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  1. The purpose of this suggestion is to buff the Spike class and possibly revert the self damage rule for Afghan. Afghan's appeal includes a more explosive playstyle, but with how I created the original Afghan Elite classes, wars can see up to 5-10 additional players with a powerful explosive in their hands. Additionally, I'd like to give US Elite : Spike a real reason for use and open the door for a strong GL for US. Remove m9k_proxy_mine from US Elite : Spike, add m9k_milkormgl (or m9k_ex41 alternatively.) Reduce Milkor MK1 mag size to 4-5, unable to be resupplied, and give it a firerate. Add back the self damage rule for Afghan. Possible alternative: Restrict donator classes from self damaging while allowing any standing AFG factions to do so.
  2. Changes for Taliban Machine Gunner, Arsonist and Insurgent Arsonist- garnet_dmr_simsks + m9k_m61_frag Insurgent- garnet_smg_mac11 + m9k_nitro Machine Gunner- garnet_shotgun_m620 + m9k_nitro Buff the Damg Range on the Nitro if you can Will Prob have to edit the names but idk what to name them so I think we should do this to give Tali a change to have some sort of bombs rather then having to get into a SOC faction or pay for T1 or T2. If this does go through Taliban would make gaining the Insurgent WL harder due to we don't want any minges messing around & massing while on the class. Yes DF already has this shotgun but its on the US side and it would be nice for Tali enlisted to have the chance to have a shotgun. Buff Car Health I believe that cars still blow up way to fast. If they have any snipers posted up going to the OBJ its almost imposable to get to OBJ when your car blows up from like 2-3 shots with a sniper. The Driver also gets 1 shot by any sniper shot and that makes it even harder to get to obj when your just driving and insta die and cant do anything to stop it. It takes around 20 shots with an AR to get the car on fire. A change is posable is to make it a 2 shot with a sniper if the driver is shot so they go down to 50 HP if they have max 100. This would make it more useful to use cars going to OBJ so you don't just get 1 shot out of nowhere. Would also force them to heal before pushing anyone.
  3. Upon posting the Marine swap suggestion, it became clear that more attention needs to be given to Afghan first before people are comfortable with any US additions. Starting off, I took the ISI suggestion from the US suggestion as I think its an important aesthetic change for them for the same reasons stated on the other suggestion. The other part of this suggestion will include gun additions, changes, and just some overall buffs for Afghan to bring some appeal. Badri 313 -> Inter-Services Intelligence Variants that need creation: The SR-3M As an addition to Badri's models and faction change, they have requested some weaponry changes to compliment. The VSS Vintorez comes with the attachments seen below. A Garnet-version would have to be created that remove ammo types and lock in the 30 round mag and SR-3M variant as default attachments. In addition, this would open up the HK-MP5 to be picked up by another faction. Ideally, since I suggest removing the MP-153 from infiltrator in place of the Winchester, I think that Delta Force should receive the HK-MP5 to their infiltrator class if they seek a counterpart. Another option is to give the HK-MP5 to 055. With the SR-3M variant, it matches the fire-rate of the G36C while having more aim-spread. The Winchester Replacing the largely underused MP-153, I think its time that the Winchester finally sees the light of day on the server. A Garnet-version of this weapon would have to be created that removes ammo types from the guns. The default stats for this weapon are more than okay for the current weapon balancing on the server. It is a 2 shot weapon to the body with potential for a 1 shot headshot. Its fire-rate is mediocre and has decent recoil. Phone Bomb The phone bomb would go onto two ISI classes. While this may sound worrisome when you first hear it, I can assure you the phone bomb is only a semi-powerful explosive. It would be very hard to get an effective phone bomb down without proper positioning. It has a large blast radius, but not much range. In exchange, ISI would give up their Nerve gas and flashbang. Please do not complain that the US needs a