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Toxicity

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Toxicity last won the day on June 3 2021

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  1. What category does this suggestion apply to?: Addons (change to existing; WireMod) Details/Information about your suggestion: Simply put, I'm asking that the Wire Screen (not Text Screen) limit be raised to what was in place back on IconicRP; I'm not certain what that limit was exactly but I'm asking that the limit be raised from the current 5 to at least 12 (11 would suffice for me personally but that's just a weird number). Yes, I'm asking largely for selfish reasons so that I can properly reintroduce my blackjack dupe, so I will use it as an example to show that an increased limit can enable fun for all to be had: In the following screenshots you will see annotation to explain what extra screens are needed to complete my blackjack table: As you can see, I need 6 more screens (for a total of 11) to fully spawn the dupe and provide necessary displays for both dealer and players. Naturally, an increase to the limit of screens would enable more than just 3-player blackjack tables so please consider what this can do for others and not just my own selfish example. At the end of the day, the screen limit on IconicRP was both sufficient and never a cause for problems on the server -- especially considering that wiremod is already restricted to trusted players; no trusted player in their right mind would exploit a higher screen limit to cause problems lest they lose their trusted rank or worse; I see no reason to not increase the screen limit. How do you think this will benefit the server?: Allows for more interesting wire contraptions to be built, which can provide entertainment for players with little to no conceivable downside. Links: N/A
  2. What category does this suggestion apply to?: Addons (change to existing; Zeros WeedFarm) Details/Information about your suggestion: Make weed jars collide with props: Suggesting this so that weed jars can be placed, for example, in wall-mounted safes, on shelves/tables, etc, without them falling through to the ground (and in some cases being stuck inside another player's prop such as a crate). I understand that this can expose a potential issue where bad physics can cause a server crash, or that it may result in the undesirable behaviour of weedjars combining; not much can be done about the former but the latter can be corrected with further tweaks to ZWF. Allow the pocketing of weed jars: At the moment, the only way to transport jars is one at a time using the gravgun. This is quite tedious and high risk when it comes to transporting jars from a grow area to a kitchen (for making baked goods, for example) or selling whole jars of weed to those who might like a stash of weed for use with bongs. Allow the pocketing of joints: Similarly to the above, transporting joints is less than ideal currently because at most you can carry 2 at a time (1 in your weapons inv and one via grav gun). If nothing else, it makes very little sense that one can carry only 1 joint (weapon inv) but can literally stack hundreds of weapons in their pocket via shipments... even from a balance point of view, it's not like joints are dangerous weapons or worth anywhere near as much money. How do you think this will benefit the server?: Quality of life/rp improvements for weed growers who are inclined to do more than just sell palettes to the NPC. Links: N/A
  3. Nice humble brag about dev server access Allow me to meet that with a shameless begging for access: GIB DEV SRVR AXES! @keenu @Ricky <3
  4. Suggestion copy pasted from original at IconicRP forums. This suggestion has already received strong support at its original posting. What category does this suggestion apply to? Addon (Changes to existing) Details/Information about your suggestion: Please, for the love of whatever makes you happy, make the Armoury menu persist (stay open) after collecting an equipment item: Currently, when you take a gun or ammo/equipment from the armoury, the menu closes. I don't know about the rest of you but I find this insanely frustrating and time consuming -- especially considering the horribly oversized list items and janky scrolling making it even worse for getting ammo/armor/health, when you're trying to gear up and get back to work or even rush off to an incipient situation. The menu should remain open until you are finished getting whatever equipment you're after; it is much less annoying to click to close the menu when you are done, rather than having to reopen it and scroll lightyears down to get another tiny box of ammo or to get your armor or a backup weapon. Make the layout more user friendly by reducing the amount of scrolling needed: As explained above, the current presentation/layout of the Armoury menu having only ~3 list items visible means that you have to do an awful lot of scrolling just to get to what you want and with ammo, health and armor at the bottom this issue is especially annoying in combination with the menu closing after collecting every item. Rescaling the menu dimensions and then the list item height would allow for more of its contents to display and thus alleviate the need for janky, time consuming scrolling. Rename the damn "Binelli" shotgun: It's Benelli not Binelli. As has been suggested before, items from the armoury should cost at least a little bit of money, and more rank restrictions should be implemented, if for no other reason than to make some choices more balanced/realistic: