Jump to content
Issetea

Sahrani Life

Recommended Posts

one fast opinion ...

i really think that 100% insurance must go away ...

90% or less but not complete cover ... or daily insurance cost ...

Share this post


Link to post
Share on other sites

there is a way to make building indestructable:

1. create game logic within 50m of building

2. create trigger with nobody non and repeatedly as settings

condition= object id# getdammage (position gamelogic nearest object +object id#)>0;

on Activation= object id# (position gamelogic nearestobject id#) setdammage 0;

or something like that anyway.

currently working on being able to have buildings reset to zero after a period of time passing. so it seems like city is rebuilding/repairing instead of staying destroyed, maybe have npc civs doing animations while waiting on timer to reset damage to zero

reconsig.jpg

Share this post


Link to post
Share on other sites

after dozens of hours playing it, i have to say, that the roadblocks are the most annoying thing, followed by the instant heavy weapons access by the police. hopefully we get the possibility to take down roadblocks others set up or a timer for them. (i.e. they disappear after 5 min)

Share this post


Link to post
Share on other sites
Quote[/b] ]A better solution is to remove all Grenades and Magazins out of the Cars by a small script after spawn.

Weapons and magazines are removed since Version 1.0. JIP players will still see the weapons and magazines and we can't remove them for JIP players, because we would remove all other weapons placed in the vehicle by other civs/cops as well. Theres no command to spawn a vehicle without guns/weapons :/.

If there is no way to synchronize the info with JIP players, it's better to just leave the stuff in the car and encourage cops to look after their vehicles.

there is a way to make building indestructable:

I don't think that will repair anything if the building is destroyed in one explosion like a car bomb or helicopter crash.

Share this post


Link to post
Share on other sites

Why would you want to make buildings indestructible? Don't you love to see a building go down after a carbomb? Or see a ruined city after a good resistance fight?

Share this post


Link to post
Share on other sites

New suggestions:

- Cops should be able to buy weapons at the points CIVs buys there. Like in real life where cops often need to buy equipment like Guns ans Kevlar-Vests by themselves.

- Bulletproof West/Body Armour. Stops a few shots of low Ammo in Chest,Stomach and Back areas, like from M9,MP5,etc. but it should let bigger shots pass through with a little hitpoint reduction. After a certain ammount of shots of certain kinds taken, this West should be gone.

Will something like this ever possible?

Regards, Christian

Share this post


Link to post
Share on other sites

- added: Hideout marker for the hideout owner

- changed: Deadhandler -> Counts your kills (Cops, Civs, Suicides), changed messages, Cop-Teamkiller have to pay $5000, some other fixes

- fixed: only illegal objects removed when arrested

- added: Bounty set on bankrobber

- changed: The cop who arrested a civ now writes the message in global chat (instead of the civ)

- changed: Disarm message

- changed: some prices

- changed: Mission name standard

- changed: ATM at Civhospital, Bank at Major Hall (Flag changed into a Computer inside the building)

- added: vehicles near the helipads or the right hangar in the copbase are not deleted when inactive

- added: Itemshop for items such as Medikit, Repairkit...

- added: You can carry a total of 100kg, every item has its' own weight

- added: Mobile Phone to write a PM to another player

[/code]

hello

first of all i really glad u r working on ur mission and updating it. please , do not rush to release it no matter how all of us waiting for ur mission, let it be beta tested first so less people will be disappointed after wink_o.gif

concerning ur list of new features - i have to admit it sounds really cool, all this new stuff that will give more options for players but personally it doesn't really any interested to me. you r still working with personal options but unfortunately missing the general part - the game idea! i've looked through all the posts in this thread and it's mostly about "it's getting boring cause it civs vs cops anyway". and it's true! personally i will not want to keep playing another 5 hours in the mission without any goals even if i have option of my personal cell phone or now i can farm around for selling my food to others. because any way all this i have to do only to kill cops after.

please, pay attention on my previous idea in this post, i don't think it's hard to script wink_o.gif

if u don't like the idea of elections then let's all of us on this thread think out something else. let's all of us find out the goal so it will not be just civs vs cops !!!

