krokie Posted 14 hours ago Share Posted 14 hours ago PART ONE, Racket Perms. Revamped rebel posted something similar in his recent suggestion but I think it needs fleshed out and a place to be discussed separate to the conversations about RICO/FBI. For a long time people have racket abused and used gun rackets against faction rules for a variety of reasons. Sometimes it's just for money and sometimes it's so that they can have easy access to guns for mugging. And while I believe the char play time restrictions help, I don't feel they are enough in some cases. Especially considering there is no way to track who ordered what by "asking the vendors" (viewing an IC shipment log), which could then be acted upon if faction rules were broken. Both the IC issue of ordering against factions rules (which makes no sense ICly for the vendor to go along with), and the OOC issue of racket abuse can be solved by giving factions the ability to control who can order what. This could be the faction only giving the perms to someone after a certain time period, or it could be based on ranks. Either way I see multiple major reasons factions should have control over this: TRUST; Trust is a massive thing within criminal organisations across the world. It only makes sense that a massive organisation would refrain from immediately allowing their newest members to have access to their arms/drug trafficking network, or at least the full extent of it. RACKET ABUSE; With the last set of racket changes, we had been seeing characters join into factions to gain access to the more sought after guns. While yes this is handled by staff, having this system in place would allow FLs to decide to stop ANYONE from ordering a gun they did not want to be ordered without their blessing. This would completely eliminate racket abuse. ROLEPLAY; Having less people who act erratically armed after just a week or so on the server would improve roleplay. Additionally if an associate had gotten his only couple of guns because he was given them by someone who trusted him, then he would be more hesitant to cause a gun fight and more likely to continue the confrontation with words or with melee weapons. It would also make being armed more of a status symbol. People would know you were either trusted by your organisation or had been around for long enough to get a gun on your own. This would all push for more melee brawls without completely reducing the amount of guns in the economy. I know a lot of people on here enjoy melee fights and that includes me. If there is RP involved I will choose to exclusively use melee against someone who is unarmed/only has melee. It would require a new UI that I will discuss in part 2 below. The ability to give permissions could be granted as a new flag that the FL could give (HC perms in the example image) or as a new addition to the already existing capo flag (pk perms). From an RP perspective I fully believe it makes sense, It's the equivalent of talking to your supplier/smuggler and giving instructions of who to provide product and receive payment from. People would be given perms to order specific weapons/drugs/attachments via one or a mix of these: 1- A full list of names, charIDs or preferably both that includes everyone who has been whitelisted. I believe this information is completely reasonable to be provided by the UI. 2- The list only shows the names of people that the person using the command has the F3 of. PART TWO, Faction Management System This is the main part of the suggestion and would be where the racket permissions are controlled, however it would also have additional faction management options. Things like unwhitelisting people, managing recruit/capo perms and the additional idea of managing access to faction WLed cars through it. Again the idea is that the FL could give perms to access the UI so that their HC/MC could give people more permissions/access as they climb the ranks. The UI for all of this would likely be based on the bank user management UI, however it'd be best if permission changes were saved upon closing the menu rather than it auto-closing after every change (as the bank one does). Most of this could stay the same aside from obviously changing what the permissions are. A secondary dropdown would be good for either giving permission for each individual weapon or for each type of weapon; pistol, shotgun, smg, rifle, class 4 Ultimately the form this is implemented in doesn't matter. It's just something that would allow faction leaders to have genuine control over their hard earner rackets. 6 1 1 2 1 Link to comment
Zeus Posted 13 hours ago Share Posted 13 hours ago +1, Would essentially remove ever worrying about racket abuse and allow us faction leaders to introduce a more progression-based system as you unlock more things with time/rank 1 1 Link to comment
