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EYECE

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Posts posted by EYECE

  1. I offered a solution in the post below. Maintenance for exotic / super vehicles is ridiculously expensive, and a secret cost associated with owning high end vehicles. It costs approximately $1500-$2000 for a single axle brake job on an S-Class AMG (2009). Approximately $8000 total to do the whole vehicle. I drive a 2009 VW Rabbit, the brake job jost costed me $400. Imagine the exorbitant maintenance costs for Ferrarri, Rolls Royce, Ferrari. The parts will be dumb expensive, and labor for luxury is usually pricey too. 

     

    My point is simple: there needs to be a maintenance cost (and a cause for needing maintenance, which is outlined in my post below) to help reduce the amount of super / high end cars in the lots. People will not be able to afford them without steady streams of decent income, which essentially reduces the amount of those vehicles we'll see by a significant margin. 

     

     

  2. sons of anarchy

    vikings 

    Arcane (League of Legends animated show)

    Narcos (original and mexico is fire)

     

    Netflix has some good jail / prison oriented shows too. I would check them out if you have interest in that type of shit.  Also a decent mobster collection, I just watched the Irishman that movie was heat for the entire 3 hours. 

  3. 6 hours ago, MoonBoom said:

    I have to post my thoughts on this.

     

    I think if this gets implemented all vehicles should be done separately, because I have witnessed some problems on other rp servers with the vehicles being too sensitive to damage. Besides that, I would like if skilled mechanics could fix a car on the spot.

     

    I'm intend on opening an off-road group. I have already done that on a different server, with a lot of members being irl offroaders. One of our main goals was maintaining realism with adding a little bit of structure and fun to the group (we had strict rules and a vehicle list of capable off-road vehicles, meaning it wasn't just a bunch of Elegies climbing the Chilliad, but we did climb mountains that we wouldn't be able to climb irl). HOWEVER, when we tried to rp all the crashes it was terrible. A lot of new members don't know how the group works and how GTA physics work. Sometimes we would have hard challenges during the trails, which would definetly possible irl, but would be harder to do IG, meaning that a few people would crash.

     

    What I'm trying to say is I don't want a small roll down the hill ruin the entire trail. Also, I'd like mechanics to have the ability to fix cars on the spot, at least partly and/or temporarily. This brings realism but for our group it would ruin all the fun. In this case I'd say it's fun>realism. You can have fun off-roading IRL but it isn't the same IG, so we had to adapt, meaning we would go on more dangerous trails on a daily basis, as running through mud in a forest IG isn't really an option.

     

    I'm staying neutral until I'm sure it won't ruin our entire plan on the server.

     

    Edit: if a system where it gets worse over time gets implemented I'm +1, if we could finish a trail and fix our cars AFTER it, everything would be fine. That's the amount of realism I can agree with.

     

    I agree with ya. Vehicles designed for off-roading, or modified for such a purpose are of much higher durability than your average consumer car. They could either evaluate each vehicle for durability on an individual basis, or implement the ability to upgrade the durability of a vehicle by bringing it into a shop. Both are feasible options, but an individual approach may be a better undertaking if a minimalistic approach is what they are going to pursue, which is what I suggest.

     

    In regards to mobile repair, that I disagree with. It may be an inconvenience to have to go visit a mechanic, but is it anything other than an inconvenience when your vehicle shits the bed in real life? In addition, roadside repair is a scarce occurrence and only really happens in priority situations because for one, its dangerous, and for two, you can only do so much on the side of the road lol. In short, tow trucks should be easily accessible to tow incapacitated vehicles post collision or breakdown, and mechanics accessible to do the appropriate "fix" by roleplaying accordingly, and then repairing the vehicle script-side. 

     

    I do respect what you are sayin tho, you don't wanna be bombin' down the mountains roleplaying in an off-roading rig, and suddenly your shit breaks. I get it, and it makes sense. Although that could easily be addressed by like I said, adjusting vehicle durability based on the type / value of the vehicle. 

     

     

    3 hours ago, chrillzen said:

    I wouldn't mind if your vehicle could get totalled (if in a serious crash) and for it to be a pain in the ass to fix, because that would naturally encourage people not to drive like assholes. Also, I would encourage anything that adds role play to the server. It adds frustration, but it also adds another level of risk and role play. Just don't buff police vehicles. (I don't know why I feel that I have to say this). They should break just as easily as any other vehicle. (perhaps adjust damage levels from smallest -> biggest vehicle)

     

    Yeah, maybe it sucks if you're just driving around and happen to crash. But then you're not role playing anyway. I can see this giving cabs more customers as well, for example: if there are no mechanics online. You shouldn't be able to repair your vehicle by yourself though, and not even have mechanic as a second job, because then everyone can just /v get their tow truck and fix it themselves. In that case, what's the point of having this system anyway?

