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MRP Overhaul


shrimp

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The weapons are cool but is there a chance there could be some differences so everything isn’t just the same, so possibly if

merc had a sub machine gun

Operative has assault rifle

commander has a sniper/assault rifle/smg 

Something like that so not all the classes arent repetitive besides the gear

Edited by Harris
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1 minute ago, Harris said:

but is there a chance there could be some differences

Yeah I'm exploring the options right now. When it comes to overhaul posts like this with big faction changes, I usually don't point towards specific things for weapons because Garnet usually has his own idea, but I do agree with some variation, in fact I hate reusing the same guns.

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In the hunt for probable base locations, the one I came across that was out of the way of the objectives, equally accessibly by both countries, and a secure compound for conducting business was this building (Not including the underground tunnel):

TWEIhJx.png

Again, I'm not too familiar with things right now, so if there's any reason this would conflict, please let me know. Thanks.

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1 minute ago, Harris said:

What kind of equipment would be purchasable ?

Actually let me make a list real quick. Order will be from lowest tier equipment to highest and attached will be each piece of equipment's primary utilization and when purchased equipment will only be available for a single life. These are purely examples:
 
Firearms:
-FN-SCAR, Assault-Escort Contracts.
-FMG-9, Private Security on a budget
-KRISS Vector, Private Security Detail.
-L115, Economical Recon and Scouting.
-SR-338, Long-range Recon and Scouting.
-SV-98, Assassination and Precision Shooting.
-UTS-15, Close Quarters Assault.
-G3A3, Point Defense.
-AR-15 SOPMOD, General Purpose Rifle.

Explosives:
-Frag grenade, just in case.
-S.L.A.M Trip-mines, Breaching and Sabotage on a budget.
-IED Detonator, Assassination and Sabotage.
-Timed C4, Breaching and Mass Destruction.
-Nerve Gas, War crimes.

Misc:
-Harpoon, Very specific contracts.
-Fists, Interrogation. 
-Crowbar, Motivation.
-Stun Baton, Encouragement.
-M9K Knife, Infiltration

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23 minutes ago, shimps said:

Actually let me make a list real quick. Order will be from lowest tier equipment to highest and attached will be each piece of equipment's primary utilization and when purchased equipment will only be available for a single life. These are purely examples:
 
Firearms:
-FN-SCAR, Assault-Escort Contracts.
-FMG-9, Private Security on a budget
-KRISS Vector, Private Security Detail.
-L115, Economical Recon and Scouting.
-SR-338, Long-range Recon and Scouting.
-SV-98, Assassination and Precision Shooting.
-UTS-15, Close Quarters Assault.
-G3A3, Point Defense.
-AR-15 SOPMOD, General Purpose Rifle.

Explosives:
-Frag grenade, just in case.
-S.L.A.M Trip-mines, Breaching and Sabotage on a budget.
-IED Detonator, Assassination and Sabotage.
-Timed C4, Breaching and Mass Destruction.
-Nerve Gas, War crimes.

Misc:
-Harpoon, Very specific contracts.
-Fists, Interrogation. 
-Crowbar, Motivation.
-Stun Baton, Encouragement.
-M9K Knife, Infiltration

That’s actually really interesting and would be really cool to have, the only concern was making sure explosives are only allowed for certain people to use, not just giving them to anyone 

also have you thought of the possible skins they’d have or are you still going through those too?

and a possible weapon could be honey badger for stealth infiltration and ambushing (just an idea)

Edited by Harris
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I've been asked probably 6 or so times about how the budget will be balanced and other things along those lines, so I'll go into detail here and give a better idea of what the budget will look like in terms of numbers:

Upon integration, US and RU will be given budgets of approximately 10,000,000 USD as a scale reference. The main question I get is individual players buffing the budget out like crazy by adding their own accumulated sums to the budget. First of all, player currency cannot be added to defense budget, and secondly, no player has enough money to make a significant impact on the budget. G4S will also have a budget, but will start at 0, as they will complete contracts to increase their budget and open up more options over time if they manage their financials properly. 

