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Feature Request Suggestions

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Feature complexity: probably complex (idk?)

Feature details: 1) Add zip ties to rebel shop, make them usable on people knocked out - or with hands up. 2) When someone is restrained, make a windows key option that will pat them down of all their guns and clothing.

In what way will the feature change the game dynamics: 1) Once someone has consented to being kidnapped, you have a way of controlling them. 2) You can't pickup gear when someone dies. Therefore, there are players who intentionally don't drop their items when being robbed to make sure that you don't get their stuff. This is not valuing life / fail rp, and hopefully this option when someone is restrained will fix this issue.

Will this feature harm any game mechanics currently in place: I don't think so.

 

ITGH Edit:

Something is in the works for this. As for the gear pat-down, if you mean checking their gear, that would be fairly easy. If you mean taking their gear off, that's another story that opens up duping avenues, so I'd have to do a decent amount of work for that to be possible.

Edited by Imthatguyhere
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Feature complexity: simple

Feature details: move the air vehicle spawn point at international. So it can be stored as atm it is too far away

In what way will the feature change the game dynamics: Nope

Will this feature harm any game mechanics currently in place: Nope

 

Toast edit: Thanks for the reminder. Already done in the next patch. 

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Feature complexity: Simple

Feature details: 1) Giving police the option to seize stuff off the ground 

2) Giving Police the option to shoot in GZs.

3) Giving the police access to windows key people without them being restrained 

4) Improving the search option, so we can see what they have in their bags/clothing. Instead of just y items. 

5) Give Police the option to knock players out. (Shift G)

In what way will the feature change the game dynamics: 1) Help the police clean up situations faster, also not having to hide weapons in a bush or car. 

2) Allowing the police deal with trolls inside GZs. Having the ability to taze someone will only improve RP/ decrease trolls. 

3) It will increase RP/ for example if someone says “here’s my ID” we have to restrain them to look at there licenses. This will take away that problem. 

4) Give the police an easier time processing, not having them drop all there stuff so we can look through it. 

5) Increase RP/ gets ride of possible combat tazer complaints. Also increases the RP of officers getting suspects alive. 

Will this feature harm any game mechanics currently in place:

1) No

2) Could be seen as unfair since rebels can’t do anything about it. 

3) Meta Gaming could be an issue with this for lazy officers. 

4) No

5) No

 

Toast edit: we definitely need this

 

ITGH EDIT:

  1. I'll figure something out for this.
  2. Done in the next patch.
  3. Too exploitable to directly do that (escort without restraining, seize weapons without restraining, etc). I'll probably put together a dialog for those who aren't restrained in the future that severely limits the actions.
  4. A "patdown" could be added that just drops their items on the ground if this is really wanted. That's probably the fastest way to accomplish this.
  5. Done in the next patch. I personally don't see the functional difference in tasing from behind vs knocking them out, besides it being quicker and you can have a lethal out, but a bunch of people wanted it done.
Edited by Imthatguyhere
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Feature complexity: Complex

Feature details:

Eliminate half of the current police force and impose a limit of officers allowed on the police force until the server beings to grow. Additionally, remove the current SOP of only having to play once every two weeks to maintain a white list as a cop and make one that's temporarily much more strict. 

In what way will the feature change the game dynamics:

Currently the largest player base of the server is the police force. In my short time as a police officer before retirement I noticed an unsettling trend of 10-15 cops in the off-duty lounge playing other games and occasionally popping into patrol channel to ask if "anything is going on".

This is a complete waste of potential players for the server. In order for the server to grow there needs to be a base population because nobody looking for a new server to play on is going to join one with 1-3 people online. I think by reducing the current police force by at least half, and then imposing a cap on on the number of cops allowed on the police force followed by SOP changes that require them to be much more active the community will begin to grow.

It's true some of these cops won't play civilian or rebel even if they're kicked off the police force but guess what? They're not playing right now so there's no difference. There's also the alternative of not firing the current police force and instead just close recruitment and then weed out the inactive cops.

Here's the idea broken down in a more readable format:

  • Remove half of the current police force or halt all current and future recruitment for the time being.
  • Require that the current police force be much more active or risk losing their status as police. 

Why?

  • There are way too many cops who refuse to get on unless "something is happening". These people are not helping the server by sitting in the off-duty lounge playing other games, in fact they are HURTING the server because at least a small portion of them would be on civilian/rebel which would increase the base server population which in turn would help draw in new players. 

