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Bospy

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  1. Key issue here might be this part, I'm just trying to think of a better way to distribute burglary tools. I've removed the "role" from the main post for now, but distribution of burglary tools should be done with caution.
  2. UPDATED IDEA WORK IN PROGRESS - ALARM/BURGLARY SCRIPT V2 UTILIZING ZAXER'S IDEAS @zaXer.'s contribution to the thread has contributed greatly - we should incorporate security entities into this script, and it has a chance to create a new line of roleplay for in-game companies like Gruppe 6 or other private security firms. Zaxer's idea for a new alarm system is as below: False Positives Occasionally, IFM may trigger false positives. In real life, alarm systems are not 100% reliable - much the same way that current fires work, we will trip alarms to keep law enforcement on their feet and react realistically to alarm systems. At the moment, any house alarm brings an entire combat force. If we trip many false positives, a more realistic number of officers will respond. Usually, only one officer is sent to a house alarm in real life. The command to trip a false-positive alarm shall be /falsepositivealarm. See @zaXer.'s idea on this below: Houses With No Alarms (same as before) Houses with no alarms will be commonplace, but probably less so than usual. On entry into a house with no alarms, a player receives the following notice. "There is no alarm panel. The occupants of the house have taken minimal effort to reinforce the house's security. However, neighbors may note the presence of intruders dependent upon the proximity of the house to other buildings, so caution is always advised." Alarm Fees A security company must install the alarm package. Purchasing an alarm automatically signs you up for a contract with a security company of your choosing. This will be presented to you at the "alarm spot." The alarm company will contact you in-game to settle the issue. Personally, my idea for this is based off of one of Zaxer's comments: the cost of your alarm fee per paycheck shall be based on who you have linked your contract to. You can link your contract to a security company for cheaper, so that organizations like Gruppe 6 respond to the alarm. OR you can link it to the Police, but this will be considerably more expensive since false positives may become more common with this script. Or, perhaps with both, a combination of charges. However, Zaxer wants to have alarm fees be purely an IC issue and allow alarm companies to set contracts and handle them on their own terms. Zaxer proposes that an alarm company utilize two commands when the contract begins: /enableresponse [address] for when the contract has begun. If the terms of the contract are not met, /disableresponse [address] shall be used. See @zaXer.'s idea on these here: Basic Alarm Box Basic alarms are for cheap houses and apartments. You will buy one of these if you're protecting goods inside of your apartment. A jammer will foil this alarm if it is jammed before the 30 second timer has ended. An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM Basic Alarm (Security Company Response Only) - 500 per paycheck Basic Alarm (Police Response) - 1000 per paycheck Basic Alarm (All Respond) - 1500 per paycheck On entry into a house with a basic alarm, a player receives the following notice. (The alarm will appear ACTIVE if it has been tripped.) "There is an alarm panel on the wall. The current status of the alarm is [ACTIVE/INACTIVE]. The house's windows have hard security measures making it slightly harder to break in to, such as bars. The locks to the external doors are also harder to lockpick. One to two rooms in the house require a key or must be lockpicked." Basically, anyone entering the house, including the owner, MUST enter a code into the alarm box here. By default, the alarm box is NOT armed. The home owner must arm the alarm box if they want it to work, but in doing so must remember their passcode. This alarm wouldn't activate if someone broke through a window, it only activates if a door opens. An intruder can enter the house and move around without worry. Basic Alarm Upgrades - Alarm Motion Sensor and Vibration Sensor (bundled) Basically, a more technically advanced version of the basic alarm. This activates if any movement is detected in the house (with a 30 second grace period) or IMMEDIATELY if glass has broken. A jammer can be used to stifle an alarm once activated, but the initial signal was still sent. An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM Basic Alarm Upgraded (Security Company Response Only) - 700 per paycheck Basic Alarm Upgraded (Police Response) - 1300 per paycheck Basic Alarm Upgraded (All Respond) - 1800 per paycheck Advanced Alarm Boxes Technical alarms are for high-end apartments and houses in expensive parts of the city. You will buy one of these if you're protecting more than just run of the mill goods or you care about your personal security. @zaXer. envisions this as still being able to be jammed, but it would emit a "no signal" status every 60 seconds until the jammer is removed, alerting police or security about the status of the