SZR 2: The MTA Saga
Moderators: Forum Moderators, Server Moderators
Forum rules
Suggestions is a moderated OOC forum.
Inflammatory bullshit, thread de-railing, or anything other than suggestions or constructive criticism may result in punitive action.
Suggestions is a moderated OOC forum.
Inflammatory bullshit, thread de-railing, or anything other than suggestions or constructive criticism may result in punitive action.
-
- Posts: 247.0
- Joined: May 4th, 2008, 5:28 pm
Re: SZR 2: The MTA Saga
is the szr in sa mp still goin to be on or szr only going to be only in mta?
Jeffu_Koiso
-
- Posts: 321.0
- Joined: January 9th, 2008, 8:34 pm
- Game Name(s): Biff Longtorso
- Location: Gyros
Re: SZR 2: The MTA Saga
I'm not going to host any samp servers after mta is done. I'd give everything to somebody if they want to keep an samp server running.Anthony Martinez wrote:is the szr in sa mp still goin to be on or szr only going to be only in mta?
I want nothing to do with samp.
~*~ sigs off ~*~
<Racha3l> what means this<Racha3l> [06:54:50] Detected possible bot from (86.144.252.111)
<Keru> SALMON watches a lot of Sailor Moon, I have proof
Re: SZR 2: The MTA Saga
Some ideas I kind of had (sorry if if this goes astray, but it'd be gay with no REAL factions or just everyone being in a corp)
Sub-gangs
Sub-gangs would be like factions kind of here, these people would do "sabotages" for a corp to another corp, and the corp's would supply them with guns/drugs/etc. The corps would get these materials through poopsocking.
The points would still be here, for the sub-gangs to capture. So heres an example of kind of what I want, more information will be heard in it.
"The Korps" - Corporation
"Grove Street" - Sub-gang
Say "The Korps" do material runs for the Grove Street gang, and which they would sell them guns on behalf of them attacking other korps, but there has to be more than just plain old that. The sub-gangs would capture material points, which "The Korps" would use for material runs, now I don't know what to do for advantages and disadvantages such as maybe The Korps getting free materials and enemy gangs who have sub-gangs who don't own the point have to pay.
This would add a little bit more of fun, the corporation employee's CANNOT be seen at the point battles, as you can tell they're business men, not rogue killers.
Other Factions
LSPD - The LSPD can "raid" each one point of each category ( 1 of the three mat pickups, 1 of the 3 mat factories, 1 of the 2 dens etc). If taken the point cannot be used.
FBI - The FBI can only do drug busts within points, they cannot capture the points, but they can take the drugs from points momentarily (aka "ATF" bust)
Taxi - ???
Hitmen - ???
Medical units (?) - The medical units could come to the point to save lives, but that doesn't mean they can't be shot.
Fire Dep (?) - Can only go if fires seen I guess.
Corporations
Pretty much most of Ashely's ideas.
Mafia's
No, I'm not talking about just the Mafia, or just Italian etc Mafia's, I'm talking about the Yakuza and the Mafia etc. These factions are the top dogs. Corporations ask for loans from the Mafia's, and they get them. The Mafia would kind of watch over the corporations, the sub-gangs do not affiliate themselves whatsoever with the Mafia's. Can't really tell much about them due to the fact I don't know if they need to be there.
ps nice ideas jon.
Sub-gangs
Sub-gangs would be like factions kind of here, these people would do "sabotages" for a corp to another corp, and the corp's would supply them with guns/drugs/etc. The corps would get these materials through poopsocking.
The points would still be here, for the sub-gangs to capture. So heres an example of kind of what I want, more information will be heard in it.
"The Korps" - Corporation
"Grove Street" - Sub-gang
Say "The Korps" do material runs for the Grove Street gang, and which they would sell them guns on behalf of them attacking other korps, but there has to be more than just plain old that. The sub-gangs would capture material points, which "The Korps" would use for material runs, now I don't know what to do for advantages and disadvantages such as maybe The Korps getting free materials and enemy gangs who have sub-gangs who don't own the point have to pay.
This would add a little bit more of fun, the corporation employee's CANNOT be seen at the point battles, as you can tell they're business men, not rogue killers.
Other Factions
LSPD - The LSPD can "raid" each one point of each category ( 1 of the three mat pickups, 1 of the 3 mat factories, 1 of the 2 dens etc). If taken the point cannot be used.
