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  1. This thread details the guidelines our developers will follow when implementing new features to the server. As we allow them to have full control over creative aspects of design and implementation, these guidelines serve a purpose to ensure that the requirements of each feature that non-developers need are still being met.
  2.  
  3. This thread will be updated over time as we confirm more features.
  4.  
  5. Organizations
  6. Players are entitled to join two organizations.
  7. Organizations are to be created either in game or via the UCP by the player. They do not need to be approved but poor organization naming will result in punishment.
  8. Organizations gain additional functionality by the usage of "Flags":
  9. OOC - Grants /1 and /2 ooc chat for the organization
  10. DEP - Provides inter department chat as well as government based paychecks per rank
  11. GOV - Allows the organization to set taxes.
  12. COP - Grants the organization all police scripting
  13. MED - Grants all medical organization scripting including fire department
  14. CRM - Grants a criminal organization criminal related sub scripting and money making avenues. Let criminal organizations give aspiring non-members access to these avenues and let them run the risk instead.
  15. GUN - Provides an acredited criminal organization with access to off shore contacts to form weapons contracts for a short period of time
  16. DRG - Provides an acredited criminal organization with access to off shore contacts to form drug ingrediant contracts for a short period of time
  17. BIZ - Provides the organization with business functionality allowing them to generate passive income, assign wages to staff members, etc.
  18. MEC - Provides mechanic based scripting allowing an organization to repair and modify vehicles using parts and staff.
  19. TOW - Provides towing based functionality for cars marked by police and for disabled vehicles marked by the owner.
  20. SEC - Provides security company based functionality such as zip cuffs, tazers and licensed pistols.
  21. TRP - Provides transportation based functionality such as fares, routes, etc.
  22. TRK - Trucking scripting which will be limited to only trucking orgs. No longer a public trucking job. See new public jobs below.
  23. VEH - Allows the organization to own organization vehicles. Requires the flag - BNK to charge expenses on vehicles.
  24. BNK - Allows the organization to have and manage a bank account in game. Permissions can be granted to ranks to manage this. Expenses from the organization such as BIZ/VEH will rely on BNK.
  25. PHN - Allows the organization to have an organization phone number. Anyone in the organization with the permission to answer and receive these calls can do so.
  26. RCE - Allow the organization to create waypoint based races. Street racing organizations and or event based organizations are entitled to use this. Orgs can save race layouts to their organization, view results, assign prize pools etc.
  27. 15 ranks that can be assigned to members and renamed by members with the permission to do so.
  28. Permissions CEF GUI with checkbox style permission assignment by rank. Uses current permission mask system.
  29. Flags grant access to new permissions for the respective flag's permissions. These prepopulate in the permission GUI when the organization receives the flag. Default set to no for all ranks.
  30. A MOTD ability in the organization CEF gui.
  31. An OOC information area.
  32. The organization CEF gui controls all actions regarding organization control and interaction.
  33. Player
  34. Food and thirst using a HUD context making 2 icons appear less transparent on a scale of 0-100% based on the current level of needs.
  35. There should be no dire requirement to eat food and drink and so the player should be fine to RP at 100% hunger and thirst.
  36. Benefits should be provided between different values for maintaining your food and drink though such as a buff to attributes.
  37. Add the ability to toggle off PMs.
  38. Economy
  39. To remove money from the server at 2am every day server time, regardless if they've played or not recently. Will not take the player below $0.
  40. 0.2% of total cash on hand + bank, taken out of a players bank as living expenses. (discussion)
  41. 0.05% of the combined market values of all properties the player/orgs own.
  42. To remove money from the server per paycheck.
  43. Incorporate an income tax for those with a set wage or who've received money from a public job. This is set by the government. Requires the GOV tag.
  44. Incorporate other taxes such as federal and state.
  45. Vehicles
  46. Incorporate vehicle condition values. New vehicles start at 100%. As the vehicle is used and or damaged, over time drop this value. The lower the value, the more parts it takes to repair the vehicle.
  47. Incorporate fuel.
  48. Keep LSC but increase the price of using LSC and also the time it takes to modify. Allow organizations with the MEC flag to use their staff members and their property inventory of parts, to upgrade vehicles. Must have key to make changes.
  49. Certain unique/rare modifications, make them attainable by these organizations at a small chance per BIZ task complete. See businesses.