Will this feature harm any game mechanics currently in place: This feature may harm some peoples feelings but is ultimately great for the server. 

Duck Edit: I see where you are coming from with your suggestions. While I don't exactly agree with all of them, I do think that we could put together a plan which involves some of what you are talking about. I'll talk with the other command members about this. Feel free to come chat with me in TS at any time.

Edited by DuckHunter
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Feature complexity: simple

Feature details: increase the range that a cop can get a speed radar on someone

In what way will the feature change the game dynamics:

currently to get a speed radar on someone I have to be right behind them, this makes it dangerous because I have to take my hands off steering to press ctrl L. so to put it simply it reduce the chance of a collision happening 

Will this feature harm any game mechanics currently in place: nope, just make it safer for cops to get radar

 

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Feature complexity: simple

Feature details: Add an Air Garage at the north-east runway by hunting grounds. http://prntscr.com/kpak1i

In what way will the feature change the game dynamics: You will be able to pullout a caesar at this runway when you are in this area.

Will this feature harm any game mechanics currently in place: No

 

Toast edit: Will do. And I have much bigger plans also for all three unused runways. More input is appreciated.

Edited by Imthatguyhere
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Feature complexity: (simple / complex) simple

Feature details: change the very ugly UI

In what way will the feature change the game dynamics: it will fix the eye sore, both of the UIs are very ugly.

Will this feature harm any game mechanics currently in place: nope

 

ITGH Edit:

Fire me a PM, this is very unclear. Are you talking about the phone? The HUD? The Statusbar? The interaction menu? The Garages? The Stores? The Processing bar? The inventory screens?

Edited by Imthatguyhere
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Feature complexity: (simple / complex) simple

Feature details: remove all of the random crashed cars around the map. Especially the ones around arms dealer.

In what way will the feature change the game dynamics: The crashed cars are pointless and no one wants them.

Will this feature harm any game mechanics currently in place: no

 

ITGH Edit:

Fire me a PM on this as this is unclear. There was a request for one to be removed that was a hazard and I believe that one was removed. As for the Arms Dealer, if you mean the ones near the compound, they are there to be interesting cover and funnel you towards the building. If you mean the ones around it on the roads, it marks the edge of the redzone visually, so the defending and attacking parties know when they are clear to engage.

Edited by Imthatguyhere
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Feature complexity: complex

Feature details: make it to where runs make you more money

In what way will the feature change the game dynamics: it will make it easier for people to have fun, when the best run on the server with a hemmt box can only pay for about 1 1/2 of a loadout that is kinda scuffed and boring. the server is not fun at the moment because of the amount of grinding you have to do to get anywhere. then i see the staff on koth all the time instead of playing the server and when the staff dont even wanna play the server, that says something. we all played on easys because it was fun and unfortunately this server isnt fun. i would love to see the server progress and succeed and i think most of us do but the server wont get anywhere if it stays the same, some major change needs to happen..-

Will this feature harm any game mechanics currently in place: no

 

ITGH Edit:

While tweaks will be done to the economy to make sure everything balances out and that runs are fair, massive changes aren't likely. In your example, that is true for one of the best loadouts (proof below). A Mid-ground loadout runs about 20k, so that would be about 2.5 per major run. That may be a bit low, and is still under discussion, but some have suggested 2x the earnings, which would get insane fast.

Spoiler

 

950 (Box Hemtt)lbs + 100 (Small Backpack Inventory)lbs = 1050 lbs

1050 lbs  / 6 lbs/unit (Weight of Heroin) = 175 units

Therefore: HEMTT Box Run of Heroin = $49,000 in 30-45 minutes.

Best loadout:
Cyrus 9.3 mm (Hex) + mags - $19,000
Crew Helmet - $3,000
Mask - $500
Carrier GL Rig - $22,000

Total: $44,500

 

 

Edited by Imthatguyhere
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Feature complexity: Simple

Feature details: Somehow distinguish between the car garage and air garage at the air garage north of Pyrgos. There are two options for vehicle garage and two for store vehicle in garage. I stored my heli via the one associated with cars and now my Taru doesnt show in my garage. Maybe split the two options between two NPCs or something along those lines if this is an issue that is not just specific to me. (Hoping to get comp, have video of it happening)

In what way will the feature change the game dynamics:  Prevent potential vehicle loss. 