Quote[/b] ]as i've noticed most of compliments because there is nothing much to do except of killing cop or earning money .. but the problem is there is nothing u can spend this money on ( except ammo i mean ). So, the logical chain breaks at the beginning cause - cops have the fun of killing and arresting but civs only idea to get more money to buy a tank and kill cops any way ...

Mayor/Judge/President adds idea to play good way so u can be elected.

But still, there should be something to spend money on ... may be real estate? There are a lot of houses and hotels so maybe u can buy house for ur self? The general purpose of the house might be to rise ur health ( in this case all hospitals kinda unnecessarily but any way, that just an idea ). I donno what else to think out but there should be something to spend money on so those who playing civs know they can play without crimes and without the only idea to kill cops. But those who joined the game to be a criminal gonna have it's fun too but probably never get elected ... if not a revolution? ))

Revolution can be done by terrorist or criminal, so it basically when criminal can buy his tank and take the power of island to his hands by killing President and putting all cops to jail, lol

So, in this case all players have the logical chain for playing –

police - protect the city from the crime

civs - be a crime or terrorist to overtake the city and became President by revolution or be very very good and rich civ so u could be elected by all other civs ( election can cost 500 000 and it's taking from ur bank account if u go for election )

president - keep the island life smooth and good

Share this post


Link to post
Share on other sites
Quote[/b] ]concerning ur list of new features - i have to admit it sounds really cool, all this new stuff that will give more options for players but personally it doesn't really any interested to me. you r still working with personal options but unfortunately missing the general part - the game idea! i've looked through all the posts in this thread and it's mostly about "it's getting boring cause it civs vs cops anyway". and it's true! personally i will not want to keep playing another 5 hours in the mission without any goals even if i have option of my personal cell phone or now i can farm around for selling my food to others. because any way all this i have to do only to kill cops after.

Yes i totally agree to your post! Ive marked(bolder) the parts of your post which matches to my oppinion.

As i've written in some posts before:

Quote[/b] ]old Post by myself

The imho main reason (as to put it in words) is that the gameplay currently ALWAYS leads to: CIVS against COPS (or vice versa).

That means whenever the civs managed to made enough money the mission will become boring to them.

So as a first solution to this "boringlity", they'll start to spend money to other Civs to make them also even richer, then when nearly all of the Civs become rich enough, they start to just kill cops. Simply as it is. Cops get killed without end.

This phenomenon is happening always after the first few hours and it will continue until "the end" - means until someone restarts this mission.

There is simply no Motivation anymore for the Civs than just kill cops in all verious ways - either as terrorists or just like they want.

.

.

That is the main Problem i think so far.

Quote[/b] ]if u don't like the idea of elections then let's all of us on this thread think out something else. let's all of us find out the goal so it will not be just civs vs cops !!!

My idea to solve this Issue of "boring gameprinciple" was the following:

Quote[/b] ]But there is a way to solve this Issue completely! yay.gif

It has something to do with changing the way "fractions" relate to each other.

Basically im thinking off:

Why not make Civs to be able to join "Clans" or some other form of "Groups" within the Mission?

So that each Civ can join such a "Group" and organizing itself with the other Groupmebers, making missions together, buying Workplaces and so on - and of course: Fight other Groups! (in various ways like: destroying their hideouts, rob their money, steal their cars, killing them, etc.) wink_o.gif

If you would implement such joinable Groups, the Gameprinciple will completely change from:

COPS against CIVS (like currently in 1.02)

to

CIVS(in Groups) compete/rival to "other" CIVS(in other Groups) and COPS doing "just" COPS-Work.

Please think about this!

This is IMHO one of the major suggestions to make this Mission much more "longer lasting" by adding nearly endless possibilities of acting and treating with each other and so it would bring even more fun to either of the, then arising, "fractions"/"partys".

Of course something like this will only make sense when adding much more player Slots.

64 Players could be a "House Number" - im thinking of 24 Cops and 40 Civs (which can join Groups)

However, i do like you election scenario aswell even if think that "grouping" would change the gameplay a bit further.

So yes, please creators of this great Map think about of changing the way the sides relate to each other. Bring this in Version 1.1!

From 1.02 to 1.1 (which is 1.10) means its a huge step forward, so please bring that "huge step forward" also in your mission by changing the gamepriciple from "Civs agains Cops" to something like "Civs against Civs - and Cops do watch everything". Please!