Geo_Zeus Posted 13 hours ago Share Posted 13 hours ago (edited) Yeah this should've been a thing already, makes sense RP wise. I mean the timer on getting into the racket as a new WL member is like an hour I think which is nothing so a fully implemented system would be great. Big +1 Edited 13 hours ago by Geo_Zeus Link to comment
DopeAsRoe Posted 12 hours ago Share Posted 12 hours ago Massive +1 especially the faction cars flag 2 Link to comment
KingJewMonaclu Posted 11 hours ago Share Posted 11 hours ago -1 Just control your people If someone racket abuses they get pked. Furthermore, i think an easy fix would be to change the rules to "If you racket abuse, we pk your main character too" 1 Link to comment
Geo_Zeus Posted 10 hours ago Share Posted 10 hours ago (edited) 41 minutes ago, KingJewMonaclu said: -1 Just control your people If someone racket abuses they get pked. Furthermore, i think an easy fix would be to change the rules to "If you racket abuse, we pk your main character too" Totally disagree with that, HC controlling who their suppliers(Vendors) actually supply just makes sense RP wise. Also having repercussions for IC choices carry over to other characters sounds like a slippery slope. To add to that, when a new person joins a faction you incentivize them to at least get oil shipments if they want to make money while the "control" is keeping everything else hush hush, how do you tell a person "don't buy drugs and guns from the vendor you get your oil from" without giving that person info on criminal activities that could make them more money? Edited 10 hours ago by Geo_Zeus 1 Link to comment
calink Posted 4 hours ago Share Posted 4 hours ago Makes sense that high command would have control over these things, and some internal systems to manage their illicit businesses and rackets Helps solve abuse issues and also encourages more roleplay between higher ups and newer faction members +1 Link to comment
Bullets Posted 3 hours ago Share Posted 3 hours ago 4 minutes ago, vasectomy said: anything else princess 1 Link to comment
Lima Posted 1 hour ago Share Posted 1 hour ago +1 Its kinda dumb this isnt a thing yet Link to comment
TroubledGhost Posted 57 minutes ago Share Posted 57 minutes ago (edited) quite logical and makes RP 'more immersive'- you got a better control and grasp of things to do what you need to do particularly by having something physical to manage and utilise. Edited 54 minutes ago by TroubledGhost Link to comment
TroubledGhost Posted 53 minutes ago Share Posted 53 minutes ago 10 hours ago, KingJewMonaclu said: -1 Just control your people If someone racket abuses they get pked. Furthermore, i think an easy fix would be to change the rules to "If you racket abuse, we pk your main character too" Speaking of which, how often do racket abusers get caught? Cos I've personally rarely seen anyone get banned for that in a long while, though im sure it occurs more than it seems Link to comment
Fox Posted 45 minutes ago Share Posted 45 minutes ago (edited) -1 You said it yourself. People abusing the racket to obtain guns soley for minging or mugging is a staff issue, I don't think further restrictions is needed. Whilst I can understand FL's wanting to keep a closer eye on what people can and cannot do with their racket, it just doesn't make sense to me... why would you want to stop players from doing sleazy deals against the wishes of their high command? your capos should be keeping an eye on their men. Real mobs had problems with their guys getting involved in drugs, but they still did it... ? I get your point about new mob guys not realistically having access to a full arms network... but you have to leave room for error. This is a game at the end of the day, and by adding something like this, you're seriously restricting people's ability to 'live on the edge' in fear of getting caught by their family for wrong doing. You'll just restrict how people want to RP by essentially saying 'you want to join our family, then you HAVE to RP like this' Also why would you want to get rid of being able to kill people for disobeying family rules? Edited 44 minutes ago by Fox Link to comment
Geo_Zeus Posted 33 minutes ago Share Posted 33 minutes ago 6 minutes ago, Fox said: your capos should be keeping an eye on their men. Imagine timezones being a thing, and while your eyes are closed imagining that imagine how easy it is to just buy shipments without telling anyone and doing deals of your own and supplying whoever you want without anyone ever finding out. Nip it in the bud, the feature makes sense IC wise. Link to comment
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