counterpart as they not only lose those other two pieces of equipment, but this should be something that is unique to ISI as a faction and an eye-catcher for new players. Trust me, this is no where near as powerful as a GL or RPG. Badri 313 -> Inter-Services Intelligence Model Class Name Loadout ISI : Agent (models/tfusion/playermodels/mw3/mp_pmc_africa_a.mdl) garnet_battlerifle_sksd, garnet_pistol_tokarev ISI : Field Medic (models/tfusion/playermodels/mw3/mp_pmc_africa_b.mdl) fas2_ifak, weapon_defibrillator, garnet_pistol_tokarev, smoke_grenade ISI : Watchman (models/tfusion/playermodels/mw3/mp_pmc_africa_d.mdl) garnet_sniper_jng90, garnet_pistol_tokarev ISI : Vanguard (models/tfusion/playermodels/mw3/mp_pmc_africa_f.mdl) cw_vss(MAKE A GARNET-SR3-M EDIT!), garnet_pistol_tokarev, m9k_ied_detonator ISI : Assassin (models/tfusion/playermodels/mw3/mp_ally_pmc_sniper.mdl) lockpick, garnet_pistol_tokarev, cw_carbine_73(MAKE A GARNET-WINCHESTER EDIT!) ISI : Director (models/tfusion/playermodels/mw3/mp_pmc_africa_e.mdl) garnet_battlerifle_sksd, garnet_sniper_jng90, garnet_pistol_tokarev, weapon_cuff_rope, weapon_sh_flashbang ISI : Sentinel [T2] (models/tfusion/playermodels/mw3/mp_pmc_africa_e.mdl) fas2_ifak, weapon_defibrillator, garnet_battlerifle_sksd, garnet_pistol_tokarev, garnet_shotgun_xm1014 ISI : Vandal [T3] (models/tfusion/playermodels/mw3/mp_ally_pmc_sniper.mdl) garnet_sniper_jng90, garnet_pistol_tokarev, m9k_ied_detonator, cw_vss(MAKE A GARNET-SR3-M EDIT!) Faction Inter-Services Intelligence Rank MOS/Abv. ISI Name E-1 E-2 E-3 E-4 CDT Cadet E-5 OPT Operative E-6 SO Senior Operative E-7 JA Junior Agent E-8 AGT Agent E-9a FA Field Agent E-9b SA Special Agent WO1 WO2 O-1 SV Supervisor O-2 COS Chief of Staff O-3 PAO Public Affairs Officer O-4 CSV Chief Supervisor O-5 EXD Executive Director O-6 DGEN Director General Regarding the currently existing donator faction, you could either rename it to Badri 313, keep it as ISI, or just remove it. I do think that Badri -> ISI is beneficial to add to the feeling of it being new. Would take a few extra minutes for a purely aesthetic faction name change, however adds to the freshness of it all. Taliban Buffs and Additions Firstly, the Taliban Army : Arsonist class is honestly a worse version of the Tier 1 counterpart, Machine Gunner. They both have primary weapons for CQC and a nitro. For Arsonist, add the SVT-40 (garnet_dmr_svt40) to the class. Secondly, buff the m9k_nitro as its throw distance is fairly short and the blast radius falls off very quickly. It also should be added to Taliban : Insurgent so that it is accessible to entry players without the requirement of VIP. CHANGELOG (TL:DR): [All final ISI loadouts are finalized in the chart above.] [+] Create Garnet-versions of the SR-3M VSS variant and the Winchester. [-] Remove the MP-153 from ISI : Assassin (Badri : Stalker). [-] Remove the HK MP5 from ISI : Vandal (Badri : Vandal). [-] Remove the standard VSS Vintorez from ISI : Vanguard (Badri : Raider). [-] Remove Nerve gas agent from ISI : Vandal (Badri : Vandal). [-] Remove flashbang from ISI : Rifleman (Badri : Rifleman). [+] Add the Winchester to ISI : Assassin (Badri : Stalker). [+] Add the new SR-3M VSS variant to ISI : Vandal (Badri : Vandal), and ISI : Vanguard (Badri : Raider). [+] Add the phone bomb to ISI : Vanguard (Badri : Raider) and ISI : Vandal (Badri : Vandal). [+] Add the SVT-40 to the Taliban Army : Arsonist [T2] class. [+] Add the nitro glycerin to Taliban Army : Insurgent. [+] Buff the nitro glycerin throw range and blast radius if possible. [+] Give the HK-MP5 to Delta Force or 055th Brigade. Also, fix this: https://streamable.com/3o56pn Content: https://steamcommunity.com/sharedfiles/filedetails/?id=2415738513
  4. Ziggy

    [MRP] Gargalon