No matter if this will take another Month or longer...

I think it would be enough if the next mission comes ready to X-Mas.

Best Reagards, Christian

Share this post


Link to post
Share on other sites

We are now trying to add a gang-script to Version 1.1 and are looking for some nice ideas (aims of a gang...).

If anyone has a useful idea please post it :).

Here is the new changelog for Version 1.1:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

- added: Shop for items such as Medikit, Repairkit, Weapons, Vehicles

- added: The player can sell his Vehicles/Weapons/Items at shops

- added: Hideout marker for the hideout owner

- changed: Deadhandler -> Counts your kills (Cops, Civs, Suicides), changed messages, Cop-Teamkiller have to pay $5000, some other fixes

- fixed: only illegal objects removed when arrested

- added: Bounty set on bankrobber

- changed: The cop who arrested a civ now writes the message in global chat (instead of the civ)

- changed: Disarm message

- changed: some prices

- changed: Mission name standard

- changed: ATM at Civhospital, Bank at Major Hall

- added: vehicles near the helipads or the right hangar in the copbase are not deleted when inactive

- added: You can carry a total of 100kg, every item has its' own weight

- added: Mobile Phone to write a PM to another player

- added: Player has to eat

- fixed: Hideoutowner action for JIP people

- fixed: Weapons and ammo removed from vehicles for JIP people

- changed: M1A! in the cop-shop

- changed: Copmarker default: on

- added: weight info in Inventory

- changed: Stat hint is now a Stat dialog

- added: Hunger and weight added in Statdialog

- added: Rating resets to 0

- added: workplacejob

- fixed: prison release now works

Share this post


Link to post
Share on other sites

Two gangs, Red vs. Blue, Crips vs. Bloods or whatever you want to call them, and the Cops are stuck in the mess between them.

Gang members focus on being able to raise cash so they can recruit AI soldiers to escort them, in effect hiring muscle to make them a more dangerous force on the streets.

AI soldiers can be set to fire ONLY on direct orders from the human, or to fire on cops on sight, and/or fire upon rival gang members on sight. [That possible in the ArmA engine?]

To give life to the playability, there should be a progression in capabilities... so at first you can only hire one companion, but later on as you purchase upgrades to your status, you eventually become a renowned gang leader prowling the streets with a menacing entourage.

The gang members must engage in illegal activity to advance the game, and it is the cops job to catch them in this activity and arrest them. Sometimes they'll search a gang member who stashed his stuff in time and was clean, sometimes they'll catch someone red handed.

Is it possible in the ArmA engine to have weapons that disable rather than kill? This is CRITICAL. It is just too easy for a cop to shoot a civilian first rather than be shot first, making arrests almost unheard of.

With disabling weapons, it would make it much more likely that if a cop were to chase a gang member with a vehicle and manage to run it off the road, that there would be the opposing chances that the gang member kills the cop vs the cop landing a disabling shot that allows him to move in and arrest the gang member.

Maybe it would be interesting for gangs to be able to bust someone out of jail... smile_o.gif

The car races would be interesting in those gang races, with cops trying to catch racers DURING the race under the idea that that it is reckless driving. There should be a reward/incentive on top of what the gangs put up for the money-- preferably a bonus item.

It should be a big bonus to cops to arrest someone, with killing someone ending in no gain at all. They should want to be extra careful not to kill someone.

It's too often I've seen in Sahrani Life that a cop hunting a terrorist knows exactly where he is via the map and uses a sniper rifle to kill them, without ever attempting to arrest them. It made the arresting features useless...pointless.

I'll stop now, don't want to get too complicated. Hope what I said is useful.

Share this post


Link to post
Share on other sites

In terms of aims for gangs:

You could have gangs try to get a certain amount of money and then "buy" the government or courts on sahrani. That would allow the game to end once some civilians have enough money. (IE, gangs buys its legitimacy). Also, having player created gangs would be much more fun than "red vs. blue", esp if players could defect to rival gangs...

For gangs, you might want to have the leader of the gang get a 10-50% cut of everything his gang members get.

Also, buying & selling drugs in different towns for money (like in the old Dope Wars) is always fun for gangs to do... wink_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ][...] Also, having player created gangs would be much more fun than "red vs. blue", esp if players could defect to rival gangs...