At the end of every war, US and RU will both be granted a sum of money calculated with placeholder variables as follows:

Player-Count Modifier
pcm = (playercount/128) + 1;
((The player count modifier, or pcm, is an initially calculated percentage that will be applied to the sums.))

Budget Sums
RUbudget = RUbudget + (50000*pcm);
USbudget = USbudget + (50000*pcm);

(($50,000 is the default value for every war. If no players are on, this value is zero. If server is full, this value is doubled.))

Loser Bonus
RUbudget = RUbudget + (10000*pcm)*warresult
USbudget = USbudget + (10000*pcm)*warresult

((With $10,000 being the starting bonus value, the warresult variable will either be one or zero, with 1 indicating a loss. If a side loses, they will gain $10,000 times the pcm.))

While these are fairly simple calculation strings, they should indicate a few things. For one, this will provide an incentive to stay on the server around the clock, as more players on will lead to greater budget increases. This will also push a consistently losing side to acquire more help from certain outside sources as they have more expendable funding. 

As far as pricing goes for G4S services, it's all done on a case by case basis. G4S's success will rely on a intelligent use of their budget to acquire equipment for their operations, which will also come at a hefty price, therefore they will not simply be able to issue discounts or favors on a basis of friendship. They too will have a faction to maintain, limiting their usage to being funded. Contracts that require greater manpower and equipment will reflect that in their pricing, making hiring G4S for things like war itself to be a taxing endeavor. Being able to negotiate in character to make deals with G4S is part of the whole process, and will allow the prices to fluctuate, however it will always balance itself out if set up properly.

 

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One thing that could be done to give a good difference between the groups and how G4S operates, could be they armor equipment both sides can get currently, instead they could get their own tiers of Kevlar, such as a budget tier, standard tier, and high tier, giving 50/100/150 for each separate armor set.

in place of having better armor values, where you could possibly set it to if they get the 150 armor high tier armor, they get a speed debuff to that armor tier, and as a whole, the faction has no ability to acquire a speed boost, as there /shouldn't/ be any Donator classes for this faction.

I also recommend a decent LMG for the faction they could buy, especially if contracted to play defensive on a point, and I mean HARD Defensive.

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20 minutes ago, Shephard said:

/shouldn't/ be any Donator classes for this faction.

Agreed.

20 minutes ago, Shephard said:

instead they could get their own tiers of Kevlar

I can get behind the use of armor in order to gain a slight advantage in direct conflict. Since operations would be single life endeavors, it can get risky given every other person on the server would be packing a .338. I'm not opposed to adding options to stack armor for agents in the field on operations with a high chance of or guaranteed direct combat. I would make the options available simple be between light and heavy armor, with values at 25/75 respectively. Also, including some medical gear in the vendor, as this would play into specializations for certain operations as the group designates roles.

20 minutes ago, Shephard said:

decent LMG

The M249 would likely be the only thing light enough to seem reasonable in my opinion. This isn't really a group that specializes in or prioritizes heavy weapons. I can justify it as a squad support weapon, but that's about it. The general purpose AR-15 can have a drum, that alone might be enough.

Edited by shrimpus
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28 minutes ago, shrimp said:

I can get behind the use of armor in order to gain a slight advantage in direct conflict. Since operations would be single life endeavors, it can get risky given every other person on the server would be packing a .338.

Single life endeavors? Eh, I don't know much about that one, we all know how obnoxious sniping and fragging is right now.

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5 minutes ago, Shephard said:

we all know how obnoxious sniping and fragging is right now.

Yeah, which is why G4S members will have to take a lot of consideration into how they carry out their jobs. Letting people respawn and return in the middle of an RP event is a little... obnoxious. I'd prefer to force them to figure out how to not die. If it's infiltration, recon, assassination, or sabotage, there shouldn't be that much of a problem. The only thing that would be a problem is armed conflict.

Edited by shrimpus
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