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Red

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Red last won the day on December 29 2022

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TitsRP

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    Bread von Gardne

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  1. Wait what the fuck someone turned it into a pet model?? Broooo all the wasted potential
  2. https://steamcommunity.com/sharedfiles/filedetails/?id=2391213816 On the custom content page, it costs $120 base. But, I need it to ALWAYS look like this: As in, even while holding a gun, he looks like this (yes I fucking went into sandbox to pose him and it was dogshit hard; I also deflated his head coz it was too large):
  3. Don't wanna see him ever again pls and thanks
  4. Parcel Worker : Probably 2 slots. Job can deliver multiple parcels at a time (how many depends on how it will be balanced) (also probably a perk). Van: (or just allow a single parcel to be attached to the car like boomboxes) Can be used to store parcels during delivery. Moves at 2/3 the speed of the normal car (depends on how it will be balanced). Actually gives a reason to make jaywalking laws. Mayors always do it anyways, at least now it has some purpose. (suggested this a while ago but now I think more people want it since I voiced it in-game, and I don't wanna gravedig)
  5. Red

    Bank Rework

    I mean, if you want more money, the old system kicks in after player money exceeds 1 mil (this hard cap can also be changed btw depending on how people want it balanced). I just want it to be tied to CP so it can't be exploited since it only has maximum value at high cop numbers. btw I'm assuming old bank = people put money in and it grows until it gets raided, coz I have goldfish memory and I can't remember if that was the real first bank or not. Maybe instead, make this percentage scale with cop numbers.
  6. Red

    Bank Rework

    My proposal: Bank Money is now a function based on how many cops are on during a certain period. Basically grows exponentially until you hit a cap (I set it as 11 cops on; maybe make it 1 mil max) After that, it remains at 1 mil no matter how many more cops are on. Maybe add an incentive for Bank Manager and Guards to defend, like 1% of the value every five minutes that the bank is defended during. At minimum, they'll basically make nothing, but during cap hours (11+ cops on), they can make 10k every five minutes. PROS: 1. Can't be exploited - you'd need more than 8 people+ as cops before bank is worth anything. If devs think that's still exploitable they can just make the function grow more slowly. 2. Bank is useful again - yeah, bank is useful again 3. If people want to grow money with interest, that system can be used concurrently with this; the player bank money is "protected" until they exceed 1 mil (or whatever the bank max cap will be set to), upon which the 1 mil cap is removed and if it gets raided, instead of system money, player money is lost. 4. There'll be something for cops to do (defend the bank) other than just being cancer cp. CONS: 1. Extra cash flow may lead to inflation. -Counterargument: 1 mil every 2 hours is tiny compared to printer money, and even more so compared to drug money. And that's assuming the server maintains the 11+ cops on all the time. 2. Another bank rework
  7. So /some/ people can stop abusing mayor kills with their friends and get like, say, 18 kills in one day 🙂
  8. I've had this happen to a corpse that's in a wide open space (like literally on the street) and they respawn anyways, so I doubt it's a wall/ceiling clipping issue. Also, most of my kidnaps are in tight rooms (e.g. those tiny closets in the hotel) and they work fine.
  9. Parcel Worker : Probably 2 slots. Job can deliver multiple parcels at a time (how many depends on how it will be balanced) (also probably a perk). Van: Can be used to store parcels during delivery. Moves at 2/3 the speed of the normal car (depends on how it will be balanced). Actually gives a reason to make jaywalking laws. Mayors always do it anyways, at least now it has some purpose.
  10. Earlier today, some dudes made some meth opposite the PD, with the goal of leading the exhaust pipes in the street. I know this because the owner made text signs and /adverts about it. One of them even put a problock cage around the exhaust so people can't grav-gun it away. This caused a shit ton of damage to people (rough estimate of probably 10k+ hp (that's equal to like 100 people); the whole street section + the PD lobby was covered) before Jason tp'd to them and they stopped. The problem: that took like 30 minutes. People can't make sits because the killfeed doesn't lead to the meth cook. People can't raid them because by the time you even manage to place a door-bomb (idk what it's called) and blow the door, around 30% of your hp is gone. And, the screen distortion effect makes you blind. Maybe skilled raiders would be able to take them down, but that represents like 5% of the server pop. Two potential solutions: Meth RDM laws to deter people from doing it + people can make sits without knowing who's doing it and staff can just teleport in. Remove meth damage. The screen distortion effect is enough to make the meth cooks use filters/whatever meth cooks do to cook meth in peace. No one gets rdmed by meth smoke.
  11. When's the last time it worked on a full server? or a half-full server? or a low-pop server? or the server? Either lower the cap (unlikely to happen) because half the server doesn't care and a quarter isn't even affected, or somehow factor in the AFKs when getting how many unfun votes are needed (which will probably reduce the amount by half). Right now, unfun mayor is such a redundant system.
  12. -1 the only actual way Batman can mess you up is if he's really good (like, hooks next to ground as he lands and near-instantly cuffs you) or you're really bad. Batman is too fkin slow for a Batman, all you have to do is literally run away from him. He can't catch up to you; if he grapplehooks to get ahead, just move back instead lol he literally can't get to you. I've actually made a suggestion somewhere to add the thing he throws to tie up the legs of the dude so he can get to them just to add a ranged asset to Batman, but I guess people hate Batman too much for that to happen. +1 on the weird visual effect though, that's just weird
  13. Wasn't present, but from what I know, prop size has little to no strain on the server even if you reach prop limit, with the exception of collisions. The only way this sort of build could cause some major issues to the server would be if it was spawned with advdupe and set to unfreeze after spawning.
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