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Disciple

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  1. Alright, so here's a frustrating scene I just got into about the hospital, and what we should do about it. The scene: yesterday i was told to wait for today for a doctor so he can do me a surgery for a fractured bone on the leg. today i saw the nurse online she asked around for a doc, her manager told her to tell me to npc the doctor and the prescription to painkillers I ask admins about if I could NPC the doctor like I was told in the hospital and get prescription drugs from the staff, the answer's like: "nah we don't give that, u gotta find an hosp/clinic" Now I find a doc through an ad, tried calling him up explaining him I didn't get painkillers from the hospital, not even sure if he can give them he's like: "I'll see u in 2 hours, doing only house calls right now". What we should do about it: It is clear that the hospital RP has been lacking doctors, but it also appears that there's activity from the staff side, like nurses/guards/paramedics etc. I think we should let people get the option to get prescription drugs/painkillers from situations, but they would have to pay some sort of penalty depending on how serious the injury is actually is. Who would do the evaluation will be the nurses, or the paramedics who take you to the hospital. From that point onward you get 2 options: 1. You want to RP just being treated and skip the whole scene as if you got fixed up etc. 2. You want to RP full recovery depending on the evaluation of how bad you wish to RP the injury, and from that point you would be given X amount of time you'd have to stay/be limited to certain areas within the hospital which would be the penalty, although by the end of it you'd be able to get prescription to certain medicines/drugs/painkillers that fit the type of injury you had gone through. Basically the new system would mimic a prison system for the patients, with a reward of painkillers at the end for example so they could further develop their characters and try evolving further from there. The doctors ? Well they aren't that active anyway, but they could benefit from that kind of stuff as well because when they actually /do/ hop in game, they will always have stuff they can do if they wish to. Guards and nurses could benefit from it too, not letting patients out of the hospital if they wish to, bringing them a bit more content. Patient leaves the hospital however ? The option to get the prescription to drugs at the end gets revoked. Patient got ig and spawned elsewhere ? He gets a notification he was last at the hospital and if he wishes to go back, he says no? Option to prescription drugs gets revoked again and he can go wherever he wishes. Link to the suggestion if you want to base/add some opinions to improve it up. https://forum.gta.world/en/topic/120300-the-new-hospital-rp/
  2. Not sure if any1 mentioned that but err Upon getting some painkillers when EMS coming on scene to fix you up, let them actually give you the drug so your body starts becoming addicted to that upon agreeing to take it script-wise. Maybe let certain roles give you prescription drugs due to certain injuries/conditions too without having to apply for supplier/scheme to get it.
  3. OOC: We do have a discord, in order to join it reach out to me in PMs, the discord is mostly for IC purposes and recommended for locals/hobos.
  4. RIP my boy Nicky, you'll be remembered n missed fellow bredda
  5. These boys know what they're doinnn Take this far:)
  6. Not a spam in the way I view it, since it's due to the recent changes and it's more in detail of what needs to be worked on in my opinion than the previous post, plus some changes have been made since the previous post regarding the /sellfish locations, it now changes the location every 2 times you /sellfish which is something that didn't happen before. Basically this suggestion is more up-to-date and more on point than the previous one, you can say what you will.
  7. Short description: Add more realism to the fishing deliveries and make it more profitable, and also an increase of the load for the tug boat. Detailed description: So we went to check the selling points after the update, I took a player with less than 450k assets with me this time to see how we can make this work and everything, the fishing spots delivered us to about 4-5 drop points while one is less realistic than the other. I mean yeah the drop spots are leading to piers, but these are small piers where you can really get to with a Tug boat, especially if that Tug boat is stuck in Sandy (cause you can't really get it into Sandy anyway) so u must do the deliveries with a truck, and that is forcing you to go such distances dragging fish nets that aren't realistic in any world. I'm adding the spots it took us to, imagine having to RP dragging fish nets to all these distances u can't even bring the truck in, which is a total joke: https://postimg.cc/N5tGLS4R https://postimg.cc/gxkYHh1J What I would like to suggest is to make the fishing drop off points just like the trucking system, each fishing pier would have its amount of fishes on demand that the player would be able to see, and above that, we would be able to sell the fishes to restaurant businesses and that would fill their components too. In addition to that, we made in this run, a 96k haul of fish, a sum of 18,129 dollars within lets say a total of 2hours work (it's never really 2 hours it takes a whole day to do this because of how boring it is at the moment) We were only 2 people and I still don't think this is enough for a fishing business. In my opinion a decent crew on a ship should be about 4 people at the VERY minimum (but 6 people should be the recommended, really) And in order to be able to get that the following things should happen: 1. Increase the total weight of the tug aswell, to about 200-300k at least - that way the tug boat wouldn't have to rely only on one truck and instead would be able to get more trucks and even work with trucking companies who would do just the deliveries as well, the trucking companies need to pay their people accordingly too and also give most of the percentage to the Fishing companies, have to bear that in mind. 2. Increase the total sum of fish you get each time you throw the fish-net, atm it ranges between 7-13 let's say, so make it double, or even x2.5 times it if you ask me - that way you'd make 18,129~ per hour, so like 36,258 per 2 hours, and with that sum say u pay let's say 5k to each worker for every hour so that you able to hire up to 6 people per hour, and still have like 6,258 bucks to yourself or whatever profit's would be left there. 2b. Now that I think of it, it might get abused by solo Tug players, so might aswell just make it so you'd need a least 4 crew members on the ship in order to get this bonus, and you'd be able to get it by doing the /joinfleet cmd, also make it that the more players whom are on the ship, the greater the amount of fish the nets would give, Idk make some linear graph to it scriptwise, so it'd depend on the crew members, and maybe after certain amount of crew members the graph becomes lower. (say beyond 6 members for example) Commands to add: /joinfleet Items to add: N/A How would your suggestion improve the server? It would bring the opportunity for having private trucking businesses and not just the usual trucking we know of, increase the player w/ player interactions, it would make the fishing industry more realistic without affecting the solo fishing industry, putting the tug fishing in the place where it should be. Additional information: Personally I'm for making the fish net x2.5 times the current amount because I personally would like to invest the extra profits in accountant, lawyer, marketing etc and it's going to be a much more daunting process without having this extra bonus. And if possible, it would be best if we can drop this 450k limit people were talking about, it doesn't really make any sense when it comes to fishing and it's still possible to by-pass the system if we are really being put down to do so, and that's so we can get to pay everyone who works for us the way they should get paid, so I don't really see a need for that, really.
  8. The cash should go to the fishing business company, period. Not towards the worker's hands. Once that happens, the worker should be able to get his cut.
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