Christopher
All in time.
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| Rep Power: | 15 |
Officer I
Los Santos Police Department
Very Active
- Feb 3, 2007
- 2,021
Hello all,
With the recent announcement of Grand Theft Auto V for PC and current generation consoles, some unfinished "business" has risen that we're trying hard to address: how to function the online departments (police, fire, EMS, and transportation). Three has been no doubt a significant issue with the mechanics introduced in GTA V that caused role-playing communities around the globe to seize operations and shutdown - and here NTWT, we're trying to come up with ideas before even remotely considering to not support the departments altogether. Over the upcoming weeks and months, we will post ideas that we come up with to illustrate possible methods we can use for department operations. There's no guarantee we'll implement a particular method - but the feedback from each member is important, so please take the time to give your thoughts whenever possible.
General Mechanics
In GTA Online, one of the things to be mindful of is the new "system" of attaining vehicles and weapons. Unlike in previous GTA games, the refined system generally tends to work as follows (that is, if it works - as sometimes things are known not to work properly): picked up weapons are kept for the duration you are online in a session; stolen vehicles will cause you to attain a wanted level and/or an automatic bounty from an NPC. All this in mind, it will be far easier to simply buy weapons and vehicles rather than have to steal them all the time. Though, of course, this is Grand Theft Auto, so nothing is stopping you from obtaining a vehicle the classic way, of course.
Some of the other new features in GTA V are bounties and bad sport points. Players who explode or significantly damage vehicles belonging to other players will gain "bad sport" points. Eventually, if enough bad sport points are accumulated, those players will be (in short) separated from public and placed in lobbies with other bad sports. While surely an interesting feature, it is something that's worried members here for a while. The other feature comes into play when a player wants another player executed (killed), be it for personal reasons or whatever: the player can apply a "bounty" (a set amount of cash) on the enemy. Whoever kills the enemy gets the bounty in question; if the enemy player survives, they get the money instead, for surviving. The bounty is paid directly from the issuer's wallet. Bounties seem to have a duration; precisely how the duration varies, if at all, is unknown.
Health & Repairs: One other thing to note is the possible absence of health pickups: from what I have heard, they no longer spawn anywhere. Instead, you may purchase food and/or soft drinks to store in your personal inventory and use them to fill up your health at anytime. As with the absence of health pickups, the ability to run over a health pickup to repair a vehicle is thus also absent: you must either take it to a Los Santos Customs auto-shop and pay a fee for it to be fixed, or park it in a garage that you own (which doesn't cost anything, as far as I know). If this is simply what it sounds like, one could essentially repair their vehicle free of charge by driving to their garage, though that could mean a long drive depending on your location with respect to your garage.
Properties: A new feature to multiplayer GTA is the ability to purchase and own a property. Properties can be used to store vehicles and larger ones allow you to invite more friends to "hang out" in. With any property you own, there is a fee incurred each day, at about $50 for a "utility bill" for each one (at the moment, a player can own up to 2 properties at-a-time). Properties also serve as "safehouses" -- literally: no one can harm you within a safehouse (guns may NOT be withdrawn, not sure about punching someone though) and only the owner and other players that the owner authorizes may enter the property. One example is that if someone puts a bounty on you, a clever (though it may be considered as "cheap" by some) method to lose it and gain some cash is to enter a property you own. Since no one can harm you nor enter the building, waiting there for the duration of your bounty will allow you to survive without death and ultimately reward you with the bounty amount.
In Summary: The new generation of GTA Online is highly dependent around the all-mighty dollar. While few core principles are still possible, many of the mechanics (that some label as "unfortunate") are enforced to stress the use of money. In the initial multiplayer tutorial, you will be given the chance to steal your first vehicle and modify it to your liking, free-of-charge. This is a one-time deal, so make sure you pick the right vehicle and customize it to a standard you'll enjoy -- after all, it is free for the first time.
[hr:dbgfzdeg][/hr:dbgfzdeg]
To get started, some ideas have sprung at this point and we're putting them out to show possible scenarios and procedures that we can follow.