Will this feature harm any game mechanics currently in place: No. People landing in an air vehicle will still be able to take out a car and be on their way.

 

Toast edit: I can put them on different NPC's but no matter what you use it does not affect its ability to pull the vehicle out of your garage. 

 

ITGH Edit:

The store option will store your nearest vehicles to the NPC within around 30 meters, regardless of type. There's no specific store option, it's a generic one. Sounds like something happened otherwise there.

Edited by Imthatguyhere
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Feature complexity: simple

Feature details: Change the default spawn location for AES from Kavala Hospital to Pyrgos Hospital.

In what way will the feature change the game dynamics: The capital city is Pyrgos and so it makes sense for the default spawn location for all factions (apart from rebels) to be Pyrgos - but currently for AES it is Kavala.

Will this feature harm any game mechanics currently in place: Nope

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Feature complexity: simple

Feature details: At Rebel Airbase HQ, when you pullout some vehicles from Air Garage they are close enough to immediately store but with other vehicles they are not. For example, when you pullout a Caesar from your air garage, it is close enough to store immediately. However, with an Orca, it does not recognise it as close enough so you need to move it closer to the NPC in order to store right away. The NPC might need to be moved closer to the spawn location - or the other way around.

In what way will the feature change the game dynamics: You'll be able to store air vehicles that you pullout without needing to move them.

Will this feature harm any game mechanics currently in place: Nope

Toast edit: ill fix that today for the next patch

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Feature complexity: Complex and Simple

Feature details: Add certain features that would enhance the server

1. Gang Leaders ability to add Co-Leaders to their gang, and edit who can access gang funds

2. Make Coffee or Redbull give a 25% movement increase for 2-3 minutes (not really required but it would make for getting from point A to point B on foot way easier, and add more fun combat) (Make it about 1k for a redbull or coffee)

3. Add Auto-Collecting, where if you hit windows key on a resource like cocaine, you don't have to constantly keep hitting windows key.

4. Add gang hideout 2 (cocaine) and 3 (heroin) back + Remove underwater armory and add in Arms at a different location, or change the environment of arms. (If you dont want to add them in those specific locations, adleast make them in locations that aren't cluttered/hard to defend and are decently close to Athira or the populated part of the map)

 

In what way will the feature change the game dynamics:

1. The Gang thing should help gangs recruit if the leader is offline and chose who is trustworthy enough to use gang funds.

2. The extra speed shouldnt be much of a negative, only reason i could see it being a problem in the slightest is people running around during combat. But even then unless you have to move your mouse across your desk just to move an inch you can easily shoot somebody.

3. This will just make it less boring if you are collecting resources. Instead of repeatedly hitting the windows key you can just shift tab and watch Youtube.

4. This will add better places for rebels to fight with cops or other rebels. I feel like the Arms Dealer is a horrible place to fight due to the cluster of cars and how you can get stuck in them, and all the places to hide, and nobody will fight at the Underwater Armory imo because its on the water. 

Will this feature harm any game mechanics currently in place: It shouldnt

 

I will give more suggestions if i think of anything else

I spent about 15 minutes writing this so it may not be perfect, but if i have anything to add or change ill tell you guys.

 

ITGH Edit:

1. Sounds like a cool idea. It'll take some doing with new DB fields and the like (unless it was a temp co-leader until restart) so it won't be an immediate change, but thanks for the idea.

2. Good idea, we'll probably do something like that, but with something else not those items specifically.

3. That's the reason to buy a device, so messing with that removes all the value from it other than having slightly more capacity than your backpack as well.

4. I think Toast is working on a re-edit of the cars to make it more combat friendly. More gang hideouts will be added.

Edited by Imthatguyhere
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Feature complexity: Simple

Feature details: Adding a full list of gang members instead of the ones that are only online. 

In what way will the feature change the game dynamics: It will give gang leaders the ability to remove inactive players from their gang to free up slots. As well as have access to see who is still in their gang. 

Will this feature harm any game mechanics currently in place: No

 

ITGH Edit:

Believe it or not, this is one of the more complicated suggestions. The gang system would have to be re-written to do so, or just list playerIDs, which wouldn't be very useful. By default, it doesn't store names with the ID, and it gets those you see based on the online players. Hacking it to do so would be some work and cause bugs (remember the gang issues at C8?) but realistically the entire gang system needs a redo, so that'll likely be tackled then.