    Introduction: Here are some classes that would fall under their respective nation’s “Command Structure'' subsection of the F4 menu. They would be used by the highest rank of each faction and provide more incentive for those faction leaders who have been grinding for a long time on the same classes. It introduces their third faction weapon to them as well as provides a couple of models for them to switch between. You grinded for a faction leader spot, you should have some tangible reward that separates you from your officers, so here it is: Afghanistan Command Model Class Name Loadout Taliban Army : Marshal (models/player/Assault_1player.mdl, models/player/Assault_2player.mdl) Same loadout as officer, add garnet_dmr_simsks or garnet_dragoon when it’s fixed. 055 Brigade : Commander (models/player/recon_1player.mdl, models/iraqiarmy/soldier1_dpm.mdl) Same loadout as officer, add m9k_m79gl Red Unit : Commander (models/pm/moviebaddies/baddie2.mdl, models/pm/moviesf/operator3b.mdl) Same loadout as officer, add garnet_dmr_svt40 Badri 313 : Director (models/fokingpakis/soldier1modern_pm.mdl, models/fokingpakis/soldier1camo_pm.mdl) Same loadout as officer, add garnet_smg_hkmp5 ISI : Director [Assuming the Badri -> ISI suggestion is implemented] (models/tfusion/playermodels/mw3/mp_pmc_africa_e.mdl, models/tfusion/playermodels/mw3/mp_ally_pmc_sniper.mdl) Same loadout as officer, add GARNET SR-3 VARIANT United States Command Model Class Name Loadout US Army : GA (models/army/army1.mdl, models/army/army3.mdl) Same loadout as officer, add garnet_sniper_l115 US Ranger : Commander (models/rangers/rangers2.mdl, models/rangers/rangers3.mdl) Same loadout as officer, add m9k_proxy_mine US Green Beret : Commander (models/gb/gb1.mdl, models/gb/gb3.mdl) Same loadout as officer, add cw_m14 US Delta Force : Commander (models/df/df2.mdl, models/df/df4.mdl) Same loadout as officer, add garnet_ar_honeybadger In addition to this, rename all classes that currently serve as the Commander/Officer classes to just read out as Officer. Move all Commander titles to the new classes.
  5. Thank you to my favorite juicer, @Spencer, for helping out! Analysis of the Current Structure: “The primary reason for transitioning into an all US Army sided server was to incorporate more faction interaction and a stable RP organization of factions. The server has been through a numerous number of changes regarding either side, but something that has remained relatively the same over the years was the organization of US factions. As the server has been going through a bit of a rough patch, I figured that it's time to stir the pot again. I believe that at times like this, struggling to maintain a consistent population, players old and new want big changes. These big changes don’t necessarily solve core fundamental issues of the server, but what they do is provide a boost of interest and excitement for a little while. I think that these changes are not only beneficial for switching things up, but also bringing a boost of population to the server in which more players can address those fundamental issues together. The first part of this suggestion is to give Badri 313 a rework. I was talking with Crypt the other day and she mentioned that someone had actually left 313 to move to Red Group in favor of their models. It is no secret that models and guns are a main part of appeal for any faction. I also have to agree with their sentiment, as Badri 313 blows chunks aesthetically. The second part of this suggestion plays in part with the third. I want to completely transition from the US Army, to the United States Marine Corps. The part that plays hand in hand is the removal of donor factions. In turn, MARSOC would become a T2 faction within the US replacing Green Beret, and ISI would become Afghan’s T3 faction replacing Badri 313. Now, onto my reasoning. Aside from what was mentioned in paragraph 1, I believe that a lot of players have nostalgia for marines. Nostalgia is never a good reason for any changes, but I think that in this case specifically it is important. I want to give players something new and flashy to play with and in this case, its ISI and a complete US rework to marines. This will be very effective in drawing attention and inspiration because with any overhaul, there are a number of RP avenues that open up. I think marines will always have appeal as well as the new factions, and while this suggestion is aesthetically improving, it still serves as an important slate for future improvement of MRP. Another thing that I would like to see come from this suggestion is the merging of 055 with Tali, and MARSOC with 1MD. Back in the day, SOC and entry were connected. This had its ups and downs, but I think that overall it was good for building a connection with new players. How this worked is that 055/MARSOC would be able to promote for entry, host their tryouts, etc. The purpose of it was to build that connection and bridge newer players into