Thats the way it is currently planned. We already created a menu where you can join a gang or create a new one. So far it works fine, but it is a very early version, so it will still take a long time. But the gangs should not end up killing each other on a simple way, so they need goals. This can involve killing other gangs, but that is not necessary. And now, as Issetea already said, we are searching for such goals. So if you have any idea, please post them. You can also post ideas regarding the gang features itself (e.g. what options do a gang leader have etc.)

Greetings, Fewo

PS: A Major-Script is already planned but we need ideas too.

Share this post


Link to post
Share on other sites

Gangs would be a great improvement! I wouldnt suggest AI though.. i reckon if we had 32 slots then that would be more than enough for a few gangs.

How about territory control for gangs? Maybe you could do something similar to that of GTA: San Andreas, where you can 'own' an area or town or something, each gang has their own colour, map markers will show who controls each town, then when a gang wants to take over someones turf, they have to go to an enemy controlled town, and engage an action at a flag pole to 'Take over turf' and then a countdown could start, then those who own the turf have to get to their turf to defend it. If they dont turn up within x amount of time, then the territory becomes controlled by them.

If the defenders turn up, then a battle will commence, defenders have to kill/chase out the attackers from their town, to retain control. The attackers have to kill/chase out all defenders from the town/area to win.

I personally think that would be great, then the cops could get warnings of this and try to diffuse the fighting or remove gang control from each of the towns. Returning them to neutral.

The benefits of town control could be discounts at shops/work place purchases or something, or some sort of steady income (different towns have different incomes).

I think its a good idea, see what you think, but sounds like a hell of a lot of work, so you might wanna retune it a bit biggrin_o.gif

Keep up the great work smile_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]We are now trying to add a gang-script to Version 1.1 and are looking for some nice ideas (aims of a gang...).

If anyone has a useful idea please post it smile_o.gif.

And:

Quote[/b] ]And now, as Issetea already said, we are searching for such goals. So if you have any idea, please post them. You can also post ideas regarding the gang features itself (e.g. what options do a gang leader have etc.)

Here comes my suggestions for those Gangs/Groups:

1. First of all don't call them Gangs inside the Game. Call them something else than Gangs. A Gang is normally a Armed and dangerous Grouping of poeple who fights other Gangs, dealing drugs and doing other kinds of Illegal stuff - it could be also different (see point 2 below). I mean These Groups can also decide to become rich with "honest work" and business, not just with "evil things".

2. These Groups/Gangs should be able to benefit from "honest work". Here some examples:

When you are in such a Group/Gang and you are together with Members in a Workplace you should get some Bonus. So for example If you are with just one(1) other Gang/Groupmember in a workplace, you'll get 10% Bonus on Paycheck from that wokplace. If you're in a workplace with 5 Group/Gang Members you'll get a Bonus of 50% and so on. And if you in a workplace and your Gang/Group-Leader is also there, youll get 20% extra Bonus on Paycheck from that Workplace.

3. If you own a Workplace and your Group/Gang Members do work in it, youll get a Bonus aswell (for example: 50%).

4. If ALL of your Gang/Group Members bought the SAME Workplace you'll get another Bonus on your paychecks (maybe another 50%)

5. You should use the Arma-Grouping for these Gangs/Groups! That means that the Founder of the Gang/Group can give the other Group/Gang Members order over that "normal" Arma System (F1 to F10). Also when using this, Group/Gang Members could switch to the "Groupchannel" (dunno if its the right Name in Eng. - its Green in Arma) to communicate private.

6. A Civ can only be a Member in ONE Group/Gang at the same time!

7. Group/Gang Founders/Leaders can release Members from his Gang/Group. They also should have the possibility to "terminate" their own founded Group/Gang.

8. Green Markers on Map only viewable by Group/Gang Members

9. Gang/Group Members should be able to free their other Members out of Jail, by driving/flying there and bring tehm out (maybe action-menu entry?)

10. Gang/Groups should be able to Buy a Hideout which should be larger than the biggest currently for Civs. This hideout could then be used to store Money away from Banks and store stolen Weapons, etc. Of course also a Marker for that hideout only visible by Group/Gang Members.

