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@Paratus @Motown @bamf

I love server 6 and am really sad seeing it dying at the rate it is. Much against popular belief, memory leaks and house bugs aren't fully culpable for people leaving server 6 in droves. I obviously can't speak for the majority of the community. Who I can voice a complaint for is the people who enjoy combat on Australia. People are getting disinterested because there is a lack of "end game" material to enjoy and most of the content that is available is either not balanced or not worth the reward. In addition to a lack of balanced end game content, the main source of entertainment for most civs is fighting the APD. Cops; however, are under powered and there is a lack of incentive to play against rebels with buggies since all they have to do is go off road to escape. Thankfully, the weapon upgrade was a step in the right direction but they need better off road vehicles for balance to be achieved. I'm going to list a few things that mustbe changed as well as stuff that I would like to see changed in order for some people to enjoy and continue enjoying playing on 6 because it has the potential to be the best server out of all of them.

APD changes that are a MUST:

  • Give all police better vehicles than the Crown Victorias. Also, give the police some vehicle with equivalent offroading capabilities as the buggy. The Crown Victoria is worse than the original Holdens in all areas besides fuel availability. They are also one of the worst cars offroad leaving any fleeing civilian a "get away free from cops" card the second they choose to go offroad. On road the Crown Vics clearly fair better than off-road but spin out uncontrollably if you need to make the slightest change in direction and almost ensure any perpetrators get away scott free time and time again. 

Civilian changes that are a MUST:

  • Balance the Prison Break where the police cannot spawn into the towers. Balance at the Prison Break is extremely difficult because if you allow rebels to be in the towers without the cops being able to spawn in them, then the prison break would be overpowered for the rebels. However, alternatively, if you continue to allow cops to be able to spawn in the towers then the prison break is overpowered for the police. 
    • IDEAS ON BALANCING:
      • Allow rebels to be able to "hack" into the gates to open them for civilians. Both front gates should have to be cracked (These two front gates should be able to be cracked in a small amount of time like the vaults at the federal reserve) and the front door of the actual prison building should have be cracked as well (The front door should take a longer time to crack however, like the actual domes at the federal reserve). All other iron bar gates inside the actual prison building should additionally have to be cracked as well (however, the shorter time "vault" cracks should be used for these inner iron bar doors). Prisoners should simply be able to run out of the building in order to escape instead of being teleported outside of the prison. 
      • Move the spawning area to the parking lot of the Maximum Security Prison for police. Disable this ability for police to spawn in here when the prison break is active. Instead, allow the police the ability to spawn in at any of the near by towns' HQ to quickly be able to respond to the Prison Break. 
      • Allow SWAT Leader and Sgts+ to use demolition charges on the towers to destroy them. Also, allow rebels the ability to use demolition charges on the towers as well. This would ensure a equal and fair approach for both rebels and cops to destroy the number 1 thing making the prison break overpowered for one side or another.
  • Balance the Police HQs and small "county" jails to allow rebels to hack into them and possibly save their friends.
    • IDEAS ON BALANCING: 
      • Allow the main gate of the "county" jails to be hackable in a decent amount of time (2~3 minutes) and make the inner doors of the jail hackable at a reduced time compared to the outside gates. The HQ doors should also be hackable however the HQ doors should take a lot longer time to hack to add an incentive for cops to continue to bring suspects to the HQ first. (there should be some incentive for the police to take suspects to HQ first then to county jail and should not be able to send people to jail from the HQ)
  • Add a "Bank of Australia" in a location that makes sense and is fair and balanced.
  • Add the option of being able to rob the smaller "branch banks".
    • HOW TO ROB THE BANK (An idea of how it should work)
      • The branch banks should have small amounts gems and dirty money in each safety deposit box. The longer you stay searching through safety deposit boxes, the larger the risk and ergo, the larger the reward. 
    • Going through the front:
      • The first door (https://gyazo.com/11e7e31e41c43fbde9024a60ae8d2b8c)
        • If you open this first door, you should have a chance to be spotted by bank cameras if you have a demo charge or a drill.
        • You should have to crack open this door however it should be a very quick crack with a low chance of setting off the alarm.
          • 1~2 minute crack
      • The second door (https://gyazo.com/dd8957d2b56216ee1d7de59420bf1fc9)
        • This door should be your first serious barrier to overcome to gain entrance to the bank. 
          • 2~3 minute crack
      • Cracking the vault or destroying the security system in the security room (https://gyazo.com/3278a91861c69385d0bf2a30c242fcd1)
        • Cracking the vault should take significantly longer if the security system is still active. If the security system is online, the cracking of the vault should take
          • 7~8 minute crack
        • Cracking the vault should take significantly shorter if the security system is offline. If the security system is offline, the cracking of the vault should take 3~4 minutes. This means that cracking the security room door and taking the security system offline saves roughly 2~3 minutes on cracking the vault with the time spent on cracking the security room door included. 
      • Cracking the inner door iron bar door. (https://gyazo.com/ca4979718bf793fb458e3af3b2dff261)
        • 1~2 minute crack
    • Going through the roof:
    • IDEALS ON BALANCING
      • Incorporate a cooldown so no other branch banks can be robbed while one is currently being robbed. 
      • Add a option (NOT ON A CELL PHONE!) to get "insider information" for a fee from vendors at any rebel outposts detailing how much dirty money and valuable gems are currently being held at each branch bank.
      • Add an option (ON THE CELL PHONE!) for police to check how much money and valuable gems are currently being held at each location. 
  • Add desirable cartel locations.
    • I can't stress this enough. The community keeps going to the same three cartel locations over and over. Learn from what they like and try and replicate it. The desirable locations are both arms dealer locations (church on the hill and the castle on the hill) and the old Meth Cartel location. Here is what the community is looking for in a cartel location:
      • A defensible but not impossible position to hold. This includes several barriers or large rocks that can serve as sold cover from the front but not the back.
      • A series of positions spread out in all directions that attackers can use to have equal cover to what the cartel defenders have. This allows players to close the distance to cartel by "hop scotching" from cover to cover.
    • Current server 6 cartel locations are all undesirable for large gangs/gangs who fight cartels alot with the exception of Drug Cartel which is alright but still has a lot of flaws. Mainly, the lack of hard cover (in the form of large rocks in this case) that attackers can use to help close the distance to the tree house. 
    • Avoid large military towers but use the smaller "deer stand" towers.

Things that I think should be in sever 6:

  • Weapons:
    • Open up the floodgate on all weapons that are not:
      • Portable belt fed machine guns over the 6.5mm caliber (Nothing over Mk200)
      • .50 caliber sniper rifles. 
      • Grenade launchers (although, smoke grenade launchers underslung from assault rifles wouldn't be a bad idea to implement) 
      • All rocket launchers
  • Vehicles: 
    • There is a myriad of armored and non armored vehicles that can easily be incorporated into the game that are far more reasonable than the buggy. Personally, I would just get rid of the buggy all together. It's armor is insane for its cost and and and top speed. The buggy also makes crashing offroad near impossible unless you simply don't care and go 200km/h over the top of a hill. It honestly needs to go. 
  • Helicopters:
    • Why not include the numerous transport helicopters available? Almost all of them are near the same speed as the hummingbird and have almost zero armor. You can one shot the pilot of all of the Marine/Army/Czeck unarmed transport helicopters with a 9mm.
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7 hours ago, RedNecked said:

+1 Good post hubs but sadly i doubt paratus will put that much hrs into coding for a server that no one play on.

You shouldn't select a map and just make half of it a wasteland area because there is not enough content to fill it.

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  • 2 weeks later...
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