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Chop Shop


Babayaga

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Maybe add a chop shop to sell stolen cars. This will add more things to use lockpicks for. Here are some basics to make it fair.

  • Up the price on lockpicks to $500 - $1,000 each
  • Cooldown 1 every (1-2 hours)
  • Selling Price 
    Economy $1,000 - $4,000
    Luxury: $5,000 - $8,000
    Super: $10,000 - $15,000
  • Make it so people can buy their cars back for $1,000 more then what it was sold for.
  • Make it so people can't sell their own cars.
  • Make it that people can't spawn back the car that was stolen from them.
Edited by Babayaga
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10 minutes ago, Babayaga said:

Maybe add a chop shop to sell stolen cars. This will add more things to use lockpicks for. Here are some basics to make it fair.

  • Up the price on lockpicks to $500 - $1,000 each
  • Cooldown 1 every (1-2 hours)
  • Selling Price 
    Economy $1,000 - $4,000
    Luxury: $5,000 - $8,000
    Super: $10,000 - $15,000
  • Make it so people can buy their cars back for $1,000 more then what it was sold for.
  • Make it so people can't sell their own cars.
  • Make it that people can't spawn back the car that was stolen from them.

I like this suggestion to a extent.

Most people have custom cars so the price of that should be around 5k-6k to buy back so its not terribly annoying.

On the lockpick idea, instead of making them 1k each when people already have tons, make lockpicks that only work on cars and make other lockpicks null on car doors.

 

Idea is kinda ehhh but these are some additions to it.

 

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This suggestion for a chop shop is actually more thought out than the dozen or so previous ones, it addresses a few base concerns but also creates new ones.

Given that the potential abuse for profit mechanic is limited by the exchange of cash from victim to thief, we do end up creating a higher work load for staff and increase the possibility for bad faith abuses.

- Firstly I would likely increase that cooldown to be longer
- A separate lockpick for vehicles is also more likely
- Given the value of some cars will be greater than 10 grand it satisfies the PK requirement for financial damage. Users will then put in PK requests for anyone they killed trying to steal their car.
- This in turn means players will not use established characters to commit this crime, given the violent quick money low profit high risk nature of the action they would opt to use alternate characters
- Alternate or throwaway characters could essentially GTA cars of a specific player/faction for maximum financial harm with no risk
- All claims of targeted / metagame GTA would have to be investigated by staff, meaning a long drawn out situation that may involve having to somehow facilitates compensation or refunds, increasing staff workload (and not all of these users will be caught until the damage is done)

Is this increased workload & risk of abuse worthwhile to add or will it be an overlooked, underused script only used in bad faith? Is there a work around to the potential alt char targeting issue?

Unlikely.

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51 minutes ago, Babayaga said:

Maybe add a chop shop to sell stolen cars. This will add more things to use lockpicks for. Here are some basics to make it fair.

  • Up the price on lockpicks to $500 - $1,000 each
  • Cooldown 1 every (1-2 hours)
  • Selling Price 
    Economy $1,000 - $4,000
    Luxury: $5,000 - $8,000
    Super: $10,000 - $15,000
  • Make it so people can buy their cars back for $1,000 more then what it was sold for.
  • Make it so people can't sell their own cars.
  • Make it that people can't spawn back the car that was stolen from them.

It gives more crimes civilians can commit although the mechanic would need to block cop cars. But would be funny to have a cop paying to get their crown Vic’s back.

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On 8/24/2025 at 12:11 AM, Canadian-bacon said:

This suggestion for a chop shop is actually more thought out than the dozen or so previous ones, it addresses a few base concerns but also creates new ones.

Given that the potential abuse for profit mechanic is limited by the exchange of cash from victim to thief, we do end up creating a higher work load for staff and increase the possibility for bad faith abuses.

- Firstly I would likely increase that cooldown to be longer
- A separate lockpick for vehicles is also more likely
- Given the value of some cars will be greater than 10 grand it satisfies the PK requirement for financial damage. Users will then put in PK requests for anyone they killed trying to steal their car.
- This in turn means players will not use established characters to commit this crime, given the violent quick money low profit high risk nature of the action they would opt to use alternate characters
- Alternate or throwaway characters could essentially GTA cars of a specific player/faction for maximum financial harm with no risk
- All claims of targeted / metagame GTA would have to be investigated by staff, meaning a long drawn out situation that may involve having to somehow facilitates compensation or refunds, increasing staff workload (and not all of these users will be caught until the damage is done)

Is this increased workload & risk of abuse worthwhile to add or will it be an overlooked, underused script only used in bad faith? Is there a work around to the potential alt char targeting issue?

Unlikely.

Perhaps one way to do this then would be to restrict usage of the new lockpick to people's main character, and add a caveat to the main character system that you can't be a captain or higher in a group without selecting that character as your main. It would reduce opportunities for people - especially those in high ranks - from using alt/minge characters that way and enforces proper use of the main character system. 

Edited by RevampedRebel
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6 hours ago, RevampedRebel said:

Perhaps one way to do this then would be to restrict usage of the new lockpick to people's main character, and add a caveat to the main character system that you can't be a captain or higher in a group without selecting that character as your main. It would reduce opportunities for people - especially those in high ranks - from using alt/minge characters that way and enforces proper use of the main character system. 

Then it's likely to go unused as most people would not engage in risky car theft that could lead to their pk on a main char. Why bother adding something no one will use?

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where would the hypothetical chop shop be? ghetto? outside cargo docks? tunnels? alley(s)?

a way it might be possible to beat some of the concerns is if you have it be a timer for the character itself in addition to the cooldown.
(i.e you would need to spend a certain amount of time on the character before and/or after car jackings before having the ability to switch)
having it be mains only seems odd and while i understand the reason; it seems like theres gotta be better ways to prevent strictly minge business.

lower quality vehicles could have a a lower timer while higher quality vehicles have a longer timer but higher payout- and if its pk worthy i could imagine  
custom cars are a sticky business though and unless you make a value for each one, it'd be easier to just have them all be ~6-7k so the threshold isn't met and abused but to still keep some cars holding value.

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bacon a way this could work is to limit this to new chars and if they want to risk the pk let them, but maybe for cars increase the $ payload for pks from like 10k to maybe 15 or 20 so new associates can make money, but also make a time limit to how many u can sell in a certain time limit and also see if there is a way for when the car gets sold, the owner has to pay a npc to get it back. but if you want a full on fix make each car like 6-7 k per so no one gets pked and just add a timer 

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Holy minge city, already so hard to get your car back when some dumbass steals it.

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1 hour ago, Pyro said:

Holy minge city, already so hard to get your car back when some dumbass steals it.

just call the cops 🙃

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