  50. Force all vehicles a player owns to spawn on connect.
  51. Remove all vehicles a player owns 15 minutes after disconnect.
  52. Allow vehicles to be broken into and scrapped by a CRM organization member. Requires item such as a slimjim.
  53. Give vehicles security based modifications such as car alarms and GPS tracking.
  54. Reduce the vehicles condition upon being scrapped.
  55. Allow a vehicle to be deleted by the owner for no money.
  56. Allow vehicles marked by police as being parked incorrectly, to be towed by a TOW organization and impounded at the Police impound. Pay a percentage of the vehicles base price to release.
  57.  
  58. UI
  59.  
  60. UI design - CEF thoughts.png ​
  61. Add transparent backgrounds to each window to give them a contextual feel as per the image. E.g. inventory a backpack and organizations, a bunch of gang members. etc.
  62. Add an interaction key to X along the lines of ARMAs system. Lists all nearby possible interactions upon keypress X.
  63. Property
  64. Allow properties to be broken in to and stolen from.
  65. Provide players with purchasable upgrades to their property such as security systems and safes.
  66. Allow players to circumvent security systems and safes but make it hard to achieve in a timely manner. Requires certain illegal items and a high skill set as per attributes below.
  67. Have security systems hooked up to alert security type organizations.
  68. Allow all items in a house to be potentially stolen including stashed money (ties into economy for those storing cash in their house instead of a bank).
  69. Have properties potentially help increase a "rest" value as per player needs above.
  70. Allow players to spawn at one of their homes after logging out for longer than 2 hours.
  71.  
  72. Services Directory
  73. A CEF window allow a user to choose specific services out of categories. Organizations can list their services under these categories. Categories might be, Attorneys, Transportation, Shipping, Security etc. There will be an other category for anything we don't add. When you click a category a list of available services are generated. They will be ordered as such.
  74. Name of organization/player - phone number
  75. The name and phone number will be green if there is someone online from that org/player. Online/available will be sorted to the top. All other non online will be grey and sorted below.
  76. Clicking on a service will expand and provide a brief description of the services. 128 characters.
  77. Open businesses
  78. Only open businesses will be listed in this directory in order of longest open to shortest open descending. A player can select a business and receive a waypoint on their minimap to that business.
  79. All open businesses also have an unlocked door automatically and receive an icon on the minimap if a player is in range to see it.
  80.  
  81. CEF Phone
  82. A full CEF phone with minigames, contacts, browser etc.
  83. A phone item for inventories.
  84. Add a safe simcard item to inventories - these don't drop on death.
  85. Simcards have different numbers attached to them.
  86. Simcards can be removed from the phone and swapped for others.
  87. CEF Chat
  88. Replace the current chat box with CEF chat. Create tabs for PMs.
  89. 3 default tabs. Local chat, Org 1, Org 2. Other tabs are auto created when a PM is made and have a small x to destroy them.
  90. Advertisements appear as a ticker along the bottom of the screen that scroll through them.
  91. Admin chat/alerts is a small window below the current cash/hud. This can be closed by hitting the X.
  92.  
  93. Attributes & Skills
  94. Six attributes - Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
  95. Every character can use any skill/action without restrictions. Most actions require an item to function. These items may only be obtainable by certain organizations with access to certain flags such as cuffing, vehicle modifications etc.
  96. There are 27 points in total you can allocate. All stats begin at 8 and can reach a total of 18. Default is 8 (with 27 to spend further). Spending attributes works as so: http://1d8.blogspot.co.nz/2014/04/point-buy-calculator-for-d-next-5e.html To calculate the modifiers as per the above link, you subtract 10 and divide by 2. Allocating points from 8 to 13 is only 1 point a piece. 13->14 and 14->15 is 2 points each respectively (or a total of 4). 15->16 and 16->17 is 3 each respectively (or a total of 6). 17->18 is 4 points.
  97. Provide a way to roll an 8 sided dice for a particular stat, utilizing the modifier as well for character disputes and to help prevent powergaming complaints. Optional to use in any scenario.
  98. Skills/actions are tied to an appropriate attribute. More advanced actions such as modifying a vehicle, creating drugs or ramming a door down require higher rolls. This means you may need a roll of +10 or +12 (8+4) for very technical actions to successfully perform it. All skills/actions that fail have a small timeout applied. Some destroy the item associated with it. The lower your actual attribute number from 8-18, the longer this timeout is and the more items that will be destroyed in the process. This means that if you roll a 5 (1+4) and have 18 in the appropriate attribute, you won't be penalized as hard.
  99. Some items simply enhance the success/fail chance of performing an action such as ramming a door down with your strength/shoulder and or using a police ram. Such items would grant an attribute modifier to your roll. Some actions require you be in range of a particular object, vehicle or property.