I also first thought it was kind of cool that everything was free and that a most weapons are available at ranks as low as Constable. But having played around a bit I'm not so fond of it even though it would mean restricting myself. I won't go listing all the weapons to be restricted, but here's an example of the lack of logic in the current restrictions observed: As a Constable, I have access to a .50 calibre Desert Eagle and a .30 calibre Scar-H (which mind you should have a 20 round magazine not 30, and should hurt more than 5.56NATO weapons... wtaf?), but not a .44 Raging Bull (you might argue that the scope plays a part, but who in their right mind is trying to snipe with a revolver?) (also, the armory doesn't even give the .44 Raging Bull when selected anyway)? Furthermore, with the availability of most every other gun (for free no less), the Desert Eagle and M9 for that matter are just not worth ever picking up, we also have no SMG options either... Reevaluation of the weapons available and their rank restrictions is suggested, to bring more immersion, balance and purpose to both low and high tier police ranks. Furthermore, I propose making armor and health kits cost money (why have half/full armor/health options if both are free? There's literally no point to the half options at this time). I would not be opposed to a varying cost (increasing for more powerful weapons) being added to all 2h weapons and high calibre pistols, so as to make cops care just a tad more about dying on the job. How do you think this will benefit the server? I've mostly explained this in the above section, but to summarise, I think these suggestions will be beneficial towards a bit more immersive roleplay and balance, alongside "quality of life" improvements for police when they use the armory. Links: N/A
  5. Suggestion copy pasted from original at IconicRP forums. This suggestion has already received some moderate support at its original posting. What category does this suggestion apply to?: Other; Systems modification/implementation & Job (Mayor) Details/Information about your suggestion: In short, this proposal is for a taxes system which gives the Mayor the power to control the taxes imposed upon the city's residents. At the moment, the extent of the Mayor's "power" pretty much ends at setting some laws, calling lockdowns and accepting/denying warrants. But what if we add an income tax system and modify the door pricing system to be affected by a property tax, with both the income tax and property tax amounts controlled by the Mayor? Income tax: Income tax would be deducted from players' salary each time the payday event occurs. The equation would be tax = math.floor( salary - (salary * (x / 100)) ) pay = salary - tax This calculation should take the salary received via the /gang system into account also; salary = jobsalary + gangbonus. Where x is a number value controlled by the Mayor's income tax setting. Settings for income tax which the Mayor can select could be: "None" (0%), "Low" (3%), "Medium" (6%) and "High" (12%) The Mayor and PD (except probational constables)/SWAT would be immune to income tax. Property tax: Property tax would affect the currently existing net worth percentage applied to door costs. (I won't bog down this post with the code/equation for this one, but I've run the numbers and the settings proposed ahead are balanced based on the current net worth percentage added to door costs) Settings for income tax which the Mayor can select could be: "Lowest" (-0.1%), "Lower" (-0.05%), "Normal" (0%), "Higher" (+0.05%) and "Highest" (+0.1%) The Mayor would be immune to property tax. Tax settings should return to their defaults when a Mayor leaves office (disconnect, job change, death, etc); Default income tax = "None". Default property tax = "Normal" Optional addition: Money from taxes could be sent to a Money Pile ("city funds") which can be raided (like the one in the Bank) and is located in the Mayor's vault. Like the one in the Bank, this Money Pile should have a max capacity of $50k to $100k. Also, optionally, the Mayor could receive a small percentage (eg: 0.1%) of the currently stored city funds (which is in fact deducted from the stored funds) in addition to his salary every pay day (if implemented, the Mayor's base salary should be reduced to compensate). The Mayor should have the ability to decide if they receive this bonus to their salary. Thinking ahead: With the implementation of a taxes and stored city funds system, there exists the possibility of future expansions to the Mayor's powers and abilities which would require the spending of city funds. For example, a Mayor could spend city funds to temporarily unlock better PD equipment in the armory. How do you think this will benefit the server?: The aim here is to bring some depth to the Mayor role and make it feel more like it has a strong influence on the city's economy. This would create more reasons to either like or hate the currently elected Mayor, and give the Mayor more to consider when it comes to either pleasing the people or ruling as they see fit. Additionally, if the city funds money pile is also implemented, there would be an extra objective for thieves/etc who raid the PD other than targeting just the Armory/Printers or assassinating the Mayor. Players could also have another reason to visit/contact the Mayor to peacefully negotiate tax changes (rather than just for law changes and weapon licenses). Police/SWAT jobs would also become more appealing due to immunity from income tax. Links: N/A
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