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CityRP contrafarm electricity map - Printable Version

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Pages: 1 2


contrafarm electricity map - JakeCake - Jul 20, 2019

Explain your suggestion, in detail:

I've noticed that afk-contrafarming in the corner of the map is very popular(much so in graveyard hours) and especially in already closed off buildings that don't stand out. So to counter this trend, give way more risk to afk-contrafarming and to assist the police in their search & destroy duties, I present: 

The large electricity reader (idk, bad with names.)

What does it do?:
  • Shows a top view of the entire map with electricity reports 
  • Electricity reports are in the form of large, transparant orange circles (doesnt pinpoint the location, just a general area in which it may be located)
  • Just having 1 or 2 drugslabs will reveal nothing or a very light transparant circle (depends on what the community thinks)
  • Having more than 2  drugslabs and moneyprinters will reveal a large orange circle on the map, getting more solid red whenever there is more contaband grouped closely together
  • Will notify the police merely of a abnormal usage of electricity in the vicinity of the area. Not through a notification, but simply through accessing the tab and hovering your mouse over it as it gives the hint: "The electricity company reports slightly irregular/abnormal/extreme electricity consumption in this area"
  • The circles update per five to ten minutes, meaning it wont instantly reveal your large stash of contra if you instantly spawn it. 
  • Other entity placement such as tv's, radio's, buttons and so forth also influence the energy consumption graph, giving off the chance for false positives and that reports may not always point to a illegal operation. 
What WILL IT NOT do:
  • Tell who or what is causing such high electricity usage.
  • Pinpoint the stash of contraband close enough that it can be traced to a single building (in real life they probably can but this is to balance it out)
  • Give the police valid reason to instantly raid a place, this is a tool designed to assist officers in being more aware of a large contraband operation. On its own it doesn't provide enough evidence for a search warrant.
  • Give off a abnormal electricity usage if two or more are spawned but spread out across the map.
  • Instantly notify police when the map is updated of new hotspots, think of it as the electricity company merely giving off the advice that illegal activities may be conducted with a abnormal high usage of electricity. 

Explain why the suggestion should be implemented:
This would be very helpful to the police force to track down a large contrafarm operation instead of relying either on a witness hearing the sound or seeing a overly suspicious building with closed off windows and walls. I believe also this won't be a too powerful tool as it wont pinpoint the exact place, owner or door and only updates within time brackets of five to ten minutes. Giving enough time whether for someone to relocate or face the risks of sitting in one place all the time with a huge stash. AFK contrafarming seems like something thats way too easy and gathers a lot of money over time without little risk of interference from law enforcement. I'm open to input from all points of view. 

(and perhaps get a small electricity company RP going as a sideline addition.)


RE: contrafarm electricity map - Welker - Jul 20, 2019

Very unique Idea, I like it. +support


RE: contrafarm electricity map - Decay - Jul 20, 2019

I feel as if it would discourage friends basing togheter or that there would be a never ending gun fights in those areas whenever a group of people is basing or contraband being even more obsolete than what it already is.

+support if there is a rule implementation that you cannot raid the same base within X minutes or something and contraband gets a buff


RE: contrafarm electricity map - Vinic - Jul 20, 2019

I love it

+Support


RE: contrafarm electricity map - Ishnifan - Jul 20, 2019




RE: contrafarm electricity map - Apollo - Jul 20, 2019

Provides higher risk to contra farming, love it 

+Support


RE: contrafarm electricity map - X_MAXXX_X - Jul 20, 2019

Just +Support!


RE: contrafarm electricity map - Eddie - Jul 20, 2019

Massive +Support


RE: contrafarm electricity map - Montyfatcat - Jul 20, 2019

+support 
This adds enough risk that contra farming could ideally be buffed a touch tbh.


RE: contrafarm electricity map - Monkey - Jul 20, 2019

+support

I don't believe police should be notified. They should have to manually check it.


RE: contrafarm electricity map - Bambo - Jul 20, 2019

Perhaps there should be a mini-game that needs to be done in that session before police can check it out.

Maybe an item placed on the locations' main transformer which allows them to monitor that area. People can destroy the item but Police can check it every now and then and place it and also get suspicious.

Would be dope ye


RE: contrafarm electricity map - Eddie - Jul 20, 2019

(Jul 20, 2019, 04:02 PM)Bambo Wrote: Perhaps there should be a mini-game that needs to be done in that session before police can check it out.

Maybe an item placed on the locations' main transformer which allows them to monitor that area. People can destroy the item but Police can check it every now and then and place it and also get suspicious.

Would be dope ye

Maybe some sought of computer that can control the transformer


RE: contrafarm electricity map - Montyfatcat - Jul 20, 2019

Another idea. A counter to it (instead of spreading the contra over a large area) is to buy a generator. You have to regularly top the fuel up else the contraband will use mains electricity and show on grid, however leaving it running when you have little to no contra makes a green dot appear on the map which says that a property is making more electricity than is being used, which could also make the police suspicious.


RE: contrafarm electricity map - Eddie - Jul 20, 2019

(Jul 20, 2019, 06:22 PM)Montyfatcat Wrote: Another idea. A counter to it (instead of spreading the contra over a large area) is to buy a generator. You have to regularly top the fuel up else the contraband will use mains electricity and show on grid, however leaving it running when you have little to no contra makes a green dot appear on the map which says that a property is making more electricity than is being used, which could also make the police suspicious.

Why would you use a generator when you can use mains electricity? I prefer the original suggestion.


RE: contrafarm electricity map - Montyfatcat - Jul 20, 2019

(Jul 20, 2019, 06:24 PM)Eddie Wrote:
(Jul 20, 2019, 06:22 PM)Montyfatcat Wrote: Another idea. A counter to it (instead of spreading the contra over a large area) is to buy a generator. You have to regularly top the fuel up else the contraband will use mains electricity and show on grid, however leaving it running when you have little to no contra makes a green dot appear on the map which says that a property is making more electricity than is being used, which could also make the police suspicious.

Why would you use a generator when you can use mains electricity? I prefer the original suggestion.

Doesn't show up on the map if you keep a large contrafarm, but adds a larger risk factor if discovered.