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mr.g-c

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Everything posted by mr.g-c

  1. mr.g-c

    Sahrani Life

    Psssstttttttt..... dont tell anybody..... this was Info out of "first hand". No serious, as i told you on your server the sector-control thing is still in development and not to 100% sure. That means it still can be something totally different in 1.1 (persoanlly i dont belive this anyway). But im sure Issetea or Fewo will make a announcement as soon as possible with their current changelog. Best Regards, Christian
  2. mr.g-c

    Sahrani Life

    Still in 1.02? No please be serious! Is this Bug still in 1.02? I never robbed the Bank as a civ.... Regards, Christian
  3. mr.g-c

    Sahrani Life

    I dont agree to this... Markers need to be kept there... otherwise its impossible for the Cops to do their Jobs properly. A middleway between your suggestion and the current way could be, to have only the currently used "exact Markers" inside citys and outside of citys something you mentioned like triggered sectors which showing "Civx is south between Bagango and xxx". But there is the Problem where to display such a large message... The ohter thing i do criticizing about the currently used markers is their size. They are way to big, currently if all civs in Bagango you cant distinguish between that whole lot of markers - just imagine with 32 Players?! I hope we will see much smaller markers in 1.1 - which will keep their (small) size also when zooming out. This is a must have for 1.1 i think. Easy solution: Just take some money with you, when you planning to "steal" the weapons-truck and bringing it to the terrorcamp. Personally i dont like a ATM in the terrorcamp for various reasons. But thats just my personal oppinion. Regards, Christian
  4. mr.g-c

    Sahrani Life

    I agree. Aircraft cost huge amounts and they can be shot with other weapons. I agree too! AA Lauches should be not avalable anymore or just for Cops after a long long time and only one or two rockets every some hours... Regards, Christian
  5. mr.g-c

    Sahrani Life

    This is one of the best suggestions i read so far! Good idea!!!!! Mybe even in 1.1 *lookingtoisseteaandfewa* Regards, Christian
  6. mr.g-c

    Sahrani Life

    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
  7. mr.g-c

    Sahrani Life

    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. 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
  8. mr.g-c

    Sahrani Life

    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.... 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
  9. mr.g-c

    Sahrani Life

    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
  10. mr.g-c

    Sahrani Life

    And: 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: Im currently try to help you and to find a solution to this suggestion HERE. With that option you could solve the "Bad-Cop Situation" described by you some posts before! 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! 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
  11. mr.g-c

    Sahrani Life

    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: My idea to solve this Issue of "boring gameprinciple" was the following: 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
  12. mr.g-c

    Sahrani Life

    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
  13. mr.g-c

    Sahrani Life

    You can not say this for all situations. You can also kill somebody even if he is not wanted yet! Just for self-defense when a guy point a weapon on you or even shoot (and luckylie missed with the first shot). But that depens on the situation if there were some Copkills before from this Guys/in that area , etc... So such a option only based on unwated/wanted status isnt very good. I think a Chief cop which can control the own team and punish (sending to jail - suspend from service/dutys) cops who act Demonstrably wrong and abusing its powers, is enough - but thats just my Personal oppinion. Yes thats a suggestion which going in a direction i mentioned some posts before... The Problem is that the most wanted Civs love it more to get Killed rather than go to jail. Also it is very difficult to arrest someone who is fleeing from you. So because of this, something like a "actionmenu-entry" which "throws" a fleeing person down and let it automatically be searchable and (if needed) arrestable would solve such Problems. Regards, Christian
  14. mr.g-c

    Sahrani Life

    No, the Roadblock will be used always together with a cop standing next or in near to it. The only reason youll see "lonely" roadblocks on the map is because they are not "un-deployable" anymore if you place them. But a demand for such a option is already suggested in other previous posts. I say let it like it is (exept a option to un-deploy)! Its IMHO a good think for "atmosphere" of beeing a cop rather than for its suggested use. Sure! You can see if the CIV is armed (for example withoutn having a license for). This is a important featre for the cops actings. It must stay in the game. A better solution is to remove all Grenades and Magazins out of the Cars by a small script after spawn. But i think for "Realism" the cops must consider it to keep their eye on their vehicles and even more when having a Vehicle with ammo in it! Thats right, but i mean if a single Terroirst blew up large parts of the city and killing 5 Cops or so and you kill em finally, it seems that that is not enough as a penalty for the most cops (included myself). Also if there is a uncontrolable situation currently at around the bank area, cops arrest sometimes also ungulty People just like in real life. Its like in real life when you are at a demonstration - no matter if you are one of the guys that threw the stones and moilotov cocktails, the cops will arrest you if you in reach of them to protect theirselves. You already can do that by first switching into side-channel before placing a marker. Fully agree to it! Regards, Christian
  15. mr.g-c