alarm. An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM Advanced Alarm (Security Company Response Only) - 1000 per paycheck Advanced Alarm (Police Response) - 2000 per paycheck Advanced Alarm (All Respond) - 3000 per paycheck On entry into a house with a technical alarm, a player receives the following notice. "There is an alarm panel on the wall. The status is unknown, the alarm appears to be advanced. Any burglar would do well to be cautious in this house, as there are signs the windows are shatter-proof from most blunt weapons and the locks are advanced. There may be cameras in the house recording your movement (if mapped in.)" High Security Alarms and Hard Security Property management should be able to equip certain buildings, such as businesses, with alarms that activate immediately and solely inform police if they're broken into. This would apply for government buildings, high-end businesses, and other areas. Alarm Jammers (work in progress) Alarm jammers are electronic items that will catch the signal emitted by an alarm. Some alarms, such as advanced alarms, will emit a "NO SIGNAL" alert. An alarm jammer can be used prior to the alarm's activation to delay the alarm's activation. An alarm jammer can be used DURING an alarm's activation to remove the alarm's signal from GPS on the map and it will stop the actual blaring inside and outside, although in a police officer or security guard's message box they will still have a message saying "Property alarm detected at X address." If it's an advanced alarm, they will instead receive a "NO SIGNAL DETECTED from X ADDRESS" with a GPS notification. The jammer will stop the alarm's siren at all times. More advanced jammers will trigger alarms at several houses (idk how this functionality could be scripted in). Improvised Jammers ($20,000) - jams a basic alarm completely if done before the alarm goes off, jams any other alarm for 2 minutes Basic Jammers ($50,000) - same as before r.e. basic alarms, jams any other alarm for 5 minutes Industrial Jammer ($100,000) - same, jams an alarm for 10 minutes SEE ABOVE FOR UPDATED VERSION OF PROPOSAL One issue that has plagued the server for a long time is the house alarm system which dissuades any serious burglaries or burglary roleplayers. In real life, house alarms are not nearly as effective or efficient as we depict them on GTAW. Therefore, much to the same way we have recommended changes for drug scripting, I am suggesting changes to the alarm script. First and foremost - new alarms will be reliant on a property of reliability. There should be a chance for an alarm to trigger any time someone breaks into a house, not a guaranteed alarm. When an admin accepts an alarm request and approves it, the admin will be alerted to whether or not the alarm has successfully triggered. If the alarm successfully triggers, then the current system kicks on - a big loud blaring alarm with a spot on the map. House alarms will also now be expensive and prohibitively so. High-end alarms will only be for major companies and businesses. In addition, the level of the alarm will determine an alert that a player gets upon entering a house. Hard security measures are also part of the alarm package. These will pop up in an alert that a player gets when entering the house. For instance, someone entering a house with a basic alarm will get an alert that says "You see an alarm panel on the side of the wall with a status of ACTIVE and ALERT. The house has basic security measures, such as bars on the window." So now to brass tacks. Disabled Alarm With special IFM permissions, certain alarms can be disabled during a planned robbery. An admin can use the command /disablealarm to disable any police response. False Positives Occasionally, IFM may trigger false positives. In real life, alarm systems are not 100% reliable - much the same way that current fires work, we will trip alarms to keep law enforcement on their feet and react realistically to alarm systems. At the moment, any house alarm brings an entire combat force. If we trip many false positives, a more realistic number of officers will respond. Usually, only one officer is sent to a house alarm in real life. The command to trip a false-positive alarm shall be /falsepositivealarm. Houses With No Alarms Houses with no alarms will be commonplace, but probably less so than usual. On entry into a house with no alarms, a player receives the following notice. "There is no alarm panel. The occupants of the house have taken minimal effort to reinforce the house's security. However, neighbors may note the presence of intruders dependent upon the proximity of the house to other buildings, so caution is always advised." What happens when an alarm doesn't trip? The reliability will be a scripted function. It will inform the admin whether or not the alarm has tripped. So for an alarm with a 40% reliability, upon /approvebreakin, there's a 40% chance the alarm will trip. If it doesn't trip, the admin will receive an alert saying "This alarm has failed to trip!" The admin should leave a note indicating this after the burglars leave. Basic Alarms Basic alarms are for cheap houses and apartments. You will buy one of these if you're protecting goods inside of your