I am so confused...Just give me a list of specific things to do in order for "stage 1" to be done.
Like if there are 6 people required for an event to occur, the payments would be 4x while event that required 2 players would reward you with 2x each player.
Are you seriously suggesting that players should earn 4 times as much money just because they're doing something with other players?
THIRD PRIORITYAnd lastly third priority, large scaled events suggested by Seville. They are obviously third priority at the moment as we don't even know the usual player count we'll get on this occupation.Large-scale interactive events:Interactive events of a bigger scale can be interesting as it requires two or more jobs and alot of people (+10 and even more) to fulfill those jobs. As it should happen very rarely (between 2 weeks up to 2 months) it should be lucrative being part of such a large-scale event. As those events can have a longer duration till it is finished it should happen on weekends when people have more free-time.Events by CEM's/Admins: (I would rather adding a role like ''Roleplay Manager'' equilavent of SO/PC/CBs that could trigger events like these if he/she notices considerable amount of active players at the timeI even think of large-scale events like this: Show content. In this video there was a event which simulates a nuclear attack in where people have to be evacuated to a bunker and clean the radiation afterwards with a Sweeper while wearing HAZMAT suits. As I see @Rabbid Rabbit in this video too he could explain a bit more about the event shown in this video and possible ideas around it as I have never been in such an event. Events like this could be triggered by CEM's/Admins but with a limit per week/month.
Player complaintsUnfortunately with these events, some players hate change or a situation they are forced into and don't ever seem to enjoy a change in gameplay, this is a shame but not surprising.If they want the event to end they should take part in the cleanup, as that will speed up the end of the event and it will also reward them, so on paper it should not bother them as muchas before if they are rewarded for their "patience".Other aspects include changes to the map or enviroment but since this is just a temp event it shouldn't be too important. These events don't last long enough for it to have a meaningful impact on them, however I know for certain that some will moan whatever happens.I'm not one of them but I'm weird and like my screen with snow, chaos etc.
First of all, I am positive for adding that but I would like to share my suggestions in order to improve this one.What dragged me here is that Otto mentioned some co-operative stuff like Firefighter and Medic, Hunter & Butcher. Firefighter and Medic could be the best example though. Squads are now, most likely useless so we could make a use of them in Roleplay. Make co-operative stuff be using squads, for example the firefighter and medic. What simply we could do, when you create a squad you can choose to either make it a regular one or for Role-playing. And, add an option to the current squads to change as well. @Otto can work on this, I believe.
FIRST PRIORITYThese will be the first priority as they are the essential basics of roleplaying x Collisions must be enabled, just like cops. x Being able to damage other players that are also occupied in this occupation with an update to prevent trolling and possible complaints caused by it, you'll be only able to damage your citbook friends. x Reducing the HP of roleplayers to 50, as 150 is ridiculously high and unrealistic. Or just 3X damage like you mentioned.The goal must be minimizing the time that you stand idle with these interactive Co-operative jobs I suggested, to make it appealable for also casual players who are not that interested in roleplaying yet interested in somewhat realistic experience rather than a repetitive loop.What I can think of is, scripting many CO-OP job events that are only occuring when a group of players fulfilling the requirements of the plotted event enter a marker that is made for accepting the job. The payments should be ranked in a way that promotes socializing. Like if there are 6 people required for an event to occur, the payments would be 4x while event that required 2 players would reward you with 2x each player. The examples could be like; - Delivering 'stuff' co-operatively in any job that requires deliveries like the actual Delivery Man. While one person drives around, the second person will unload and deliver the packages when the driver uses /engine or any other command that is suitable. Might seem like an unnecessary tweak but I as a person who chatted with Barcode while he was leveling all his civilian jobs to 10, not being able to co-operitavely work together made it a torment for us to socialize. - Trucker job with 2-6 players each truck having 1 driver and 1 forklift operator to load the goods before delivery. And perhaps unload them in the end if there is a possibility of placing free forklifts in the delivery points. (Recovering them out of nowhere is obviously not roleplaying)Now that I already made my point I'll just mention the jobs that could work together on a roleplay level - Fire Fighter & Paramedics - Lumberjack & a Forklift operator if that is possible to script. - Hunter & Butcher - Two fishermans could work together to fill their Pickup Truck (Bobcat, Yosemite, Sadler, Walton) and deliver it to the destination point. - Some other jobs could work like the one above, like Hunter, Lumberjack, perhaps the vehicle they load might differ depending on how many players are grouping up and doing the job, like loading a truck instead of a pickup while a team of 4 lumberjacks are working.
