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Gang Features - Printable Version +- Las Venturas Playground (https://forum.sa-mp.nl) +-- Forum: Main Talk (https://forum.sa-mp.nl/forum-3.html) +--- Forum: Development (https://forum.sa-mp.nl/forum-16.html) +--- Thread: Gang Features (/thread-6684.html) Pages:
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Gang Features - Peter - 02-27-2008 It won't be long until we start developing the gang-handler for LVP 3.0. Considering some of you are in, or used to be in gangs, and most of us have no experience with them at all, I would like you to explain the best gang handler / features / functions you can imagine. You're allows to think out of the box as well, I don't care if you suggest their logo's to be imported as models and rendered ingame at their base which can be bought, where they can run around in their own minigun games fucking up eachother's ratio. Just post everything you can think of, and be a bit specific, it'd be nice
Re: Gang Features - tomozj - 02-27-2008 What's always annoying at the gang base is when you're waiting for the enemy to come -- which can be a long time sometimes. Having small games which can be cancelled easily are a must if we are to attract their attention. Example game ideas:
Just examples. Re: Gang Features - Jay - 02-28-2008 Anti Team Kill. Freindly fire is Very annoying in gang fights, each gang owner should have a command to enable/disable anti-team kill within the gang. The enabling/disabling of the feature would be important for things like 1on1's in gangs... Also, a new gang command for gang owners: ./gang name aswell as disabling the possibilty for two gangs to have the same name... Also, LVP has always had a gang bank system, but it has never been used much since it did not save, perhaps saving gang banks could be another add-on. And another thing, I dont like the idea that was discussed a while back about every gang having there own base... There will be nothing to battle for then! I think one custom gang base should be made in MTA using objects, fences, barracades, lookout towers, explosive barrels, etc etc etc... Somewhere a little closer to the strip perhaps And maybe a little information icon in the gang base, when you pick it up, it displays the current base owners aswell as some information about the gang that owns it, the gang leader, how many members are currently connected, etc etc etc... And perhaps another command for gang leaders, /gang fetch [id], that allows the gang leader to fetch a gang member, only every say 10 minutes, and at a price of somthing like, 12,000, so it wont be used much... I think that would be useful in gang base wars... Oh ye, And maybe somthing like a /gang hide command, that hides every gang members blip of the radar for say, 30 seconds... Imagine the stealth possibilities! Offcourse, such a command would again have to only work somthing like every 10 mins I think more features should be added to the gang base defenders aswell, making it harder for the attackers, for example, Bomb shop syncage. If the bomb shop was synched, gangs that use roadblocks would really be able to make them work good! Also, I think bigger vehicles should be parked at the gang base, making it easier for defenders to make one ownage roadblock! (Lol edited this post about 40 times) Re: Gang Features - [Griffin] - 03-01-2008 anti friendly fire wouldnt be any fun, not much of a challenge when you dont need to worry about aiming. i was thinking on special gang icons on your fellow gang mates (on the map) so you can easily identify where they are. Re: Gang Features - Jay - 03-01-2008 Not really, With Anti-Teamkill enabled, it would completely elimintae team-killing, one of the biggest issues in Gang wars. And why the hell would you not have to worry about aiming? You still have to kill your enemies! Re: Gang Features - tomozj - 03-01-2008 Less thought would go into the gang fights however, and it'd be about spraying bullets everywhere rather than popping them into your enemy. Friendly fire would just remove more RP from DM, and it'd make the whole gang fighting thing extremely boring after a while. Re: Gang Features - Jay - 03-01-2008 Na, I disagree. Gang fighting could never get boring!
Re: Gang Features - tomozj - 03-01-2008 Then out of curiosity Jay, how many hours did you use to spend ingame with Coldthugz ingame this time last year per week and how many do you spend ingame every week with them now? No friendly fire in my opinion. I'm sure the majority of others agree. Re: Gang Features - Jay - 03-01-2008 Well, Mainly because the ColdThugZ are never on. Bah, anyway, Freindly fire was just a suggestion, it would improve things imo. But maybe your right Re: Gang Features - Fry - 03-04-2008 Use CS 's strategy, settle halfway.You only give %50 (variable, poll-based?) of the normal damage amount to friendly gang members. |