apartment. Most alarms at the moment will be converted to these. I'll make a table of "basic alarms." On entry into a house with a basic alarm, a player receives the following notice. (The alarm will appear ACTIVE if it has been tripped.) "There is an alarm panel on the wall. The current status of the alarm is [ACTIVE/INACTIVE]. The house's windows have hard security measures making it slightly harder to break in to, such as bars. The locks to the external doors are also harder to lockpick. One to two rooms in the house require a key or must be lockpicked." Level 1 Alarm ($40,000) - 40% reliability, if tripped does not inform police until after 5 minutes have elapsed, alarm goes off at same time as police are informed. Level 2 Alarm ($80,000) - 50% reliability, if tripped does not inform police until after 4 minutes have elapsed, alarm goes off at same time as police are informed. Level 3 Alarm ($160,000) - 60% reliability, if tripped does not inform police until after 3 minutes has elapsed, alarm goes off at same time as police are informed. Technical Alarms and Security Technical alarms are for high-end apartments and houses in expensive parts of the city. You will buy one of these if you're protecting more than just run of the mill goods or you care about your personal security. On entry into a house with a technical alarm, a player receives the following notice. "There is an alarm panel on the wall. The status is unknown, the alarm appears to be advanced. Any burglar would do well to be cautious in this house, as there are signs the windows are shatter-proof from most blunt weapons and the locks are advanced. There may be cameras in the house recording your movement (if mapped in.)" Level 4 Alarm ($320,000) - 75% reliability, if tripped silent alarm alerting police kicks in after 3 minutes, loud alarm begins at 4 minutes informing occupants. Level 5 Alarm ($750,000) - 85% reliability, if tripped silent alarm alerting police kicks in after 2 minutes, loud alarm begins at 5 minutes informing occupants. High Security Alarms and Hard Security People paying contracts to companies like Gruppe Six can also roleplay having 360 degree camera coverage in their house and highly advanced technical security measures. These are prohibitively expensive and protective. To reliably break into a house covered by these kinds of alarms, you should probably plan a heist with IFM. On entry into a house with a technical alarm, a player receives the following notice. "There is no alarm panel. However, the house appears to be protected by some sort of advanced security system. The windows are shatter-proof and bulllet-proof. The locks on all doors are double-bolted. There are 360 degree cameras in orbitals, preventing anyone from seeing what direction they're facing. This house is certainly well guarded, and any successful burglary will be by chance or future professional preparation." Level 6 Alarm ($1,250,000) - 95% reliability, if tripped police are informed within 1 minute via silent alarm, burglars are given 3 minutes until loud alarm goes off. Level 7 Alarm ($2,000,000) - 100% reliability, when tripped police are informed immediately with a silent alarm, burglars are given 5 minutes until loud alarm goes off. Professional Burglar Tools These "burglary tools" can be used prior to breaking into a property (aka at the front door) to roleplay slipping past an alarm's trip, but basically they just reduce the reliability of alarms. For high security alarms, another set of tools may exist, but these are incredibly expensive. Only ONE item may be used during each burglary. So someone who has used a basic burglary tool cannot also used an advanced set at the same burglary. Basic Burglary Tools (20,000 per set, max of 10 per shipment) - reduces reliability of an alarm by 10% Advanced Burglary Tools (60,000 per set, max of 5 per shipment) - reduces reliability of an alarm by 25% Technical Burglary Tools (150,000 per set) - reduces reliability of an alarm by 40% (guaranteed negation of a level 1 alarm) A single item called High-Tech Burglary Tools shall exist, but these will be prohibitively rare and incredibly expensive to order. A single item will cost 1 million dollars to order. These are guaranteed to ensure that the alarm is never tripped.
  3. Seems like a mindset issue to me. This isn't as easy as you may believe. My character does the crime. I also enjoy playing my character. Being forced to lose my character based on a single criminal case that doesn't result in any long-term consequences for the other players involved (e.g. the player I robbed doesn't RP PTSD, they don't RP being a victim of a crime) means I have little incentive to follow through with roleplaying the long-term consequences of my character's actions. My character is also a sociopath, he doesn't care about the consequences. The vast majority of crimes in real life result in no conviction or no punishment. 40% of all violent crimes result in arrest, of those only a fifth result in a conviction. This is how the judiciary works sometimes in real life, probably more often than issuing substantial punishments that force someone to stay in prison. Have you done any criminal roleplay as part of an illegal faction before?