11. Other Bonuses when doing crimes (like Drugdealing) together. For example a larger benefi when selling drugs.

12. When having workers in a Workplace and that workplace is owned by a Group/Gang Member your workers will earn 50% More.

13. Groupleaders could have the Option either in the Group/Gang hideout (when considering option 10) or elsewhere, to pay (for example) 75.000$ (it should be a huge summ) and to instantly see all Cop-Markers and Markers from other Groups/Gangs for some Minutes.

(INDEPENDENT from Groups/Gangs)14. Able to buy a "Lockpick" to unlock Vehicles of rival/enemy Groups/Gags or just other Civs and finally by able to sell such stolen Cars at shops/etc.

All these suggestions only makes sense when raise the Number of Slots. With just 10 Civs its to less to even think about grouping. Please double the slots to 32. (12 Cops/20 Civs)

Besides the Grouping-Thing i want to remind you of other Suggestions which are IMHO very important for a smooth, REALISITIC and good Gameplay:

Quote[/b] ]Resize the markers!!! They are to Big, much to Big. Currently you get eye-cancer when watching the Map. There are Scripts for Markers out there which will keep their size even if you zoom-in or out on the map.
Quote[/b] ]Option to Pick up weapons, ammunition, Repairpacks,etc. and Money from dead Bodys. But by a random script which means: Sometimes you'll get very close to everything, sometimes nothing and sometimes only a small part. Of course you should code it that youll never get all of the stuff, the dead person had - but very close to max.

To avoid that civs grab "big guns" from dead cops and doing some amokruns, cops should have the option to "disarm" or to delete guns+ammo at dead bodys and a option to pay the founded money on dead bodys into a "global fund"(explain it later).

Quote[/b] ]- Workers should exists and continue to work for you even if you got killed
Quote[/b] ]- Cops should have a actionmenu-entry when pressing it, a sound or just a Text like "This is the Police - Freeze!" should appear that the ones running away could recognize he chased. Currently its impossible to write something like this with direct-talk and simultaniously chasing somebody.

- A Siren for Police-Cars like in that way described direct above this, would be great. Just imagine: The Policeman will get, as soon as they get in any Vehicle, a actionmenu-entry for the Siren and when they press it, a ogg sound will be played from their car.

Im currently try to help you and to find a solution to this suggestion HERE.

Quote[/b] ]- More ways to store your (earned) Money. What is if i mistrust the Banks because they get robbed so often? What is if i dont want to pay taxes (see suggetions below).

It should be at least possible to really store your money also in your Hideouts.

Quote[/b] ]- There should be a "Chief Cop" which should have the possibility to edit the Wanted/Bountyhunter List from every Place on the Map - but only at/in a Policecar. (like in real-life).

Also this "Chief Cop" has the possibility to suspend Cops from their service in a simmilar way like you do arrest someone - for example if a cop abuses his Power.

With that option you could solve the "Bad-Cop Situation" described by you some posts before!

Quote[/b] ]- Significantly raise the Price for Cars/Pickups/Trucks. The most time Civs and Cops seems to be to lazy to buy repair-packages to repair their vehicles. They just buy a new one for cheap 2500$.....and so time after time the whole city is full of old damaged cars.

7000$ or better 10000$ for the smallest cars would be better because People will then probably protect their cars better and reapir them aswell.

That suggestion will be needed when letting the Groups/Gangs get Bonuses for Work and Illegal things because they will then have much more money avaiable.

Its just that Cars are much to cheap!

Quote[/b] ]- If the Police manages to kill the Bank robber, they should have the possibility the recapture parts of the stolen Money(about 20-50%).

If the Bankrobber gives up and they manage to arrest him, they could recapture even more of the stolen money(40-70%) which will paid back even to all Civs and Policemans.

Best Reagrds, and thank you again you considered these Option to buy in Groups!!!

If you need any Help, please give me a sign - ill gladly help you!

-Christian

Share this post


Link to post
Share on other sites

Territory control sounds like an excellent idea! and gives gangs something to aim for, Perhaps the cops loose funding for every territory that is controlled by gangs, but gain income when they control the streets. Joining a gang or creating one should also cost a lot of money, as so the civs dont start capturing the entire city as soon as the game starts.

