this would be difficult if there was no dispatch on duty, so that is why i think that officers should also have their radio perform normaly when there is no dispatch, however once a dispatch is on duty all officer radio communication will be diverted to the dispatch who can in turn act as the nervous system of the police force.

41
Suggestions / Re: OCRP Police car idea...
« on: April 23, 2013, 02:53:58 PM »
What i would like first is for the driving mechanics of the dodge and viper to be fixed... It is ridiculos... Going 40mph it feels like you are driving on ice... and when you try and drif turn you end up going into a spin... i prefered the driving mechanics from OCRP 1.5, it actualy felt that your car had grip to the road...

42
Suggestions / Re: Police Computer -- Improving Realism
« on: April 23, 2013, 02:52:00 PM »
I agree, it will prevent cops who i know dont use the cop computer, yet instead use the "cop computer" system as a way of justifying knowing someones name outright.

43
Suggestions / Re: Gun Durability.
« on: April 21, 2013, 07:52:49 PM »
Maybe if the wear is absolutely minimal then it would be fine. Aswell as having someway to know when your AK or w/e is going to wear out. Making sure that the wear level is listed when the gun is being sold is also important.

I don't know, I just feel like it would be quite a bit of work and for what? To add something that isn't really needed when real problems could be getting fixed instead?

I actualy asked a lua coder who works on the gamemode Privateer if such a system would be possible, he said it would be easy to implement within a week of coding. And in responce to a display to notify you of your weapons durability i think that is a good idea, to have a little menu pop up when in your inven while hovering over you wep to show its current durability, as well as to have a display perhaps over the ammo or somewhere on the screen to show your weapons durability.

44
Suggestions / Re: Gun Durability.
« on: April 21, 2013, 06:39:41 PM »
I have not, yet you have to keep in mind not just the disadvantages, but the advantages. More trade options making weapons trade a lot more... fluid and ongonig rather than a one way process. And i never said the period of time at which your weapon would degrade. That would depend on the use and i mean in a serious gun fight shooting lets say 120 rounds in an ak47 your gun would go from 100% to 90%...

The whole point of this suggestion is not for the ease or "can i be botherd or not" idea of people, but its ment to stimulate the economy of weapons within the gamemode. As well as to add more realism as ive heard for many OCRP aims to be as realistic as possible whilst maintining an semi-serious rp element.

Post Auto-Merged: April 21, 2013, 06:41:02 PM
No, just no.

If you have ever played Far Cry 2 you will know how annoying that bullshit is.

And by the way, this is not Far Cry 2. "Nothing happens the same way twice" - Aslan.

45
Suggestions / Gun Durability.
« on: April 21, 2013, 04:44:22 PM »
Ok, now currently for Weapons and ammo craftsmen there abit of a tradeoff when it comes to selling weapons, i mean when you sell someone a gun thats it, they have a gun and they wont really want to buy another one, when he/she dies that gun stays in circulation through looting ect.

My idea is to have a system where guns begin to wear out or break over time, once they reach 0% of their durability the weapons will break and will dissapear from your inventory, then you will have to buy a new weapon. However i also think there should be mid stages within this system to provide another potential skill or perhaps another function of weapon crafting called "Weapon repairing/restoration" where you go to any weapon craftsman and he can repair your weapon for a certain ammount of money.

This is the stats i had in mind for weapons at various percentages of durability:

  • 100% Durability, 100% Dmg 100% Aim.
    75% Durability, 80% Dmg 80% Aim. Cost of repair: 25% of Crafting price.
    50% Durability, 50% Dmg 50% Aim. Cost of repair: 35% of Crafting price.
    25% Durability, 20% Dmg 20% Aim. Cost of repair: 65% of Crafting price.
    0% Durability*, 0% Dmg 0% Aim, weapon is destroyed.

The whole purpose of the increase in penalty to aim. damage and repair cost as your weapon reduces in durability is to in essence force players to repair their weapon on a regular basis cheaper, yet to add a function where it will keep weapon crafters in buisness and improve the money around the weapon crafting buisness.
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