  4. The point system made sense when you could spend time offline to wait out a sentence. Now, it's just onerous for criminal roleplayers. I'm in favor of removing it.
  5. Shuttered - led by a player on the faction leader ban list.
  6. Unlocked in the interest of free discussion
  7. Faction leader banned and group closed for OOC toxicity.
  8. The majority of the thread is copied from external sources and the roleplay quality presented is not enough to support a group. The group is forbidden from continuing to roleplay together.
  9. Faction closed following the ban of the faction leader for OOC weapon dealing.
  10. Faction closed following the ban of the faction leader for OOC weapon dealing.
  11. Cocaine and marijuana follow this description but we're not increasing the supply of those. Certain drugs like codeine/PCP/pills are very rare at the moment and this doesn't properly represent the modern opioid crisis.
  12. I am happy with how far our faction has come.
  13. Motorcycle clubs were not founded until after World War 2 and their origins have nothing to do with the Civil War. The history behind this faction is unrealistic and not in line with continuity, and the presentation does not fall in line with our expectations for new groups.
  14. RESULT: MARTORANO PYRRHIC VICTORY You have won, but at what cost? The gargantuan struggle between organized crime giants Gezalian, Manjikian, and Martorano has come to a conclusion with a whimper. With no crescendo, no final blow, and no absolute winner, both sides limp back to their corners to survey the ring. The war was long and bloody - launched a month ago, it has claimed the lives of thirty-seven underworld figures in the city of Los Santos. Gezalian and Manjikian launched the conflict with the hopes of wiping out their rebellious Jovanovic vassal, but Jovanovic's trick was their long-term business partners in the Los Santos Cosa Nostra, or at least those that pledge fealty to Martorano. In fighting Martorano, Wuying Meng of Chinatown took immediate interest - he had little to lose and much to gain in taking the Italians down a peg. The beginnings of the conflict saw both Gezalian and Manjikian away on business in their homeland Armenia while their vassals in Abramov pulled the trigger too soon. A botched burglary attempt alerted Martorano to the intentions of their Eurasian rival - three dead hitmen by the police, snitched on by the vaunted Ronald Ganisa. Omerta was certainly dead if it came to saving yourself from death, but Ganisa would meet his fate by a Fukien hitman while leaving Pillbox Hospital. If not by them, then likely in prison. The offensive party immediately lost the momentum. Now, it was Martorano's turn to strike. Martorano's first strike in the war came against their own. A scout on a rooftop was shot by mistake. These two events would set the trend for the month of violence. Senseless killing in the underworld of Los Santos was nothing new, but this was not just senseless. The trend would soon show recklessness. Gezalian had every intention of speeding back to the United States, or so the Eurasian organized crime circles say. Armenian news noted his capture by law enforcement authorities when he landed in France, some say it was related to an Interpol investigation into money laundering or arms trafficking. Whatever the case was, Gezalian was indisposed. Manjikian, knowing the war had begun and his partner-in-crime had just been seized chose to remain in Armenia, giving temporary command of the troops to the infamous Itay Waknine. Itay, however, soon came to be a lethargic commander. The Eurasian strategy was not unified, intelligence was sparse, and they had operated under the assumption that their success in the war fought only months earlier would lead to further success here. Rallying allies to their cause, they came into the conflict overconfident. However, their allies, promised firearms and intelligence, soon realized neither was forthcoming in the absence of Gezalian and Manjikian. Most chose to withdraw from the conflict. Soon, all that was left was their vassals. Their independent ally in Wuying Meng soon proved to be unreliable when a failed attempt on Wuying Meng's life forced him to flee the states. The offensive party was largely directionless. Martorano's strategy was simple: permit their associates to fight independently in crews while promoting fighting by the Serbs. Later on, the Albanians joined the fray on Martorano's side, much to the chagrin of the Eurasians, who had killed off two such crews in the past. The Albanians, ever resilient, chose to align themselves with Martorano and their Balkan enemy. To them, the Eurasians were a greater threat. The Eurasian vassals operated independently, much like chivalrous knights rallying to a crusade. Fighting piecemeal, each laid individual strikes against Martorano and Jovanovic. Martorano was not content to sit defensive at the beginning of the conflict, taking many kills for themselves. The beginnings of the war was slow, hit-for-hit, with some group killings interspersed. Infamous names soon were laid to rest on each side. The conflict's senseless brutality was illustrated