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Full Version: Making Gov Jobs A Viable Source Of Money
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+support
(Aug 4, 2016, 05:48 PM)francysol3c Wrote: [ -> ]@ Stomm we are talking about a fictional reality, and I fixed the prices at 1/2 of a lumberjack, which isn't that high on the social scale. Also it could be an incentive for good rp'ers to play cops (as now they are mostly ultra brutal kids) or paramedics (made by only bambis and few vets)

You should be choosing a RP Role to roleplay it well.
(Aug 4, 2016, 07:49 PM)Soviethooves Wrote: [ -> ]
(Aug 4, 2016, 05:48 PM)francysol3c Wrote: [ -> ]@ Stomm we are talking about a fictional reality, and I fixed the prices at 1/2 of a lumberjack, which isn't that high on the social scale. Also it could be an incentive for good rp'ers to play cops (as now they are mostly ultra brutal kids) or paramedics (made by only bambis and few vets)

You should be choosing a RP Role to roleplay it well.
Let's not lie to ourselves. Usual gov players are far from good RP'ers
(Aug 4, 2016, 08:13 PM)francysol3c Wrote: [ -> ]
(Aug 4, 2016, 07:49 PM)Soviethooves Wrote: [ -> ]
(Aug 4, 2016, 05:48 PM)francysol3c Wrote: [ -> ]@ Stomm we are talking about a fictional reality, and I fixed the prices at 1/2 of a lumberjack, which isn't that high on the social scale. Also it could be an incentive for good rp'ers to play cops (as now they are mostly ultra brutal kids) or paramedics (made by only bambis and few vets)

You should be choosing a RP Role to roleplay it well.
Let's not lie to ourselves. Usual gov players are far from good RP'ers

And having random firefights with police and basing all day is good RP? Heh, weird.
Moved to Popular
(Aug 4, 2016, 08:13 PM)francysol3c Wrote: [ -> ]
(Aug 4, 2016, 07:49 PM)Soviethooves Wrote: [ -> ]
(Aug 4, 2016, 05:48 PM)francysol3c Wrote: [ -> ]@ Stomm we are talking about a fictional reality, and I fixed the prices at 1/2 of a lumberjack, which isn't that high on the social scale. Also it could be an incentive for good rp'ers to play cops (as now they are mostly ultra brutal kids) or paramedics (made by only bambis and few vets)

You should be choosing a RP Role to roleplay it well.
Let's not lie to ourselves. Usual gov players are far from good RP'ers
So how would more money fix that? To me it seems like it would make the problem worse.

Why do people chop trees? Because money.
Why do people contrawhore as Anarchists/Corleones? Money.
Why do people play cop? Power/Free Gun/Cheap Car/Actual RP stuff.
I feel adding money to that last one would just increase the number of players who go and blast down a door to check for contra, and destroy any they find. Yes, doing that is against the rules, but in a lot of cases no one is around to catch them.

TL;DR: Adding more money to gov jobs will not provide more/better Gov RPers
asdasd
+Support, would love to see this
Due to the lack of input for a long time, this suggestion has been moved to the Old Suggestions area for further community input.

Voting for this suggestion will last for a week.
(Jul 31, 2016, 08:27 PM)francysol3c Wrote: [ -> ]
(Jul 31, 2016, 07:36 PM)Cooli Wrote: [ -> ]-Support

1. Police slot is always full and this will encourage people to afk in those slots, (afk machine etc)

2. Criminals dont get these amounts of large pays either, when they have to buy their gear themselves.

3. Cop have cheap gear, no need to give them even more money.

yes but look at real life: police gets paid accordingly and can buy cars or guns with their paychecks.
 and there is no need to afk no job because the sergeant/ pres would kick them, also the pay is half of a lumberjack and people mug just to be assholes as there is no real profit. fishing does more.
>yes but look at real life: police gets paid accordingly and can buy cars or guns with their paychecks.
This is an absolutely ridiculous statement, as you don't get big enough paycheck from any job to buy cars or guns, and even the jobs that supply items don't get a big enough income from selling their goods, the entire gamemode is based around a woodcutting economy with little incentive to boost payment due to the microtransactions that run the server.

>knowing that a lumberjack with no upgrades does 6000 every 20 minutes and 750*4= 3000, seems appropriate to me.
To be fair, most people have a modern axe and w/o steroids you can make around $1000 from just hitting a tree in a minute.

>the base pay should be of 750+ 50 for all officers for every contra destroyed + 200 for every meth lab destroyed.
For all officers? That seems sort of stupid, but I do agree that they need to make more money for destroying cobtraband and especially a LOT more for destroying Meth labs as they cost extreme amounts of money to operate, my suggestion is 50% of what the meth lab costs in the market menu. (not in-game so can't check out the price for it.)

[font=open_sansregular, Arial, sans-serif]>SSA: pay of 1000  with no bonus. he sits on his ass all day, let's make it worth it.
[/font]
I agree with this one, since most SSA agents quit after 5 minutes of sitting in an office there needs to be more reasons to play as one.

>Medic and Firefighter: Pay of 600 (2400 every 20 minutes) + 500 for revive or fire putout. it seems fair to me as few people pay medic as of current state.
This point I agree with, since there's so few medics and firefighters around there needs to be an incentive to become one.

I believe it isn't really needed to buff a community that has such a large following as it is.
If you really want government jobs to have more pay then boost the income for underground activities and have cops earn from destroying contraband, that'll balance everything out.

-Support
Terrible arguments and poorly thought out suggestion.
They deserve more payment yes, but not by default. If we had a whitelisted, structured government, grunts get paid shit and higher ups that worked their ass of to get there deserve more.

But that requires a whitelisted, structured PD. Something modt players in our service deem to "serious" sadly.
-Support
-support, dont want to see gov earning more then other jobs.
Pushing for Staff Review.
Added in the Contraband Re-balances and Revision 5535.
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