FBI - The FBI can only do drug busts within points, they cannot capture the points, but they can take the drugs from points momentarily (aka "ATF" bust)
Taxi - ???
Hitmen - ???
Medical units (?) - The medical units could come to the point to save lives, but that doesn't mean they can't be shot.
Fire Dep (?) - Can only go if fires seen I guess.
Corporations
Pretty much most of Ashely's ideas.
Mafia's
No, I'm not talking about just the Mafia, or just Italian etc Mafia's, I'm talking about the Yakuza and the Mafia etc. These factions are the top dogs. Corporations ask for loans from the Mafia's, and they get them. The Mafia would kind of watch over the corporations, the sub-gangs do not affiliate themselves whatsoever with the Mafia's. Can't really tell much about them due to the fact I don't know if they need to be there.
ps nice ideas jon.
Re: SZR 2: The MTA Saga
No more /find for gangs.Jonathan_Ashley wrote:Detective
This is your /find master class. They level /find to level five and can use /tie and /untie. However /guard is gone.
Detective is a fucking DM enabler. It's useless shit and adds nothing to RP. That said, it's pretty important for LEO, and should be a cop/FBI only job or ability.
I'm not sure leveling up should even be part of the game. The upgrades didn't do too much (better than if they did too much) and we all metagamed and checked what level other people were when scoping them out.Jonathan_Ashley wrote:SZR, and beyond that have no bearing. New upgrades may be added but that's the one thing I really have no new ideas for.
I like where this is going though. All this corporate sabotage is reminding me of Science and Industry for HL1
Re: SZR 2: The MTA Saga
horatio wrote:will we still have cybersex logs that's all that really matters
-
- Posts: 8.0
- Joined: April 6th, 2008, 1:08 pm
Re: SZR 2: The MTA Saga
I basically hate the idea of moving to MTA, the day i readed it on annoucements i got it and tried it... Totaly dissapointed.
Chatbox is pure shit, the gameplay is strange, a bunch of ahckers in all servers or its the scrpt that gives everyone invulnerability in the less RP servers i found, and as i said, just basically hate MTA.
But if theres no way to convince the admins...
Chatbox is pure shit, the gameplay is strange, a bunch of ahckers in all servers or its the scrpt that gives everyone invulnerability in the less RP servers i found, and as i said, just basically hate MTA.
But if theres no way to convince the admins...
-
- Posts: 144.0
- Joined: December 31st, 2007, 11:12 am
Re: SZR 2: The MTA Saga
Don't get me wrong; There wouldn't be 'no factions'. However I would want a loose gang system to represent street gangs, which I mentioned. Families(or a better word, I just chose the one that represents them now) are the real gang factions and simply work similarly to the corporations, don't have a /families listing(in order to give them secrecy, no constant nub bombardment for recruitment, and something for FBI and LEO to do), etc. These would be applied for similarly to how gangs apply now. Here's an example of something I envisioned:
Let's say I'm leader of the Mafia family in this new version I'm proposing.
Now, no one outside the Mafia, with few exceptions, knows I'm the leader, much less other members. Only our associates realize we're anything more than a common street gang, mercenary group, or anything different than that, so we don't attract extra LEO/FBI attention. Because of this, there are probably going to be several 'Mafia's running around of 2-5 people in street gangs claiming to be making the Mafia.
Some people may think "Why the hell would you want that?" But, honestly? I want a bunch of retarded gangbangers saying they're 'Mafia'. They can go ahead and get arrested when the 'Mafia' gets suspected for anything or lead law enforcement off the trail by simply not knowing anything. While it is more complicated than the system we have now, it would be less arcade-like, and something that would remain playable for much longer than the current system while constantly, if slowly, evolving.
Let's say I'm leader of the Mafia family in this new version I'm proposing.
Now, no one outside the Mafia, with few exceptions, knows I'm the leader, much less other members. Only our associates realize we're anything more than a common street gang, mercenary group, or anything different than that, so we don't attract extra LEO/FBI attention. Because of this, there are probably going to be several 'Mafia's running around of 2-5 people in street gangs claiming to be making the Mafia.
Some people may think "Why the hell would you want that?" But, honestly? I want a bunch of retarded gangbangers saying they're 'Mafia'. They can go ahead and get arrested when the 'Mafia' gets suspected for anything or lead law enforcement off the trail by simply not knowing anything. While it is more complicated than the system we have now, it would be less arcade-like, and something that would remain playable for much longer than the current system while constantly, if slowly, evolving.