One of the issues, to start off with, is the inability to purchase or save emergency service vehicles online. This is of concern, though the final mechanic or inability may changed in the upcoming release, along with new patches that may address the issue on the existing release. So ultimately, we won't worry about this too much, at least for the time being. Worst case scenario is they don't change it- and if that's the case, we can most likely come up with a bunch of modified civilian vehicles to generically accomplish what we'd need.
POLICE DEPARTMENT
Our police department serves in GTA IV to primarily protect public lobbies from those who cause trouble and ultimately allow others to have casual fun. The key is that we do this only in select lobbies, as the definition of "fun" for some involves endless execution of innocent victims. It is worth noting that though it is a police department, our procedures for making arrests is slightly different than a traditional real life arrest (we kill you like the AI cops do). Thus, not every procedure we follow will be a standard across real life departments; instead, we tailor, modify and customize certain procedures so that they are reasonable, straightforward, and easy enough to accomplish.
Idea #1
(6/12/2014)
:
One possibility for the police department is to have officers go after those who have a bounty and attempt to "arrest" them (that is, by killing them): the underlying principle still holds (somewhat serves as protection from other players) and in addition, officers can get additionally rewarded with in-game money. Officers can do such independently, or can call backup - but when requesting backup from a fellow officer, the cash reward must be evenly split amongst other officers who were involved (for backup). Ultimately, the officer who finishes-off the wanted subject (with the last shot) will be automatically rewarded the cash (by the game) - but he/she will have to transfer the evenly-divided amount to the accounts of other officers who assisted in the pursuit. As far as it is known, players can transfer ("give") money to other players; from what is known at this point, a maximum of $5,000 can be given in a 24-hour time period. In case of large bounties, evenly-divided amounts can be split and given to officers over several days.
[hr:dbgfzdeg][/hr:dbgfzdeg]
So that said, what is everyone's opinion on Idea #1? I am looking for two things: 1). Is it possible with the current mechanics? and 2). What do you think -- do you feel it is suitable to use such a method for department operation(s)? The first question may only be able to be answered by those who already own GTA V, which is completely fine - and hopefully everyone can give feedback regarding the second question. As time progresses, questions are answered, and more information becomes known, apparent, or available, I will update this initial post.
With the recent announcement of Grand Theft Auto V for PC and current generation consoles, some unfinished "business" has risen that we're trying hard to address: how to function the online departments (police, fire, EMS, and transportation). Three has been no doubt a significant issue with the mechanics introduced in GTA V that caused role-playing communities around the globe to seize operations and shutdown - and here NTWT, we're trying to come up with ideas before even remotely considering to not support the departments altogether. Over the upcoming weeks and months, we will post ideas that we come up with to illustrate possible methods we can use for department operations. There's no guarantee we'll implement a particular method - but the feedback from each member is important, so please take the time to give your thoughts whenever possible.
General Mechanics
In GTA Online, one of the things to be mindful of is the new "system" of attaining vehicles and weapons. Unlike in previous GTA games, the refined system generally tends to work as follows (that is, if it works - as sometimes things are known not to work properly): picked up weapons are kept for the duration you are online in a session; stolen vehicles will cause you to attain a wanted level and/or an automatic bounty from an NPC. All this in mind, it will be far easier to simply buy weapons and vehicles rather than have to steal them all the time. Though, of course, this is Grand Theft Auto, so nothing is stopping you from obtaining a vehicle the classic way, of course.
Some of the other new features in GTA V are bounties and bad sport points. Players who explode or significantly damage vehicles belonging to other players will gain "bad sport" points. Eventually, if enough bad sport points are accumulated, those players will be (in short) separated from public and placed in lobbies with other bad sports. While surely an interesting feature, it is something that's worried members here for a while. The other feature comes into play when a player wants another player executed (killed), be it for personal reasons or whatever: the player can apply a "bounty" (a set amount of cash) on the enemy. Whoever kills the enemy gets the bounty in question; if the enemy player survives, they get the money instead, for surviving. The bounty is paid directly from the issuer's wallet. Bounties seem to have a duration; precisely how the duration varies, if at all, is unknown.