SOC factions. At the same time, all SOC officers also served as enlisted officers meaning there was really never a shortage." It is also important to note that no donor classes would be touched aside from T2/3s. I think Elite classes are all fine for both sides and reassigning donors is a pain in the ass. Outline: Rework US to fit the new Marine structure presented below. Remove MARSOC and ISI as donator factions as they would become tiered factions for either side. Reimplement the merging of 055/MARSOC with their respective entry factions. Introduce MRP to a new wave of changes model, weapon, and RP wise. [ISI SUGGESTION HAS BEEN MOVED TO AFG QOL IMPROVEMENTS SUGGESTION] 1st Marine Division Model Class Name Loadout US Marine : Soldier (models/player/PMC_3/PMC__11.mdl) Same as the US Army counterpart. US Marine : Support (models/player/PMC_3/PMC__04.mdl) Same as the US Army counterpart. US Marine : LMG (models/player/PMC_3/PMC__07.mdl) Same as the US Army counterpart. US Marine : Marksman (models/player/PMC_3/PMC__08.mdl) Same as the US Army counterpart. US Marine : Infiltrator (models/player/PMC_3/PMC__06.mdl) Same as the US Army counterpart. US Marine : Sniper (models/player/PMC_3/PMC__02.mdl) Same as the US Army counterpart. US Marine : Drill Instructor (models/player/PMC_3/PMC__03.mdl) Same as the US Army counterpart. US Marine : Officer (models/player/PMC_3/PMC__01.mdl) Same as the US Army counterpart. US Marine : Breacher [T1] (models/player/PMC_3/PMC__14.mdl) Same as the US Army counterpart. US Marine : Scout [T2] (models/player/PMC_3/PMC__03.mdl) Same as the US Army counterpart. MARSOC Model Class Name Loadout MARSOC : Rifleman (models/player/usmc_auto1player.mdl) garnet_ar_scarlight, garnet_pistol_m92fs MARSOC : Corpsman (models/player/soldier_mskhlmt02player.mdl) fas2_ifak, weapon_defibrillator, garnet_pistol_m92fs, smoke_grenade MARSOC : Breacher (models/player/usmcgazplayer.mdl) garnet_lmg_m249, garnet_pistol_m92fs, garnet_fraggrenade MARSOC : Demolition (models/player/usmc_goggle3player.mdl) garnet_shotgun_m3super90, garnet_pistol_m92fs MARSOC : Scout (models/player/spfrc_mskhlmt01player.mdl) cw_m14, garnet_pistol_m92fs MARSOC : Commander (models/player/spfrc_gogglesplayer.mdl) garnet_ar_scarlight, cw_m14, garnet_pistol_m92fs, weapon_cuff_rope MARSOC : Commando [T2] (models/player/usmc2player.mdl) garnet_ar_scarlight, garnet_pistol_m92fs, garnet_shotgun_xm1014 MARSOC : Guerilla [T3] (models/player/usmcgazplayer.mdl) garnet_ar_scarlight, garnet_pistol_m92fs, fas2_ifak, weapon_defibrillator, weapon_sh_flashbang Force Recon Model Class Name Loadout Force Recon : Rifleman (models/kuge/usmcpack pm/kusmc-1.mdl) garnet_ar_m4sopmod, garnet_pistol_m1911 Force Recon : Corpsman (models/kuge/usmcpack pm/kusmc-2.mdl) fas2_ifak, weapon_defibrillator, garnet_pistol_m1911, smoke_grenade Force Recon : Scout (models/kuge/usmcpack pm 2/kusmc-1.mdl) garnet_sniper_sr338, garnet_pistol_m1911, smoke_grenade Force Recon : Engineer (models/kuge/usmcpack pm 3/kusmc-2.mdl) cw_tr09_lr300, garnet_pistol_m1911, m9k_prozy_mine Force Recon : Marksman (models/kuge/usmcpack pm 3/kusmc-1.mdl) cw_m14, garnet_pistol_m1911 Force Recon : Officer (models/kuge/usmcpack pm 3/kusmc-2.mdl) garnet_ar_m4m203, garnet_sniper_sr338, weapon_cuff_rope Force Recon : Infringer [T2] (models/kuge/usmcpack pm 2/kusmc-2.mdl) garnet_ar_m4m203, garnet_pistol_m1911, garnet_fraggrenade Force Recon : Combat Corpsman [T3] (models/kuge/usmcpack pm 3/kusmc-2.mdl) garnet_ar_m4m203, fas2_ifak, weapon_defibrillator, garnet_pistol_m1911 DEVGRU Model Class Name Loadout DEVGRU : Rifleman (Models/CODMW2/T_CODMW2H.mdl) garnet_smg_ump45, garnet_pistol_p99 DEVGRU : Corpsman (Models/mw2guy/diver/diver_02.mdl) fas2_ifak, weapon_defibrillator, garnet_pistol_p99, smoke_grenade DEVGRU : Sniper (Models/CODMW2/T_CODM.mdl) garnet_sniper_m82a3, garnet_pistol_p99 DEVGRU : Infiltrator (Models/CODMW2/CODMW2HEXE.mdl) lockpick, garnet_pistol_p99, garnet_shotgun_m620 DEVGRU : Specialist (Models/mw2guy/diver/diver_03.mdl) garnet_ar_honeybadger, garnet_pistol_p99, weapon_sh_flashbang DEVGRU : Commander (Models/mw2guy/diver/m_soap.mdl) garnet_smg_ump45, garnet_sniper_m82a3, garnet_pistol_p99, weapon_cuff_rope DEVGRU : Combatant (Models/CODMW2/CODMW2HEXE.mdl) garnet_smg_ump45, garnet_pistol_p99, fas2_ifak, weapon_defibrillator DEVGRU : Diver (Models/mw2guy/diver/diver_full.mdl) garnet_sniper_m82a3, garnet_pistol_p99, m9k_tear_gas, garnet_battlerifle_scarheavy Entry Ranking Structure Subfaction 1st Marine Division MARSOC Force Recon DEVGRU MOS/Abv. 1MD MARSOC 0321 DEVGRU E-1 PVT PVT E-2 PFC PFC E-3 LCpl LCpl E-4 Cpl Cpl Cpl PO3 E-5 Sgt Sgt Sgt PO2 E-6 SSgt SSgt SSgt PO1 E-7 GySgt GySgt GySgt CPO E-8 MSgt/1st Sgt MSgt/1st Sgt MSgt/1st Sgt SCPO E-9a SgtMaj SgtMaj SgtMaj MCPON E-9b SMMC SMMC Officer Ranking Structure Subfaction 1st Marine Division MARSOC Force Recon DEVGRU MOS/Abv. 1MD MARSOC 0321 DEVGRU WO1 WO WO2 CWO O-1 2ndLT 2ndLT 2ndLT ENS O-2 1stLt 1stLt 1stLt LTJG O-3 Capt Capt Capt LT O-4 Maj Maj Maj LCDR O-5 LtCol LtCol LtCol CDR O-6 Col Col Col CAPT O-7 BGen O-8 MajGen O-9 LtGen O-10 Gen Content: https://steamcommunity.com/sharedfiles/filedetails/?id=2483691245 https://steamcommunity.com/sharedfiles/filedetails/?id=232636218 https://steamcommunity.com/sharedfiles/filedetails/?id=2415738513 https://steamcommunity.com/sharedfiles/filedetails/?id=176238701
  6. Description: For a lot of the time on this server, I have been in a Military Police faction. I have even experienced the Military Police faction from both sides of the server, Afghanistan and United States. With this, I have ran into some extremely common issues with the rope restraints. Issue #1: The jumping issue with people flying into the air still exists. There was a huge issue with this back when I was extremely active (Echo), and for this problem to still happen daily and exist is crazy to me. I have had countless arrests on the server, prime hours, with 11B minges jumping up in the air and flying to heaven just to come back down and die. This is basically a "get out of jail free" card that is played by most minges that do get arrested. I know you can report for FailRP, but I'd prefer to keep things inside of roleplay scenarios instead of ruining fun and experiences with staff sits. Issue #2: This also is complimentary to the jumping issue. The gravity with these restraints is insane during arrests. Someone wanted would, for example, go into a high area inside the US base. From here, they would get arrested and when they would get brought down, they would instantly die upon impact. (Even with the fall not being that high). These areas such as but isn't specific to On top of a Debrief room, on top of a bunk, in a watch tower, etc. All these areas are quite accessible for anyone to get on top of and is a primary escape route for criminals. Issue #3: The "Struggle" ability on the restraints. There has been an option added to the restraints known as "Struggle" (I'm pretty sure that's what it is called). This option gives prisoners the opportunity to break free from cuffs and either pull out a weapon and blast everyone inside the Military Police/Kidnapping Jails, or they work a way to escape by either waiting for an opportunity or just flat out doing the ammo crate exploit method to get through walls. Not only have I been RDM'd several times due to this option being available, but it also creates more drama and ruckus within any RP scenario. For Issues 1 and 2, I don't know if there is a way to fix. You could possibly attempt to code in that they are immune to fall damage while in cuffs. This may force some people to glitch and jump up and down repeatedly, but then again I don't really know. There is truly a resolution to everything, and I think something could be coded to force this to work. For Issue 3, I just recommend removing the Struggle option away from cuffs. We didn't have them on Echo, I don't know why or how they just appeared there. But I think a lot of Officers and Military Police would prefer if the option was either removed or disabled. And even if it was meant for scenarios, the people that arrested the person can always just release them and RP as if they had struggled free... It really isn't that difficult to solve. The reasoning for this change is pretty flat out and simple, it removes the likelihood of people causing issues for Military Police or Officers. All MP and Officers are told not to abuse cuffs, so for every arrest, there is reasoning behind it. There should be no option for someone to be restrained and imprisoned and for them to still have a chance at escape. I'm willing to answer any questions in the thread about the suggestion that can be brought up, but I think this is a good fix overall!
