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CityRP Make underground activities more profitable and risky - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Feedback (https://limelightgaming.net/forums/forum-612.html) +--- Forum: Suggestions (https://limelightgaming.net/forums/forum-239.html) +---- Forum: Staff Review (https://limelightgaming.net/forums/forum-240.html) +----- Forum: Approved Suggestions (https://limelightgaming.net/forums/forum-499.html) +----- Thread: CityRP Make underground activities more profitable and risky (/thread-16456.html) Pages:
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RE: Make underground activities more profitable and risky - francysol3c - Aug 1, 2017 Bumpity RE: Make underground activities more profitable and risky - Austerlitz - Aug 3, 2017 This entire gamemode is based around a woodcutting economy with little incentive to boost payment due to the microtransactions that run the server, imo contraband needs to have a bigger payout than woodcutting and government workers need to make more money for destroying the contraband, this would balance out the spectrum of underground vs. government clans / jobs. You can easily make $1000 a minute from hitting a tree with a modern axe w/o steroids, and with steroids you don't have to wait long before being incredibly rich, this speaking from a person who has done this a lot, but instead of wanting to protect my precious little money making scheme I'd rather have it balanced out. There is little to no risk woodcutting, being robbed for $500 has little to no effect, I see people gladly giving that amount of money compared to what they earn from doing it. Contraband however is a huge risk if done correctly compared to woodcutting as it requires money to set it up, it requires the person to use props and build, it requires the person to aquire firearms, ammunition, medkits, organization and on top of it all, you earn a whole lot less for it than woodcutting which in my opinion is ridiculous for all the time, money and effort required. Sitting around the tree area, not having to use any props and making small chat isn't really much of a ''lumberjack'' RP either, and the boost to the contraband in my opinion will give underground clans an incentive to make more RP as they profit from it, as any little base can get taken down by the government, bigger more organized crime networks will have a better chance. (Aug 3, 2017, 04:48 PM)Austerlitz Wrote: I think they should buff the income from illicit activities like contraband as it may develop into more interesting criminal RP and will let the government factions have a lot more to do, not only take down the emerging gangs but naturally also develop into more RP factions like Drug Enforcement Agency, Federal Bureau of Investigation, Central Intelligence Agency and so on. +Support. RE: Make underground activities more profitable and risky - Blazing - Aug 3, 2017 +support. There needs to be changes done to the current system, where the less risky woodcutting provides more income than the highly risky contraband system. The only thing I'd add is that meth is currently quite balanced, if not a bit overpowered. I wouldn't change meth. RE: Make underground activities more profitable and risky - Nev - Aug 3, 2017 (Jul 31, 2017, 02:22 PM)MrMarsh Wrote: - supoort lolololol +support woodcutting is stupid, criminal activities need to be much more profitable we arent in the business of catering the game to minors RE: Make underground activities more profitable and risky - Dick - Aug 5, 2017 +Support RE: Make underground activities more profitable and risky - Doctor Internet - Sep 17, 2017 Due to a high level of community support, this suggestion has been moved to the Popular section. RE: Make underground activities more profitable and risky - yutgjctguc - Oct 7, 2017 Contraband has been buffed now Make underground activities more profitable and risky - Doctor Internet - Oct 14, 2017 Pushing for Staff Review. Make underground activities more profitable and risky - Doctor Internet - Dec 1, 2017 Approved. |