    Sahrani Life

    That seems to be cool... A very important Issue: Folks, i have played this Mission now since the day 1.02 was out and at least 8-10 hours per day(yes i am crazy about this mission - its the best in Arma i've ever played) - but it becomes boring after longer play times. Ill try to explain now why i think this is gonna happen after some hours of playing (either as cop or civ). But before i must say that most of the previously mentioned suggestions for this mission could not solve this problem, they can just delay it. 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. So both for the civs and the cops the game will become very very boring and monotonously. (Thats what many people stated when playing this mission for at least 2+ hours) That is the main Problem i think so far. But there is a way to solve this Issue completely! 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.) 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) No i think it is very Interessting what the rest of you think! I say: Consider this Issetea and Fewo. Even if it will take Months of building this, we will be patient and it would be the Ultimate (RPG-)Mission for Arma. I know that at least one of the mission creators is German like myself, so if you want i can explain it also in German to you. Best Reagards and i hope you consider that tremendous change in Gameprinciple, Christian alias "Arma_Chriss" and "Mr.g-c"
  16. mr.g-c

    Sahrani Life

    Hi i have another 5 (what i think minor) suggestions for improvement: - Possibility to holster big guns (rifles) via action menu and bring them back just like with pistols(inventory). A Arma animation is already in for that(Rifle holstered on back) - Use keychain via actionmenu-entry when standing next to your own bought car. I think thats easy implementable - Possibility to let cars be repaired at Fuelstation (just like with refuelling) - Selling stolen cars aswell. Of course for a way lower price then legally bought cars. - Possibility to rebuy your equipment(or parts of it for what you own a license) after you get arrested, for a acceptable Price. The revenue from this will then go into the "Repayment Fund", which i mentioned a few post above on last page. Best Regards, Christian
  17. mr.g-c

    Sahrani Life

    That is a very good news! I hope youll implement as much as possible. Well, i already knew that something like this statement would come. Basically, when using good written .sqf scripts, a Server could handle hundreds of scripts. That means, with Scripts, nearly everything suggested should be possible. Its all a question of work. You already see what is possible with scripts, when playing the current Version of this great map. What i mean is, nearly everything of that great Options in your map is something "ArmA has no option to do so." by default. So again, i belive that the very most of all the suggestions could, should and will be possible.... Good, i think thats no Problem at all. The Mission is currently very bug-free (exept Mh6 Jail transport issues), so you can Focus totally on improving/adding things to that great map. From a personal point of view (and i'm sure others share that opinion), you can even take months of time to code, if the result is convincing. Keep up the good work and try to build-in as many suggestions as possible. (The Tax-system suggested by me, could be a basis for so many further realistic improvements - and its should be easy doable by some new Scripts and updating existing like the ones from Banking) Best Regards, and i hope youll mange everything to your satisfaction, Christian
  18. mr.g-c

    Sahrani Life

    What do you guys think of my Suggestions? Personally Dwardens should all be implemented. Farming, Truck delivery and Taxi are also great in my opinion aswell as ColSniperRecon suggestion to improve this "ordering system" Regards, Christian
  19. mr.g-c

    SQF revive script

    Thats why experienced map-makers, who creates maps with Grouplink in combination with Revive, add the gw1=group this; in every init of every soldier of that group. I know this trick from the creator of "Black Sword". Regards, Christian
  20. mr.g-c