     

    Now, most people can change their own tires and fluids, BUT, if we wanted to add more interaction between players, we could have mechanics have to do that as well. (You'd have to go to a shop to get your tires and fluids changed).

     

    Agreed dude. You put it well. It may suck to have to get your vehicle repaired, but how many times have you crashed and called "void" in /b because you didn't feel like roleplaying the shit so you blame it on sync lol! 

  4. 29 minutes ago, chrillzen said:

     

    tire wear is a good idea. it'd be nice if you could maintain your engine to prevent it from going bad.

     

    absolutely. i will say i am all about minimalism, and jumping into the rabbit hole of "what could go wrong with the vehicle" might be a lil excessive. if this idea is considered, the approach should be as simple as possible. Over complicating this would be easy to do because all sorts of shit can go wrong with a vehicle, but it really isn't necessary. simply inhibit the drivability of the vehicle if it is in poor condition / used for an extended period of time. when this occurs, you can go to a mechanic for maintenance where they can adequately roleplay the process of changing oil, and putting new rotors / pads on for the brakes etc to essentially "fix" or "re-instate" your vehicle at that time. 

     

    in addition, cost of maintenance varies based on vehicle. that might reduce the amount of supercharged bugattis we have driving around. it costs approximately $1500 per axle on an S-Class AMG Mercedez (2009) for a rotor and pad change. That is $6000 to do all 4 axles. It costs about $400 for a VW Rabbit 2009. Higher end vehicles like lambos and ferrarris are even more expensive. If you vary the cost requirement based on the vehicle, people might not be able to keep up with the maintenance costs of the higher end vehicles, also promoting a more realistic street-scene. 

     

    ideally this strat would address a lot of potential for unrealism and non-rp when it comes to vehicles, and it also directs essentially every member of the server (who owns a vehicle) to a specific business for reasonings other than personal benefit. its a chore, but vehicles are liabilities not investments and shit goes wrong all the time.

  5. 4 hours ago, Kreslavsky said:

    I like this concept, i'm probably going to be your top customer. +1

     

    fuck yeah buddy, you are welcome anytime. lets push this thread so we can at least get it acknowledged by the dev team, that way if this is a feasible idea you actually have a reason to come visit my shop (or any other shop for that matter). 

  6. 6 minutes ago, JJABOTULE said:

    Yeah this would be a good little feature to the server to make people think twice when trying to jump walls or hills etc with their bikes/cars.

     

    Good point, I didn't even think bout that. You're essentially strong-armed into being considerate of your driving habits or face the consequences. Your wheels goin' down at an inconvenient time or in an unsafe territory? Fuck that, you're gonna wanna cruise and roll around militant and diligent.

     

    Feedback from you guys ascertains the fact that an approach like this to the vehicle system (if even possible) would add a splash of reality into our world. 

  7. On 12/6/2021 at 6:51 AM, Mikee said:

    It might be nice in the near future ( don't think this kind of system will be implemented at launch ), something like a system that causes the main components of the vehicle to wear out over time.

    eg:
     

    • Engine:
    • < 100.000 kilometers = GOOD
    • < 150.000 kilometers = NORMAL
    • > 200.000 kilometers = BAD -> Vehicle performance decreases ( acceleration / max speed )
    • ACTIONS: Change engine
       
    • Battery:
    • < 1 month of life = GOOD
    • < 2 months of life = NORMAL
    • > 3 months of life = BAD -> Starting the vehicle requires several attempts
    • ACTION: Change battery 
       
    • Turbine:
    • < 150.000 kilometers = GOOD
    • < 200.000 kilometers = NORMAL
    • > 250.000 kilometers = BAD -> Vehicle performance decreases ( max speed )
    • ACTION: Change turbine
       
    • Tires:
    • < 10.000 kilometers = GOOD
    • < 15.000 kilometers = NORMAL
    • > 20.000 kilometers = BAD -> Vehicle handling deteriorates
    • ACTIONS: Change tires

     

    Added to main post. I like your little write-up and it sums up the functionality of this concept well. 

    • Love 1
  8. 18 hours ago, IdleStacks said:

    I actually like this idea, I think it could also create great synergy between a bunch of professions, as taxi drivers and truckers depend on mechanics to keep their own RP going.