Re: SZR 2: The MTA Saga
Hackers on gta servers?! I never!Ethan_Sanchez wrote:I basically hate the idea of moving to MTA, the day i readed it on annoucements i got it and tried it... Totaly dissapointed.
Chatbox is pure shit, the gameplay is strange, a bunch of ahckers in all servers or its the scrpt that gives everyone invulnerability in the less RP servers i found, and as i said, just basically hate MTA.
But if theres no way to convince the admins...
<DoctorJones> al can you spawn the big smoke statue anywhere?
<&Al_Yu>I break the server enough as it is
<&Al_Yu>I break the server enough as it is
Re: SZR 2: The MTA Saga
I think this is completely awesome, but honestly would like to see a few more jobs put in there
Here in this hopeless fucking hole we call LA
The only way to fix it is to flush it all away
Any fucking time. Any fucking day
Learn to swim. I'll see you down in Arizona bay
The only way to fix it is to flush it all away
Any fucking time. Any fucking day
Learn to swim. I'll see you down in Arizona bay
- Chris Hansen
- can't find his mod
- Posts: 1446.0
- Joined: January 1st, 2008, 8:12 am
- Contact:
Re: SZR 2: The MTA Saga
Once the third developer's preview is released, MTA will surpass SAMP. The bullet synching alone puts SAMP to shame. I agree that the chatbox is terrible, but from screenshots of the beta DP3 it looks like it will be fixed.Ethan_Sanchez wrote:I basically hate the idea of moving to MTA, the day i readed it on annoucements i got it and tried it... Totaly dissapointed.
Chatbox is pure shit, the gameplay is strange, a bunch of ahckers in all servers or its the scrpt that gives everyone invulnerability in the less RP servers i found, and as i said, just basically hate MTA.
But if theres no way to convince the admins...
Here is some of the stuff they plan for DP3:
Most notable new scripting functions:
- Ped support (this means customizable bots)
- Customizable handling for vehicles
- DirectX drawing
- Clientside money handling
- More pickup functions
- shutdown() function to close down the server
- More xml stuff (xmlNodeGetSubNodes and xmlNodeGetParent)
Most notable improvements and/or bug fixes:
- Heavy emphasis on fixing and improving shooting synchronization issues, as they have been revealed as a major issue by user-created resources. This includes a major change in the streamer.
- Carjacking issues leading to desync problems mentioned above.
- Sliding bugs directly linked to shooting sync mentioned above and sliding bugs that only affected animations.
- No shooting with uzis while crouched is fixed
- Scripting improvements on certain functions (most notably rewritten camera functions).
- Fixing issues discovered in MTAs default resources while using them with certain settings or under certain conditions.
- Continued work on the map editor resource is being done by its QA team developers. They hope to have it done for DP3.
this post was a Serious Post, handcrafted with care for Rachael
-
- Posts: 8.0
- Joined: April 6th, 2008, 1:08 pm
Re: SZR 2: The MTA Saga
Chris Hansen wrote:Once the third developer's preview is released, MTA will surpass SAMP. The bullet synching alone puts SAMP to shame. I agree that the chatbox is terrible, but from screenshots of the beta DP3 it looks like it will be fixed.Ethan_Sanchez wrote:I basically hate the idea of moving to MTA, the day i readed it on annoucements i got it and tried it... Totaly dissapointed.
Chatbox is pure shit, the gameplay is strange, a bunch of ahckers in all servers or its the scrpt that gives everyone invulnerability in the less RP servers i found, and as i said, just basically hate MTA.
But if theres no way to convince the admins...
Here is some of the stuff they plan for DP3:
Most notable new scripting functions:
- Ped support (this means customizable bots)
- Customizable handling for vehicles
- DirectX drawing
- Clientside money handling
- More pickup functions
- shutdown() function to close down the server
- More xml stuff (xmlNodeGetSubNodes and xmlNodeGetParent)
Most notable improvements and/or bug fixes:
- Heavy emphasis on fixing and improving shooting synchronization issues, as they have been revealed as a major issue by user-created resources. This includes a major change in the streamer.
- Carjacking issues leading to desync problems mentioned above.
- Sliding bugs directly linked to shooting sync mentioned above and sliding bugs that only affected animations.
- No shooting with uzis while crouched is fixed
- Scripting improvements on certain functions (most notably rewritten camera functions).
- Fixing issues discovered in MTAs default resources while using them with certain settings or under certain conditions.
