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A change for 0.2
#11
I like the idea, more interesting gangwars :)
I'm sure there can be something done about the entrance, removing it or ramp or whatever. I'm convinced they can find something on it.
#12
Thanks for the input guys !!!
And yeah that was another idea, why notjust remove the gate completely
#13
If it is possible then it would be cool, if the gate was gone  :)
Yes it would be cool if that became the gangbase, but this is idd all up to the developpers  ;)
love the idea though  :>
#14
A better idea is actually to build the gangbase from scratch, that way you can have exactly what you want, where you want, how you want it. This WILL be able to be made in 0.2 and you wouldn't have to edit the proconfigured spaces, you could just add a platform way out too sea.
#15
150 onjects is now the limit, dont think that is enough :+ and more object per square meter only makes your game slow

8)
#16
Did you ever notice that SA-MP 0.2 has nothing to do with gangbases? :+

And LVP 3.0 will have a new gang system some day... like told many times before.
#17
yes but until then nakebod, i was talking to Peter on irc yesterday and he seemed to like the idea also, its just another change that could be made to keep LVP interesting (not saying that it isnt the best server ever, i just think it would be cool)
#18
but where do the admin vehicles go then?

area 51?

a bit far away
#19
Quote:Razor link=topic=1719.msg21206#msg21206 date=1181423492]
but where do the admin vehicles go then?

area 51?

a bit far away

You think they drive there? Think again. And they can easily teleport to back to LV. Anywho, KACC > Ship takes about the same time as Area51 > Ship, nearly (in a helicopter).

We should just throw the adminvehicles in another 'virtual world', so then they could be @ the KACC, and teleported back to the main LVP 'virtual world' when needed.

-tj
#20
Exactly, and the kacc would be a much more interesting, harder-to-take-over gasng base