     

    However, screw having your controls changed around, that's NEVER fun, in any game. I'm thinking more like decreased top speed and worsening of the car's handling (however, like you, I'm not sure if it's possible to alter the car's handling values "on the fly", so to speak).

     

    I like your thinkin. It can produce roleplay opportunities across the board, and adds a splash of realism to the game imo. 

     

  9. 17 minutes ago, xime said:

     

     

    These things don't really happen realistically. However, maybe it's a possibility to have the handling of the vehicle change the more "trashed" it becomes. Think about loss of acceleration, decreased top speed, stuttering (maybe?).

     

    Yeah, granted I was reaching with the opposite turning idea, but the concept of a malfunctioning vehicle that requires mechanical intervention to repair is the suggestion I am pushing. How this idea is implemented is entirely beyond me, as I am not familiar with scripting potential of GTA V. 

     

    Also wonky shifting (in reverse when you are supposed to be in drive) is definitely a realistic scenario lol. Poorly adjusted shift linkages on the transmission upto legitimate internal issues like sticky shift solenoids and worn valve bodys will cause issues like this. But again, just a suggestion, and doesn't mean it needs to be done like this specifically. I am newer to GTA V roleplay, I come from the oldschool LS-RP era (2006). I am not familiar with what GTA V is capable of from a scripting perspective, so I'm curious if this concept is even feasible. 

    • Strong 1
  10. I had a thought as I posted in the business expectation post, and wanted to garner some opinions on this idea. 

     

    I intend on opening a mechanic shop / tow trucking business as I develop my character when the server opens. Traffic to these shops (at least in my personal experience) is usually limited to individuals who want to modify their vehicles. There is never an actual need to visit these business, and by that reasoning, visiting these locations is mere luxury. What if hypothetically there was an actual requirement to visit these mechanic shops on a basis determined by how well you operate your vehicle? Imagine this: As you drive your vehicle, damage influences a "maintenance required" value. This "maintenance required" value can be a mere percentage that grows higher as you poorly operate the vehicle. That includes damaging the vehicle, and even over regular extended use (at a slower pace of course). Once you reach that 100% thresh point, your vehicle will begin to experience random faults that can only be repaired at a mechanic shop. You cannot speed up past 50km/hr, your vehicle turns left when you attempt to turn right, you drive forward but it pushes you in reverse. These occurrences can all be random, and happen at an increasing rate as the vehicle's maintenance requirement increases in value. 

     

    This post is intended to be an open discussion. Share your thoughts and ideas on the matter.

    If you think this is a dogshit idea and I'm out to lunch feel free to say so, I am open to all criticism on the suggestion. 


     

    Quote

     

    ShX8Uwk.png

    Credits to SHEFFIELD for the instrument cluster picture 


     

     

    • Love 2
  11. I personally intend on opening a mechanic shop / car wash. 

     

    I can cater to the masses with some experienced vehicle-related roleplay. I would like to eventually branch out into a tow trucking operation as the business expand with actual clientele and the pace at which we develop from an RP perspective. 

     

    It would be pretty cool to incorporate a "maintenance required" feature on the vehicle system. If you damage the vehicle enough, a "maintenance" requirement increases. This value can be imagined as a percentage.  Once you reach a 100%, maintenance is required on your vehicle and it can only be repaired at an actual mechanic business. You can put their vehicle in LIMP mode and reduce the maximum speed at which they can drive, and even incorporate weird reactions to regular operation, like if you turn left the vehicle jerks right. This way the vehicle will still operate, but it would drive roleplay to the mechanic business and make for interesting police chases too. Thoughts?

  12. lengthy prison sentences are kinda wack especially if there isnt much activity in the yard. in retrospect having solid prison yard rp can be quite entertaining especially if you can smuggle in contraband and or theres incentivized roleplay for participating in prison politics on a bid. Would be cool to see. 

     

    forced CKs should be a must IMO. it really makes you consider your character portrayal in advance, and diminishes the lack of fear and the abundance of inflated ego most validated gang members tend to have when RP'ing their characters. the thought of losing your character looms over you in the back of your head, all of that effort, all of that hardwork tarnished. you play your role a lot more calculated imo. in addition, if you make mistakes or shit goes sour and you do catch a force CK, you know how to move better for your next character and it brings added flavor into the world. only concern would be the whole revolving door concept where motherfuckers are dropping like flies, but at that point there should be clear cut boundaries on what constitutes a forced CK. enemy gang members pull a drive-by, bop you, and you die seeking medical attention? You should be CK'd. You get ran over by some dink over sync issues? Shit happens, shouldn't be constituted as a forced CK. 

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