Health & Repairs: One other thing to note is the possible absence of health pickups: from what I have heard, they no longer spawn anywhere. Instead, you may purchase food and/or soft drinks to store in your personal inventory and use them to fill up your health at anytime. As with the absence of health pickups, the ability to run over a health pickup to repair a vehicle is thus also absent: you must either take it to a Los Santos Customs auto-shop and pay a fee for it to be fixed, or park it in a garage that you own (which doesn't cost anything, as far as I know). If this is simply what it sounds like, one could essentially repair their vehicle free of charge by driving to their garage, though that could mean a long drive depending on your location with respect to your garage.
Properties: A new feature to multiplayer GTA is the ability to purchase and own a property. Properties can be used to store vehicles and larger ones allow you to invite more friends to "hang out" in. With any property you own, there is a fee incurred each day, at about $50 for a "utility bill" for each one (at the moment, a player can own up to 2 properties at-a-time). Properties also serve as "safehouses" -- literally: no one can harm you within a safehouse (guns may NOT be withdrawn, not sure about punching someone though) and only the owner and other players that the owner authorizes may enter the property. One example is that if someone puts a bounty on you, a clever (though it may be considered as "cheap" by some) method to lose it and gain some cash is to enter a property you own. Since no one can harm you nor enter the building, waiting there for the duration of your bounty will allow you to survive without death and ultimately reward you with the bounty amount.
In Summary: The new generation of GTA Online is highly dependent around the all-mighty dollar. While few core principles are still possible, many of the mechanics (that some label as "unfortunate") are enforced to stress the use of money. In the initial multiplayer tutorial, you will be given the chance to steal your first vehicle and modify it to your liking, free-of-charge. This is a one-time deal, so make sure you pick the right vehicle and customize it to a standard you'll enjoy -- after all, it is free for the first time.
[hr:dbgfzdeg][/hr:dbgfzdeg]
To get started, some ideas have sprung at this point and we're putting them out to show possible scenarios and procedures that we can follow.
One of the issues, to start off with, is the inability to purchase or save emergency service vehicles online. This is of concern, though the final mechanic or inability may changed in the upcoming release, along with new patches that may address the issue on the existing release. So ultimately, we won't worry about this too much, at least for the time being. Worst case scenario is they don't change it- and if that's the case, we can most likely come up with a bunch of modified civilian vehicles to generically accomplish what we'd need.
POLICE DEPARTMENT
Our police department serves in GTA IV to primarily protect public lobbies from those who cause trouble and ultimately allow others to have casual fun. The key is that we do this only in select lobbies, as the definition of "fun" for some involves endless execution of innocent victims. It is worth noting that though it is a police department, our procedures for making arrests is slightly different than a traditional real life arrest (we kill you like the AI cops do). Thus, not every procedure we follow will be a standard across real life departments; instead, we tailor, modify and customize certain procedures so that they are reasonable, straightforward, and easy enough to accomplish.
Idea #1
(6/12/2014)
:
One possibility for the police department is to have officers go after those who have a bounty and attempt to "arrest" them (that is, by killing them): the underlying principle still holds (somewhat serves as protection from other players) and in addition, officers can get additionally rewarded with in-game money. Officers can do such independently, or can call backup - but when requesting backup from a fellow officer, the cash reward must be evenly split amongst other officers who were involved (for backup). Ultimately, the officer who finishes-off the wanted subject (with the last shot) will be automatically rewarded the cash (by the game) - but he/she will have to transfer the evenly-divided amount to the accounts of other officers who assisted in the pursuit. As far as it is known, players can transfer ("give") money to other players; from what is known at this point, a maximum of $5,000 can be given in a 24-hour time period. In case of large bounties, evenly-divided amounts can be split and given to officers over several days.
[hr:dbgfzdeg][/hr:dbgfzdeg]
So that said, what is everyone's opinion on Idea #1? I am looking for two things: 1). Is it possible with the current mechanics? and 2). What do you think -- do you feel it is suitable to use such a method for department operation(s)? The first question may only be able to be answered by those who already own GTA V, which is completely fine - and hopefully everyone can give feedback regarding the second question. As time progresses, questions are answered, and more information becomes known, apparent, or available, I will update this initial post.
lol I think thats what we should do for the police department... for the firefighters u can have someone in them and when one of the (police) officers or other people blow up cars the firefighter can come put out the fires the police officers can tell them where the fire ares via headsets now for the medics idk lol