  7. Ok, you are allowed to flame me for this, but at least hear me out beforehand. TLDR will be at the bottom of this post, but I suggest reading through to understand the big picture. What if we were to take the Drug making system from DarkRP and transfer it over to MRP? I know, "content stealing" and I understand that this may seem completely random, but research has been done. The Taliban Are Expanding Their Drug Trade From Heroin to Meth (foreignpolicy.com) The Taliban are a major drug making empire that distributes a bunch of the world's Meth and Heroin to many 1st world nations, including Japan, Australia and countries in North America. They are said to earn around $3 billion annually "trafficking opium and heroin produced principally in southern Afghanistan." For this suggestion, I had to do some more research, which made me enter the uncharted territories of DarkRP and it was fun! Met some people along the way, did my thing with Money printers to get to level 12 to become "Weed Cultivator." The images I took can be found through this link -> https://postimg.cc/gallery/cZVz6Rg A lot of the drugs that are discussed in the article above are available in the drug making system that DarkRP has, which would make it easy to implement. Not only that, but we could also add some NPCs in order for people to officially sell the drugs. With this, we can do more RP scenarios between the Taliban and the US, Taliban being the drug manufacturing empire and the US attempting to stop all forms of drug selling. This could also allow for another reason for people to play Taliban, as they would earn money through these drugs selling activities. The Taliban would make a certain area into a lab, the drugs would be made and then they would sell it to NPCs around the area, which can be changed to distributors to better fit the narrative of selling to 1st world countries. Meanwhile, the US can do operations that stops the processing and selling of these drugs (destroying labs and busting drug deals), furthermore, getting rid of the drug problem in America. Only problem that has come up for me was how were people going to make the lab? Players would need the Phys gun to make the labs. 2 possible solutions. 1. Give everyone the Phys gun (Easy, but not the smartest idea) 2. Make a separate drug making class for Taliban that would have ONLY the Phys gun (Requires new class, but would make it simple) If solution number #2 is selected, we can make a tryout for the class that would be all about how to make the drugs, which I would love to help with! What do you think? Love it? Hate it? Want to basecamp me from Hotel Paris? Leave your thoughts! TLDR: Transfer Drug System from DarkRP to MRP. Taliban are drug makers, US want to stop them. NPCs would be around map for Taliban to sell and make money for themselves. Would add more RP scenarios that could be done. Edit: A God of a person just reminded me that props could be made into entities as well, so that players can pick them up! That’s also a possibility if the first 2 suggestions don’t work out. Edit Part 2: Coming back to this, I realized I have not really added much as to how this affect the landscape of the server. Question have been raised and I'm going to do my best to answer them! Question 1: Would there be any types of laws to follow with this system in place? That would be for the factions themselves to decide. US MP and AFG MP can decide their own version of laws. USMP would obviously make laws based on the access of drugs is illegal and any taking of them would result in punishment, while AFG MP could have laws where messing with the drug manufacturing process could result in some jail time. Question 2: Where the hell would such a lab be at? US won't have this problem, because they won't be making the drugs, but AFG still needs a specific room. The room that I'm suggesting is located underground in the Taliban base! One room is currently unused, and this would provide for the perfect area for the drug making empire. Question 3: Would the drugs provide any form of enhancements? While I feel like that would be a really cool idea, it's pretty lopsided. If Tali are the ones making the drugs, they would be the only ones to use it (unless the US steal a batch). Giving Speed the boost of 5% more speed would be cool, but Tali would have a ton of it while the US have none of it.
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