Maybe there could an extra stat too, labeled 'Reputation', you gain 'rep' when you deal drugs, kill rival gang members, and get arrested. The more 'rep' you got the more options you gain for your gang, like being able to hire more AI members, cheaper to buy drugs and more money for selling them, more income from controlled territory and discount of weapons. You loose rep for killing neutral civs, loosing territory, killing fellow gang members, etc...

However, 'rep' also has negative impacts, with increasing 'rep' you get lower income from work places, higher life insurance, cant get university degree, work places become more expensive to buy, and so on.

On further thinkin whiles typing this post maybe you could have a good rep and bad rep, more bad rep you get the things already stated above happen, but more good rep you get, the more money you get from work places, its cheaper to buy workplaces, you can hire more workers, etc...

This gives civs a clear option on which route they want to follow and the ability to earn increasingly bigger wages from legal activities rather then just crime.

Share this post


Link to post
Share on other sites
Territory control sounds like an excellent idea! and gives gangs something to aim for, Perhaps the cops loose funding for every territory that is controlled by gangs, but gain income when they control the streets. Joining a gang or creating one should also cost a lot of money, as so the civs dont start capturing the entire city as soon as the game starts.

Maybe there could an extra stat too, labeled 'Reputation', you gain 'rep' when you deal drugs, kill rival gang members, and get arrested. The more 'rep' you got the more options you gain for your gang, like being able to hire more AI members, cheaper to buy drugs and more money for selling them, more income from controlled territory and discount of weapons. You loose rep for killing neutral civs, loosing territory, killing fellow gang members, etc...

However, 'rep' also has negative impacts, with increasing 'rep' you get lower income from work places, higher life insurance, cant get university degree, work places become more expensive to buy, and so on.

On further thinkin whiles typing this post maybe you could have a good rep and bad rep, more bad rep you get the things already stated above happen, but more good rep you get, the more money you get from work places, its cheaper to buy workplaces, you can hire more workers, etc...

This gives civs a clear option on which route they want to follow and the ability to earn increasingly bigger wages from legal activities rather then just crime.

Agreed, there definately needs to be a lot of limits on gangs/groups, because we dont want it turning into a TDM between cops vs gang vs gang vs gang or whatever.

You gotta make your living first before you can make a group etc. And we also gotta make sure that it doesnt just turn into a fight for territories, the cops still gotta uphold the law and protect the bank etc stuff like that.

I dunno, brainstorm some other ideas guys =)

Share this post


Link to post
Share on other sites
I dunno, brainstorm some other ideas guys =)

I just posted what things these groups/gangs can do by honest work and thing like that.

Basically i do like your idea of territory-control, But i think its to hard to code...

Thats just my oppinion....

Best Regards, Christian

Share this post


Link to post
Share on other sites

i was just thinkin i dunno if this has been thought of probly has

but is there any way the person with the most money could be admin with all the power that entails

it would give you somthing to earn money for a feeling of power as it where.

anyway just an idea

Or you could pay to be admin or an admin auction or some such

byeeee

Share this post


Link to post
Share on other sites
Quote[/b] ]And now, as Issetea already said, we are searching for such goals. So if you have any idea, please post them.

leader of the biggest and reachest gang group is automatically - Mafia Leader of the Island. Leader has it's own bonuses ( for example, policia don't see him on the map ).

Same script u can use for peaceful civilians - Leader of biggest party of the Island has it's own bonuses. So , basically "party" is the same as "gangs" just for those who want to coexist on the island peacefully.

Share this post


Link to post
Share on other sites

Please please give the terror camp either a banking terminal or have the camp spawn a free car every 5 minutes or so.  The reason being, when I hijack the weapons convoy and drive it to the terror camp, i often find myself stranded, since the truck vanishes.  If I didn't stop to withdraw cash in masbete first, i'm faced with a long walk all the way back to masbete in the hope of catching the bus back to Bagango.  Even if I withdraw cash in masbete, I have to run all the way back to the terror camp if I want to buy a car (theres no car shop in masbete, either).

Also as someone said, can you make the teleporter script ON by default?

And if you do decide to implement gangs, could you only do it if we can all wear identical clothing? Gangs really don't work when you can't identify who is who without typing out "What gang are you in" to everyone you meet.

