June 18, 20232 yr 3 hours ago, Hari said: + for cooldown idea as detailed by Cr@nk About rewarding % bar points for kills scored by defending/attacking gang members only - make it around 10 points per kill, so there is more impact by it and less impact by mere quantity of players in zone About vehicles - vehicles can be too effective in turf, they're like armor or free ticket to escaping from danger, they help defender/attacker with influencing % bar quite a lot and reduce incentive to fight which is less interesting. A simple fix would be giving -1 point or maybe -2 point % bar reduction penalty per defender/attacker that is inside, entering or exiting a vehicle at the time the % bar ticks (every 5 sec or idk how often the % tick happens in turf) About sniper headshot - it has been suggested before, remove headshot feature from half turf zones, the other half of zones can stay with it to please everyone. The turf combat of pre 2020 was fun too and still missed by some today who don't prefer a single wep to have so much influence over other weps About cops wanting to turf - I don't really think cops are dying from boredom with the recent kill or jail chances offered by turfing gangs. But if cops wanted to have some way to turf in similar way to crims now, probably Ace's suggestion would be decent to make separate crim vs cop turf activity at separately made zones, rules for it. Otherwise there might be a mess trying to include squads in the current crim turf script It would be cool to see some turf zones without headshot. +1 to all the points you mentioned
June 22, 20232 yr I have a suggestion on Cuban Cars activity during Turf war. Since some emergency spawns from gang members are not allowed to be used during turfs, like Medic or Police Officer, I would like to suggest that CC members who are, also, gang members to not be allowed to interfere during the turf wars. CC Impounders can create advantage during a turf war if they come and impound cars of criminals who compete during a Turf War. So just like gang members are not allowed to come bribe or heal during wars I suggest for them to stay out of impounding cars too. Thanks.
July 1, 20232 yr I would love to see few changes that, in my opinion will bring more action to the server. 1. Yes, bring the cop side to the turfs. Me personally, never been in a sqaud and I am not really met with their activity besides sr, brs and vips which must be really boring after some time. Turfs for the cop side would bring a new activity for them , but remove their ability to arrest. Arresting would ruin the balance. Two proper cops could stop 10+ gang members, just by spamming left mouse and send them to 6 minutes in jail. Turfs should be just a weapon battle. 2. Remove the turf participation if you are in a vehicle - mostly BMX and NRG. They are buggy, hard to shoot the target if its riding those bikes and ruins the turf experience. As I mention above, turfs should be a war, not a chase of BMXs riding around the zone and top of that getting %. 3. I saw in other suggestions about gaining % for the turf for each kill a gang member make, which I really like. This can really show the skills of each gang and their membership overall. 4. I also agree with the turf zone's cooldown after it's been captured by a organisation, but shouldn't be more than 20 minutes. 5. And the main suggestion I would love to see is a new misions to the turf wars. Turf wars are the main activity of the server ( in my opinion ) and once the war ends, there is nothing to do besides SRs and VIPs and of course if you have done your daily amounts of BRs. Once a organisation owns a turf zone, its get paid by each hour аutomatically. Organisations should go and collect their ''goods'' by every hour in each zone with various vehicles such as bobcat,picador ( for smaller deliverys ), DFT (for medium deliverys) and a RoadTrain with a trailer (for bigger deliverys). Those supplies missions will be raid-able and other organisations ( gangs and squads ) could steal it for their own benefit. If the supplies are delivered successfully to the organisations's base, organisations could get different rewards such as: - Money which goes to the gang panel. ( You could also remove the option to get money during the take of the zone , organisation members should be ready to finance their wars. ) - Weapons and drugs ( Add a organisation ''safe'' or ''warehouse'' which will hold their weapons and drugs). Option 1. Remove the spawn weapons each organisation get by their level, make them ''work'' for their weapons. If a organisation can't win any turfs , they still could be able to steal the deliveries made by other organisations. If the organisations still struggle to win their own weapons, they could always use the publick ammunition shops, but for a higher price weapons. You could also add a ''crafting weaponary'' script. For a gang to be able to sell drugs/weps to the publick, they should have stock in their warehouse. This can change the balance between a level 2 gang and level 5 gang. But it would logical a level 2 gang to make lower profit supplies missions than a level 5 gang. With this you would keep the hustle to gain higher organisation's levels. Option 2. Keep the current system of the organisation's weapon spawn and the unlimited selling of invisible stocks of weapons and drugs. Add the supplies mission which will just fill the organisation's money safe or warehouse and later on, they could sell the product by an delivery mission which could work the same way Money transporting works right now. If the product is sold successfully, the money should go to the gang safe and the organisation's hqs will decide to split the money to their members or keep it for the gang. You would ask what can we do with those organisations's money? 1. For each destroyed gang vehicle, the organisation must pay 5k ( just like the disk) to have their vehicle repaired and parked. 2. Add a script to allow gang members to pay a fee with gang money. to reduce their jail time. 3. Cops should get a fee for each crime they do, spawned as their official spawn - killing unwanted players, destryoing random vehicles and etc . 4. Their could be more ways of spending the organisation's money to avoid the inflation SAES had and continue to have in the past 2-3 years. Also saw a topic about the sea turf wars, which is a big yes from me. It is always good to have various ways of turfing and this could revive the ''roleplay'' of pirate gangs, like when the server had Navm.
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