    Sahrani Life

    This Map is simply outstanding! I played it yesterday for about 12 hours and its just great! Still i think there are some things to improve this great Map! Here is my "wanted list": - The most important: 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. - Very important: Something to "stop" Civs from fleeing - possible actionmenu-entry which let them fall down while running and let the cops then search his body and give tickets/arrest, etc. Currently there are people which simply don't stop to flee. Even if you writing dozend times that he should stop they dont. Even if you shoot in the air they dont do. Then if you shoot em (leg or dead), they are pissed off and start to flame against you and the real asses of them trying to soldiarize with the other Civs, starting to "#Vote kick xxx" and finally kicking policmens if no admin is on the Server!.... I think we could avoid this Problems when somehow forcing them to be searched by the police if they flee and so they could easily arrested. - 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 amok, 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). - "Global Repayment fund" is a Fund which will get a certain percentage(maybe 15%) of the Incometaxes and found money of dead bodys to pay put People which were killed or arrested "wrongly" by policemen. After playing 10 hours today i realised that this is happening quiet often, so it would be good to pay them lost money back or pay them Money if they were in jail for no reason. Of Course only the "Chief Policeman"(suggested below) could decide to Repay. - Workers should exists and continue to work for you even if you got killed - More Players (at least 64)! Currently 10 Civs vs. 6 Cops on the whole Island is "a Joke". 24 Cops vs. 40 Civs would be great. - 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. - 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. -A General Income-Tax-System. Every Entrepeneur (a Person who owns at least a shop,a workplace, or a single Worker who works for em' must pay a percent-value of taxes from his income. Either automatically by the Bank(consider a menupoint in bankmenu) or manual. If you dont pay taxes youll get on the wanted List for Taxfraud. The Taxes will be used to pay the Cops' SALARY and more+better Equipment. So the more Taxes the civs payed, the more and better equipment the cops will get by those Weapon-Transports already implemented. - A Automatic "Rich-Tax-System": As soon you have over 100.000$ on you Bank account you must pay 7,5% Taxes. Either you let it automatically pay it (consider a option in the Bankmenu! or you have to pay the complete ammount every lets say 45 minutes by your own. If you dont pay it, you'll get on the wanted List for Taxfraud. [imagine this: The People will then move their money away from the Bank to not pay Taxes and they would store it (if you build the option above in) in their hideouts. But what if their hideouts gets destroyed - all their money stored here will be gone...] - Possibility to make someones wanted by the Police but without setting automatically a "bounty" on his head. - 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. - If you enter the Terroristcamp you should be not visible by Markers on the map for the Policemans (but for other Civs) as long as you are in that Camp and near around it. - Hints for all Policemans if the Weaponstruck is hijacked, stopped or raided. Also hints for the Police if other Transports(MH6 Jail, Bus) beeing raided, driver Killed, hijacked or else. Offcoure also hints, if you build in the suggestions by Dwarden below my Post (Bank transports, etc). - Terroristcamps only visible on Map for Civs! - There should be a Radiotower in a City (Bagango) and when its getting destroyed all the markers for Civs and Cops should disappear for ca. 10 minutes. - Cops should not have the massive-destruction weapons like explosives and M16A4ACOG, RPG, M134(AT4), etc. from the very early on. They should only get it(by Weaponstransport) when the civs payed enough money with taxes. So normally Pistols and Mp5s should be enough for the beginning. - More buyable Workplaces and Shops. - Change the Flag system. Why not make Objects like Banks and ATM's or Shops, etc. as a small(or in case of Bank:Big) building and a Flag "attached" next to it? - Moving the Bank a bit away from Civs start and making it a big building. - Let cops remove their created Roadblocks if not longer needed , not only just when moving them - 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. - 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. Ill continue this list as soon as i have any more ideas. No what do you think about my ideas? I think they are just great and they xould improve a great Game even More. I see you have the abilitys to code something like my suggestions above - so why not implement it... Best Regards, Christian
  21. mr.g-c

    NIM Dynamic Weather

    Does it work for you with 1.08 Does the downloadlink in the first post work? I never get the file.... Regards, Christian
  22. mr.g-c

    ArmA Effects

    Yes would also love to have it, because the new rain looks pretty ugly IMHO. But thats just my oppinion Regards, Christian
  23. mr.g-c

    Durg's Vegetation Fix

    Im just asking myself one question over and over again when seeing such great improvements: If "normal guys from the streets" aka customers be able to Produce such great addons without any performance-drop, why the Hell the BIS Programmer Team isnt able to do so?
  24. mr.g-c

    ArmA Effects

    Neither flame nor smoke comes out of the muzzle of its main-gun. The Coaxial PK in it, has some "muzzle-smoke" And: Nope i havent compared it with and without your mod - but ill do asap. Regards, Christian
  25. mr.g-c

    NIM Dynamic Weather

    Please update this great script!
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