  100. Strength
  101. Increases the amount you can carry and how hard you fight unarmed (uncertain based on client limitations). Examples of actions based on stat: Forcing a door in.
  102. Dexterity
  103. Improves the GTAV weapon stat skill. Improves the GTAV flying and driving skill. Examples of actions based on stat: Picking a lock.
  104. Constitution
  105. Improves the GTAV swimming and sprinting stat. Affects how much health is gained from eating and drinking per use. Affects how much HP the player spawns with after being critically injurred and sent to hospital. Affects how long the player must wait before being able to respawn at hospital. Examples of actions based on stat: Consuming items, taking drugs.
  106. Intelligence
  107. Is the core attribute for technical actions. Examples of actions based on stat: Constructing a make shift bomb.
  108. Wisdom
  109. Is the core attribute for practical actions. Examples of actions based on stat: Changing a tyre. Fixing an item.
  110. Charisma
  111. Is the core attribute for getting access to unique clothing, animations, learning and using other languages.
  112. Weapon and drug shipments
  113. Criminal organizations with the GUN or DRG flag can order shipments at a designated location that they choose. 24 hours in advance, the shipment will be made and appear at the location. Anyone can access the shipment and withdraw the items within. There are no alerts in admin, or to other orgs/org members. This means it can be done secretly to avoid other rival gangs or the cops finding out.
  114. These shipments cost a considerable amount of money and is considered risky as anyone can take the shipment. Shipments that are due to happen when the server is down, will be delayed a further hour from when the server restarts.
  115.  
  116. Inventory
  117. CEF GUI following a list style inventory. EG - IMAGE List on the left showing Item name, weight and quantity. 3 context buttons on the right - Use, drop, store. Use triggers and application usage of the item. Drop drops the items on the ground. Store looks for a nearby container and prompts for storage.
  118. Players should be able to go over their characters weight limit and become over-encumbered. This prevents them from using the sprint key, climbing ladders, jumping or drawing a weapon.
  119. All weapons in the players inventory should be automatically added to the weapon wheel. The prevention on drawing a weapon while being over-encumbered restricts having too many weapons equipped and therefore enforces realism. No need for /equip or /reload.
  120. Bags increase carry weight.
  121. Strength stat increases carry weight.
  122. Businesses
  123. So long as the organization has the BIZ flag, they can earn passive income for the business. Any member with a wage applied to their character e.g. not Null or $0, will contribute to the businesses success.
  124. Every in game hour, regardless if their are members online or not, the business loses 0.1% of the combined owned commercial property's market value they own, per real life hour. This means if an organization owned 2 commercial properties worth $300k each, they would lose $600 every hour from the organization bank account.
  125. If a member who has a wage set is online and receives their 1 hour paycheck for playing for a whole 60 minutes, the business generates 0.4%. If a member performs a business task in their paycheck hour (tasks take about 10-15 minutes each), the earning will be 0.5%.
  126. A member will receive a wage from the business when they receive a paycheck for playing their 60 minutes.
  127. Tasks range from opening a commercial property that the business owns to making runs to the courier, the bank, or retrieving a company vehicle from a random location.
  128. Commercial properties can house inventory. Items are ordered from a trucking organization. Trucking organizations charge a commission on the total value of goods. The commission can't exceed 7%.
  129. Commercial properties can sell goods from their property while offline to non-players/npcs. These remove items from the property slowly and over time.
  130. Players can purchase goods from the property while it's open and manned by a player.
  131.  
  132. Public Jobs
  133. 4 new public jobs
  134. Courier - Head down to the docks, pick up a courier vehicle and an inventory of parcels. Deliver them to the respective properties. Less damage to the vehicle and returning to base within 10 minutes adds a bonus.
  135. Farming - Utilizing the heavy farm equipment to create and move hay bales/feed for the animals. Opportunity to use the crop duster for a number of the farms too. Crop dusting requires a pilots license and a higher level of dexterity to be eligible.
  136. Dock worker - Using the heavy machinery at the docks to maneuver and move physical shipping containers.
  137. Logging - Contains a CEF logging minigame out in the forests near the lumber yard. Harder minigames the higher your Wisdom and Dexterity which provides higher rewards.
  138. Perm GUI CEF
  139. View a full list of perms you currently have access to.
  140. Refresh your perms.
  141. Give organizations with the ability to change org related perms for their members, a GUI to view and control perms per rank.
  142. Give administrators the ability to edit individual perms for players through a GUI, should they have the global perm grantable flag.
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