We could add a "remove all gang members" so you can clean and re-invite as needed or maybe temp gang invites that disappear after the person disconnects or on restart.

Edited by Imthatguyhere
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Feature complexity: Complex and Simple?

Feature details: Add a option at arms dealer where you can make a loadout and automatically buy it. Pretty much like if you were in arsenal and just loaded a pre-saved loadout but you have to pay for it.

In what way will the feature change the game dynamics: Just make it quicker for people to buy loadouts.

Will this feature harm any game mechanics currently in place: No

 

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Feature complexity: Complex

Feature details: First off I apologize if this isn't even possible. However, it would be fantastic if all Federal Reserve buildings could be accurately marked on the map, to help both sides call out and mark things.

In what way will the feature change the game dynamics: It will increase communication and teamwork to help determine the outcomes of federal reserve robberies. 

Will this feature harm any game mechanics currently in place: No

 

ITGH Edit:

That's not quite possible (ARMA doesn't render those on the map). We can add markers to the buildings but that would look very cluttered. I'll make sure the actual vault location is marked at least though.

Edited by Imthatguyhere
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On 12/1/2018 at 4:59 PM, Polar said:

2. Make Coffee or Redbull give a 25% movement increase for 2-3 minutes (not really required but it would make for getting from point A to point B on foot way easier, and add more fun combat) (Make it about 1k for a redbull or coffee)

 

allow us to bind redgull to a custom keybind

 

ITGH Edit:

While we don't allow comments in this thread, this one is a suggestion at least, so we won't hide it. If an item like that goes in, we'll put a hotkey for it.

Edited by Imthatguyhere
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Feature complexity: Simple

Feature details: Add a checkpoint somewhere on the MSR next to international that rebels or cops can take over.

In what way will the feature change the game dynamics: Allow for more interactive situations on MSR, and more fun for both rebels and cops.

 Will this feature harm any game mechanics currently in place: I don't believe it will.

Toast edit:
Doable. Message me on discord with where you think would be a good spot.

Edited by Imthatguyhere
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Feature complexity: Complex i suppose

Feature details: Add more convoys/events

Possible ideas

Huron that drops off a transport/rebel vehicle that you can claim for yourself, but to claim it you must do some sort of action to claim it that takes 1-2 minutes. (HEMTT Box, HEMTT Transport, Ifrit etc.)

NATO Patrol that has a hunter, but all occupants of the hunter have mk1s with lvl 3 vests and rebels can eliminate the AI and take their gear.

 

In what way will the feature change the game dynamics: Wont change anything, just give rebels more things to do if there are not many people on. Or even if there are quite a few people on, extra grounds to encounter each other and fight on.

Will this feature harm any game mechanics currently in place: I don't believe so.

Edited by Polar
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Feature complexity: (simple / complex) Simple

Feature details: When not really zoomed in Mr Changs China Shop covers up the diamond trader so it just says trader. Making it impossible to find it without help

In what way will the feature change the game dynamics: People will be able to see where the diamond trader is

Will this feature harm any game mechanics currently in place: No

Toast Edit: consider it moved in the next patch.

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Feature complexity: (simple / complex) Complex

Feature details: Add a bank that gives out marked bills (Like 120-150) 

In what way will the feature change the game dynamics: Gives rebels more to do and gives cops more stuff to respond to. Could be annoying if spammed tho

Will this feature harm any game mechanics currently in place:No

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Feature complexity: (simple / complex) Simple

Feature details: When revived the 1km nlr zone still stays

In what way will the feature change the game dynamics: It'll just be less annoying cause there won't be a massive zone on ur map

Will this feature harm any game mechanics currently in place: No

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Feature complexity: (simple / complex) Simple

Feature details: Make MXs buyable at rebel

In what way will the feature change the game dynamics: People will be able to use a pretty good gun that isnt a katiba or ak. (Gives diversity)

Will this feature harm any game mechanics currently in place: No

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Feature complexity: Simple

Feature details: Remove CSAT from rebel and make them buyable at Arms. Add Lvl 3's to Rebel.

In what way will the feature change the game dynamics: It will make being a rebel actually worth it. The rebel Weapon shops are horrible and i think Chickons idea of adding 6.5s to Rebel would be great. But also adding lvl 3's would be great, and to balance that out CSAT should only be buyable at Arms.

Will this feature harm any game mechanics currently in place: No

Edited by Polar
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