krokie Posted yesterday at 12:48 PM Share Posted yesterday at 12:48 PM 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. 7 1 1 2 1 Link to comment
Zeus Posted yesterday at 01:08 PM Share Posted yesterday at 01:08 PM +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 yesterday at 01:18 PM Share Posted yesterday at 01:18 PM (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 yesterday at 01:19 PM by Geo_Zeus Link to comment
DopeAsRoe Posted yesterday at 02:52 PM Share Posted yesterday at 02:52 PM Massive +1 especially the faction cars flag 2 Link to comment
KingJewMonaclu Posted yesterday at 03:49 PM Share Posted yesterday at 03:49 PM -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" 2 Link to comment
Geo_Zeus Posted 23 hours ago Share Posted 23 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 23 hours ago by Geo_Zeus 1 Link to comment
calink Posted 17 hours ago Share Posted 17 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 17 hours ago Share Posted 17 hours ago 4 minutes ago, vasectomy said: anything else princess 1 Link to comment
Lima Posted 14 hours ago Share Posted 14 hours ago +1 Its kinda dumb this isnt a thing yet Link to comment
TroubledGhost Posted 14 hours ago Share Posted 14 hours 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 14 hours ago by TroubledGhost Link to comment
TroubledGhost Posted 14 hours ago Share Posted 14 hours 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 13 hours ago Share Posted 13 hours 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 13 hours ago by Fox Link to comment
Geo_Zeus Posted 13 hours ago Share Posted 13 hours 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
krokie Posted 12 hours ago Author Share Posted 12 hours ago 7 minutes ago, Fox said: 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. I don't see any point in allowing this to continue to be a possibility when it could be almost completely stopped by preventing certain people from having access. Instead of staff having to have investigations into it, IF IT IS CAUGHT IN THE FIRST PLACE, why not just stop 9/10 cases of it happening. 10 minutes ago, Fox said: 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. Because any smart criminal won't shit where he eats, unless everyone is in on it. It makes no sense to go behind your bosses back when he is how you make a living whilst knowing that you could lose your job, if not your life, for making a slightly higher amount of money. And realistically even the biggest factions with upwards of 4 capos cannot keep an eye on all of their men 24/7 (especially with timezones), I know first hand that this is not a realistic expectation. 18 minutes ago, Fox said: Real mobs had problems with their guys getting involved in drugs, but they still did it... ? The real mob's issues with drugs being sold by their guys was primarily because these organisations did not want drugs being sold AT ALL. This is a massive difference to diverge where every faction is pushing drugs and the main alliances, unlike real life, are fine with it. In real life the organisations as a whole were not buying/selling drugs, which meant that those who wanted to move drugs behind their family's backs had to do it via a 3rd party. 45 minutes ago, Fox said: 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' The only way it restricts people from "living on the edge" is by preventing them having access to a racket the faction basically owns. These people can still avoid family rules in countless ways by mugging for guns, finding them in shipments that aren't theirs, buying them illegally or finding someone that IS trusted and has access to buy it for them. All this done is prevents them from "living on the edge" without putting in some level of effort to get whatever it is they're after. 1 hour ago, Fox said: Also why would you want to get rid of being able to kill people for disobeying family rules? I believe PKs for this are remarkably uncommon, at least in my faction. People likely get away with it a decent amount, but more commonly they stop after being told not to. 1 Link to comment
bigsmoke Posted 9 hours ago Share Posted 9 hours ago -1 I like it in theory but I know in reality it would be a wop gatekeep fest even worse than now. This is a good idea if you want no one to have drugs or guns on the server 2 Link to comment
Jennay Posted 1 hour ago Share Posted 1 hour ago +1 PKs get denied because an associate hasn't touched drugs yet so they have no information about the other side of business, so it would make sense if they have no ic knowledge they wouldn’t have access to the racket either. If they still wanted to go behind HC and do things they aren’t ready for they still have access to rumour for buying drugs as well as growing weed which makes more sense that theyd have to go through shittier and more dangerous ways until they are given permission to unlock the actual racket. Doesn’t make sense if your char is under the gaze of i just work at a restaurant for them to be able to buy class 3s and bricks of heroin. Also makes getting that promotion a little more interesting as there is a visual difference to what you can purchase. Link to comment
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