FIRST PRIORITYWhat I can think of is, scripting many CO-OP job events that are only occuring when a group of players fulfilling the requirements of the plotted event enter a marker that is made for accepting the job. The payments should be ranked in a way that promotes socializing. Like if there are 6 people required for an event to occur, the payments would be 4x while event that required 2 players would reward you with 2x each player. The examples could be like; - Delivering 'stuff' co-operatively in any job that requires deliveries like the actual Delivery Man. While one person drives around, the second person will unload and deliver the packages when the driver uses /engine or any other command that is suitable. Might seem like an unnecessary tweak but I as a person who chatted with Barcode while he was leveling all his civilian jobs to 10, not being able to co-operitavely work together made it a torment for us to socialize. - Trucker job with 2-6 players each truck having 1 driver and 1 forklift operator to load the goods before delivery. And perhaps unload them in the end if there is a possibility of placing free forklifts in the delivery points. (Recovering them out of nowhere is obviously not roleplaying)Now that I already made my point I'll just mention the jobs that could work together on a roleplay level - Fire Fighter & Paramedics - Lumberjack & a Forklift operator if that is possible to script. - Hunter & Butcher - Two fishermans could work together to fill their Pickup Truck (Bobcat, Yosemite, Sadler, Walton) and deliver it to the destination point. - Some other jobs could work like the one above, like Hunter, Lumberjack, perhaps the vehicle they load might differ depending on how many players are grouping up and doing the job, like loading a truck instead of a pickup while a team of 4 lumberjacks are working. SECOND PRIORITYI would say that Seville's ideas should be second priority as his larger scaled ideas require some people to stand idle while their friends are working which could bore casual players. These ideas are for pure roleplayers so they can be delayed for a while.There could be even more jobs interacting with each other: (Seville's ideas)- City Engineers could conduct bigger construction projects like building of bigger houses and skyscrapers or infrastructure projects like a part of a highway or a bridge. Truckers and Pilots with helicopters bring in the needed materials from a construction yard (not sure on the ability of creating larger construction project as the problem of the max. object streaming limit in MTA still remains). - Truckers with forklift operators that deliver stuff to a storage area at the airport and then need to lift crates from the truck into a storage located at the airport. Afterwards the forklift operators help loading transport planes with the crates from the storage and the pilots deliver the crates.- Pilots bring passengers (tourists) to the airport where Bus Drivers with tour busses or Taxi Drivers awaits them to get them to hotels etc.- Iron miners in hunter quarry have to use explosives (similar to cave miner) to blow up a rockface and then bring the little rocks with a forklift to near-by parked Dumper. When the Dumper's capacity has been filled to maximum the Truckers inside the Dumpers need to drive the rocks to a steel factory.- Firefighters come to a highway where a mass collision between cars and trucks happened and they have to rescue peds trapped inside cars with a lockpick-minigame to simulate breaking doors open with a fire-axe. If gasoline trucks or truck with hazardous cargo are involved they have to prevent it from (self) igniting as such an explosion can kill everyone in a certain radius of the accident. Medics have to lead those rescued peds to their ambulance and after three peds they need to drive to the next hospital and then eventually return back to the scene. News reporters have to make photos from the scene. After all peds are rescued and fire put out, mechanics tow the demolished cars away to a repair shop/junkyard.- I don't know if that is even possible to script but I will mention it here anyway: A cargo ship has a mechanical failure and it threatens to drift onto the nearest shore. Mechanics need to fix the engine of the ship while Fisherman use their boats to prevent the cargo ship from drifting too fast onto the shore. After the engine has been fixed the cargo ship stop to drift and several fisherman use their boats to haul the cargo ship to the nearest shipyard.THIRD PRIORITYAnd lastly third priority, large scaled events suggested by Seville. They are obviously third priority at the moment as we don't even know the usual player count we'll get on this occupation.Large-scale interactive events:Interactive events of a bigger scale can be interesting as it requires two or more jobs and alot of people (+10 and even more) to fulfill those jobs. As it should happen very rarely (between 2 weeks up to 2 months) it should be lucrative being part of such a large-scale event. As those events can have a longer duration till it is finished it should happen on weekends when people have more free-time.Events by CEM's/Admins: (I would rather adding a role like ''Roleplay Manager'' equilavent of SO/PC/CBs that could trigger events like these if he/she notices considerable amount of active players at the timeI even think of large-scale events like this: Show content. In this video there was a event which simulates a nuclear attack in where people have to be evacuated to a bunker and clean the radiation afterwards with a Sweeper while wearing HAZMAT suits. As I see @Rabbid Rabbit in this video too he could explain a bit more about the event shown in this video and possible ideas around it as I have never been in such an event. Events like this could be triggered by CEM's/Admins but with a limit per week/month.My interactive event for the RP-based jobs can be done about a occurement of a natural disaster and it's aftermath like for example when a hurricane hits the town (for example in this case San Fierro):-During a hurricane firefighter squads (as their duties are not just limited about extinguish fire) have to save peds from houses, cars etc. and police officers have to close the main roads with roadblocks and eventually fortify a hospital and set up an evacuation point at a stadium (SF have both of it). I think Bus Drivers and Pilots with helicopters can be used to evacuate civilians too. A timer would indicate when the hurricane make a landfall and before that everyone involved in this event and other players should seek shelter in the fortified stadium as they can die outside.- After the natural disaster is gone lumberjacks have to cut trees that have fallen onto the streets. Mechanics checks the cars around the streets and see if a vehicle can be repaired or has to be towed to the nearest junkyard. Street Cleaner/Waste Manager have to clean the roads, damage on the infrastructure like parts of the highway or the bridge that has to be repaired by city engineers. Houses that are on fire needs to be put out by firefighters and eventually the damaged houses need a repair afterwards by city engineers. While everyone focuses on fixing the damage the police officers patrol the streets to stop looters who try to streal from markets around the city and news reporters have to shoot the photos from certain places. After everything is done the police officers removes the road block from the main roads and the event is over.=> events like this should be a (very) rare event as this is very complex and let it happening too often can ruin the fun. That's why this should occur every 1 or 2 month IMO. And in this event even CnR elements can be integrated.