- Continued work on the map editor resource is being done by its QA team developers. They hope to have it done for DP3.
Not as bad as i said for now.
Where can i find more details, information and pictures?
- Chris Hansen
- can't find his mod
- Posts: 1446.0
- Joined: January 1st, 2008, 8:12 am
- Contact:
Re: SZR 2: The MTA Saga
this post was a Serious Post, handcrafted with care for Rachael
Re: SZR 2: The MTA Saga
A problem I forsee may be if the economy is totally player driven, then those hours where there are relatively few people on the server will be a bitch if those are the hours that you would play.
Zaph: it's like watching cavemen on another planet coming up with how to make the wheel
Jonathan_Ashley: all of those cavemen were abducted by advanced aliens and shown the wheel but at different times and are all trying to hide that they were anally probed
Jonathan_Ashley: all of those cavemen were abducted by advanced aliens and shown the wheel but at different times and are all trying to hide that they were anally probed
-
- Posts: 144.0
- Joined: December 31st, 2007, 11:12 am
Re: SZR 2: The MTA Saga
I imagine they would be at start, but really that doesn't necessarily mean you wouldn't be able to buy products. We'd just need to make sure there were a few businesses or executives who played during Aussie hours.
-
- Posts: 247.0
- Joined: May 4th, 2008, 5:28 pm
Re: SZR 2: The MTA Saga
Jazz_Mesa wrote:
Mafia's
No, I'm not talking about just the Mafia, or just Italian etc Mafia's, I'm talking about the Yakuza and the Mafia etc. These factions are the top dogs. Corporations ask for loans from the Mafia's, and they get them. The Mafia would kind of watch over the corporations, the sub-gangs do not affiliate themselves whatsoever with the Mafia's. Can't really tell much about them due to the fact I don't know if they need to be there.
ps nice ideas jon.
I like that idea
Re: SZR 2: The MTA Saga
It's true the chat box is pretty shit by default in DP2. You can customize it though as seen in this thread: http://forum.mtasa.com/viewtopic.php?f= ... &sk=t&sd=a
-
- Posts: 247.0
- Joined: May 4th, 2008, 5:28 pm
Re: SZR 2: The MTA Saga
wat sucks about MTA is that u cant use joystick i kind of suck using keyboard i am better on joystick
Jeffu_Koiso
Re: SZR 2: The MTA Saga
I am going to use the cripes emote okay, it is pretty over used but appropriate here, so here goes:Anthony Martinez wrote:wat sucks about MTA is that u cant use joystick i kind of suck using keyboard i am better on joystick
<DoctorJones> al can you spawn the big smoke statue anywhere?
<&Al_Yu>I break the server enough as it is
<&Al_Yu>I break the server enough as it is
- Chris Hansen
- can't find his mod
- Posts: 1446.0
- Joined: January 1st, 2008, 8:12 am
- Contact:
Re: SZR 2: The MTA Saga
why the hell are you using a joystick for gta
this post was a Serious Post, handcrafted with care for Rachael
Re: SZR 2: The MTA Saga
yep, I changed mine to look like SA:MP.. one thing I hate about MTA is EVERYONE SOUNDS LIKE CJ, and headturns arent synced (yet)Kaze wrote:It's true the chat box is pretty shit by default in DP2. You can customize it though as seen in this thread: http://forum.mtasa.com/viewtopic.php?f= ... &sk=t&sd=a
-
- Posts: 8.0
- Joined: April 6th, 2008, 1:08 pm
Re: SZR 2: The MTA Saga
Boogs wrote:yep, I changed mine to look like SA:MP.. one thing I hate about MTA is EVERYONE SOUNDS LIKE CJ, and headturns arent synced (yet)Kaze wrote:It's true the chat box is pretty shit by default in DP2. You can customize it though as seen in this thread: http://forum.mtasa.com/viewtopic.php?f= ... &sk=t&sd=a
True.
Re: SZR 2: The MTA Saga
Nice find.Kaze wrote:It's true the chat box is pretty shit by default in DP2. You can customize it though as seen in this thread: http://forum.mtasa.com/viewtopic.php?f= ... &sk=t&sd=a
-
- Posts: 247.0
- Joined: May 4th, 2008, 5:28 pm
-
- Posts: 144.0
- Joined: December 31st, 2007, 11:12 am
Re: SZR 2: The MTA Saga
read onlyAnthony Martinez wrote:i use a joystick cause i can