Share this post


Link to post
Share on other sites
Please please give the terror camp either a banking terminal or have the camp spawn a free car every 5 minutes or so. The reason being, when I hijack the weapons convoy and drive it to the terror camp, i often find myself stranded, since the truck vanishes. If I didn't stop to withdraw cash in masbete first, i'm faced with a long walk all the way back to masbete in the hope of catching the bus back to Bagango. Even if I withdraw cash in masbete, I have to run all the way back to the terror camp if I want to buy a car (theres no car shop in masbete, either).

I think a carshop at Masbete is the best/realistics way to solve that, dont you think?

Or what about some empty placed cars in Masbete and a Equipment-shop which sells the "Lockpick" ive suggested in my last "big" post?

That could be cool... you can steel some cars then....

Quote[/b] ]And if you do decide to implement gangs, could you only do it if we can all wear identical clothing? Gangs really don't work when you can't identify who is who without typing out "What gang are you in" to everyone you meet.

I think that is good like it is. I mean it should be enough if you know who are Members of the Group/Gang you with.

And therefore, if the veteran-mode is off on the Server, you can recognize the members of your own Gang, because theire Names are "Green" when you point at em, because it works like the default Squads in Arma i guess.

Regards, CHristian

Share this post


Link to post
Share on other sites

I think that territorial combat is a great idea but I don't think the cops shouldn't get a warning if one happens because then all the cops would run over and break it up and there would never be a good fight (or at least it would never be finished).

Share this post


Link to post
Share on other sites
I think that territorial combat is a great idea but I don't think the cops should get a warning if one happens because then all the cops would run over and break it up and there would never be a good fight (or at least it would never be finished).

Well i think thats realistic!

Also there might be other Civs which are not in a Group/Gang - ever thought about that? These Civs will do their own thing...

@ Fewo and Issetea:

Im currently on playing verion 1.02 and i have some other things to suggest:

1. When pressing the "Vehicle Information" inside of a car, it would be nice if we see who is the original buyer of a particulary car.

2. For the "Holster of Rifles" (already suggested before):

When cops decide to disarm a Civ, they should be able to choose what to disarm from them: Either Pistols, Rifles, Explosives or all.

3.

Quote[/b] ]- changed: Deadhandler -> Counts your kills (Cops, Civs, Suicides)

Could it be possible that Cops see how much times you been in jail/how much Cops/Civs you killed/Suiceds, etc. When they check you (Civmenu) ? That would be great to decide how to penalize a Civ when checking him.

Regards, Christian

Share this post


Link to post
Share on other sites

Its not that realistic people get shot at and killed all the time in real life with cops never even knowing about it and most civilians would never 'snitch' on a gang because they would be the next to be killed.

Share this post


Link to post
Share on other sites
Its not that realistic people get shot at and killed all the time in real life with cops never even knowing about it and most civilians would never 'snitch' on a gang because they would be the next to be killed.

Yes sorry, you right....

I didn't read a word in your opening-setence so it changes the sense to me....

Another (IMHO cool and Realistic) thing for any further versions:

- When Cops disarm Civs, why not store that Items(Guns, Ammo, Explosives) you removed from them, temporarily at or in the cop who does the disarm and this cop then can store this disarmed Items inside a Policecar/Truck/Tank/Chopper and take it back to the Policestaion or just let it in the Car. A further option would be that cops are only able to disarm someone once, until he either drop that disarmed weapons or stored them somewhere in a car/tank/chopper.

I think it is doable with a small script and some actionmeu-entrys saying "Drop disarmed Items" - when the Cop decide to drop the Items forever(means they get deleted).

And another actionmenu-entry saying "Store disarmed Items" - When near a Car/Tank/Chopper to store these confiscated Weapons/items.

Just imagine this Scenario:

The Cops decided to ban Assault-Rifles fom the Bank-area (happens very often), but there are some civs around who got ARs (even with license). So a Cop will search thee Civs, disarm them and now store the Guns inside his Policecar and bring the Guns to the Police-Station.

But there was a other Civ who watched evrything and now raid this Policecar and having now all these Weapons.

I Think thats just great.....

Regards, Christian

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×