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PERP 3.0 ~~ Suggestion thread!


Plaayer
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Add the cocaine, mighty muscle, stimpaks, the craftable body armor lebowski suggested.

More cars, cars spawn in the lot, not inside.

Garage lady at the car dealer.

Being able to like bullet proof a car, or adding nitrous, engine modifications (to go faster), handling modifications <-- From the paint guy

Being able to buy food to give back some health, or another drink to give you more stamina.

Maybe add more craft able barriers (Like the big metal plate)

Security camera?

Add an M4(sniper-ish), Para, whatever guns you guys want to. Just add more :)

Motion sensor?

Fishing.

Also, robbing the bank, and being able to bail outta cars. Getting a fire extinguisher as civilian.

Edited by Solveitwithguns
Also,
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Add the cocaine, mighty muscle, stimpaks, the craftable body armor lebowski suggested.

More cars, cars spawn in the lot, not inside.

Garage lady at the car dealer.

Being able to like bullet proof a car, or adding nitrous, engine modifications (to go faster), handling modifications <-- From the paint guy

Being able to buy food to give back some health, or another drink to give you more stamina.

Maybe add more craft able barriers (Like the big metal plate)

Security camera?

Add an M4(sniper-ish), Para, whatever guns you guys want to. Just add more :)

Motion sensor?

Fishing.

 

Couldnt have said it better myself

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If you buy a shop or something have some protection against people molitoving your stuff. Ive lost 20k of stuff at least due to molitovs and lost 50k due to a server reset but i just dont want that 20k to happen anymore people think its funny but its not for the owner.

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More genes so you can make more than one thing for a gang(picks and guns or other crafts, like car bombs.

Intrest, because it would add incentive for keeping money in the bank, because now people carry it all unless they want to buy a car

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More genes so you can make more than one thing for a gang(picks and guns or other crafts, like car bombs.

Intrest, because it would add incentive for keeping money in the bank, because now people carry it all unless they want to buy a car

i agree. the gene limit should be 15 instead of 10.

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This was originally posted in JJK's "PERP 3 petition" thread, but considering the magnitude of this suggestion I deemed it worthy of a re-post here.

 

I was thinking the public needs a fire extinguisher. I can't do my meth without a huge fire..... firemen aren't that reliable. yup yup yup

 

lebowski

 

That might defeat the purpose of the Fireman job entirely, but you're right: 9/10 government-job players have no idea what the word 'RELIABLE' means!

 

This could be best remedied by one of the following methods:

Method A.) Making a new, heavy, and expensive "Fire-Extinguisher" weapon available in one of the shops, and with the following restrictions in mind:

  1. It could be coded and handled like any other SWEP (lockpicks/etc.) - Easier handling and control
  2. Provides a limited amount of uses (1-3) - Establish a repurchasing cycle for economic reasons.
  3. Limited to putting out small fires, and cannot be used against larger wild-fires, etc. -In order to preserve the Fireman's functionality
  4. *Only available for sale when there are no Firemen on the server.* - See above.
  5. *Make the item heavy or limit the amount per stack so player's can't just hoard a bunch of them.*
  6. *Potential for expansion by offering (and charging more for ;) ... ) properties with Fire-extinguishers already in them.*

 

* - Optional

 

This would let any player (with enough cash) purchase a small "Home-use" Fire-Extinguisher in order to prevent small, containable fires during times when a fireman is not available/nearby. All while allowing the players who actually bother to do their jobs, to continue doing so functionally, but without bogging them down with minor distress calls that could be handled in a matter of seconds.

 

OR

 

Method B.) Reinforce the payment system for Firemen so that their pay is directly proportional to one or more of the following factors/variables:

  1. The number of calls answered/responded to, over the total number of emergency calls received. - Could be considered a player's "response-ratio"
  2. The time between calls. - The amount of time (in seconds) that the player has been doing something OTHER than their job.
  3. The time delay (in seconds) between the call being received and the successful resolution of such call. - This can be labeled as a player's "response-time", and would need to be averaged.

 

By doing this, we can ensure that those of you who enjoy role-playing as a fireman can still do so without feeling totally useless, AND that each fireman will be rewarded a "bonus" according to the amount of effort they exert while they're working. Also, this lets firemen focus on more important calls that require more time and attention, while allowing regular players to feel safer, and more independent when it comes to protecting their base/goodies.

 

I dunno, in the end: I don't play PERP anywhere near as much as most of you guys do, so I don't know if this idea has any potential or not. I figured I'd bring it up anyway though, you never know...

Edited by ZCOM
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This was originally posted in JJK's "PERP 3 petition" thread, but considering the magnitude of this suggestion I deemed it worthy of a re-post here.

 

 

 

That might defeat the purpose of the Fireman job entirely, but you're right: 9/10 government-job players have no idea what the word 'RELIABLE' means!

 

This could be best remedied by one of the following methods:

Method A.) Making a new, heavy, and expensive "Fire-Extinguisher" weapon available in one of the shops, and with the following restrictions in mind:

  1. It could be coded and handled like any other SWEP (lockpicks/etc.) - Easier handling and control
  2. Provides a limited amount of uses (1-3) - Establish a repurchasing cycle for economic reasons.
  3. Limited to putting out small fires, and cannot be used against larger wild-fires, etc. -In order to preserve the Fireman's functionality
  4. *Only available for sale when there are no Firemen on the server.* - See above.
  5. *Make the item heavy or limit the amount per stack so player's can't just hoard a bunch of them.*
  6. *Potential for expansion by offering (and charging more for ;) ... ) properties with Fire-extinguishers already in them.*

 

* - Optional

 

This would let any player (with enough cash) purchase a small "Home-use" Fire-Extinguisher in order to prevent small, containable fires during times when a fireman is not available/nearby. All while allowing the players who actually bother to do their jobs, to continue doing so functionally, but without bogging them down with minor distress calls that could be handled in a matter of seconds.

 

OR

 

Method B.) Reinforce the payment system for Firemen so that their pay is directly proportional to one or more of the following factors/variables:

  1. The number of calls answered/responded to, over the total number of emergency calls received. - Could be considered a player's "response-ratio"
  2. The time between calls. - The amount of time (in seconds) that the player has been doing something OTHER than their job.
  3. The time delay (in seconds) between the call being received and the successful resolution of such call. - This can be labeled as a player's "response-time", and would need to be averaged.

 

By doing this, we can ensure that those of you who enjoy role-playing as a fireman can still do so without feeling totally useless, AND that each fireman will be rewarded a "bonus" according to the amount of effort they exert while they're working. Also, this lets firemen focus on more important calls that require more time and attention, while allowing regular players to feel safer, and more independent when it comes to protecting their base/goodies.

 

I dunno, in the end: I don't play PERP anywhere near as much as most of you guys do, so I don't know if this idea has any potential or not. I figured I'd bring it up anyway though, you never know...

 

Someone give this man a goddamn Medal

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