in the Pacific Bluffs shootout, one of the largest organized-crime related shootings in the United States in recent memory. Harkening back to the gang shootouts of Prohibition, two hunting parties stumbled into combat. Spurred on by Meng's intelligence and a set-up, Mizrahi hitmen set upon Martorano. Soon, only one man escaped alive. Eleven dead, and within a week the lone survivor was killed in a drive-by. A large Martorano hunting party composed of button men lay dead, and the two Mizrahi brothers from Israel. Having pledged fealty to the Eurasians, Mizrahi served as a suicidal hit-squad with unmatched tenacity. They paid the ultimate price and will certainly be remembered in Eurasian organized crime circles. Law enforcement attention soon fell on the battles, but with little Eurasians hitmen left, most attention fell on the Serbs. The crosshairs of law enforcement extinguished any momentum either side had, save for a group-hit on Martorano hitmen. After that, once more, piecemeal hits were traded. Perhaps the most daring was conducted by one cunning Serb, lying in wait for three days in the den of the Chinese gangsters, killing an apartment manager with links to organized crime. His target had been Fang, Wuying's wife, but the target was wrong. Soon enough, war began to take a toll on business. Both sides traded arsons, burning down lucrative rackets. Both sides took deep hits to their wallets. Undeniably, their bottom lines were beginning to suffer. Both sides traded equal casualties, both sides lost important lynchpins. Neither side was winning anything. What was the point of all of this? If it was for wealth, their income was tanking. If it was for conquest, both sides lost more territory than they gained. In truth, the war was for status. Both sides viewed the war as a struggle for dominance over Los Santos. But neither side recognized that in their brutality, in their struggle, their vassals wriggled out from under them and began to assert themselves. In the shadows, other organized crime groups began to prosper while famous Martorano or Eurasian clubs were closed because of arsons. Now, new names were being whispered. While they bled, their invisible rivals grew fat off of riches. The winds in the underworld of Los Santos were decisively changing. At the end of the day, organized crime fundamentally boils down to making money. The war reduced both side's ability to make money. But it was undeniable, in combat, that the Eurasians were bested - they had the offensive responsibility, and failed to capitalize. The Serbs maintained independence and Martorano was not dealt a decisive blow. But at the same time, Martorano did not capitalize on their momentum and finish the Eurasians off. Martorano's numbers dwindled, and now they are nothing more than a glorified crew. Much rebuilding must be done as a result of the war. Thus, the war ends with a tactical Martorano victory, but strategically neither side has clearly bested the other. Both sides have come to this realization on their own terms and will certainly not settle it any further in the streets, for doing so would mean certain arrest and RICO trials. Rumors already swirl of indictments. OOC CONCLUSION This was a very hectic and turbulent time period for IFM, and I take full responsibility for the disorganization of the conflict at the very beginning. Nobody steps into this role and knows how to manage a 100 vs 100 player deathmatch. Over time, with the help of IFM, we reigned the conflict in and set strict rules. There's plenty of things we're going to ensure we do if we ever permit another CK war. I won't go into specific details, but obviously... no mask use, strictly no metagaming, and more uniform enforcement of rules. I undertook waaaay too much responsibility in moderating the war alone at the beginning. I thought preparing a huge spreadsheet and detailed CK war rules would be enough for factions to self-moderate, but that soon spiraled out of control. Then, I got help from IFM members @harrison, @honey. and @Naeno, and thank God I did. Both sides engaged in plenty of slapfights with us in IFM, but some of the toxicity I witnessed by some of the illegal roleplayers involved reinforced that we need to clean up this community from play-to-win players. Some of the results below reflect that. I am out of patience with some of the players involved. I have no sympathy if you are upset with the ultimate outcome of the war. The conduct of some of the players involved has led IFM to our conclusions. I was absolutely disgusted by some of the comments made to members of the team helping to moderate this conflict. The people you were insulting are the same people who determined this outcome. You have nobody but yourselves to blame. I understand this is just a minority, though, and the vast majority of the people involved are willing to accept the outcome and were here to have fun. In total... ETOC is reduced to the Gezalian-Manjikian Organization and is in group status. ETOC and their vassals lose supplier status (there was more than one faction with supplier status). Their vassals are now independent and any CK permissions they had are now revoked on their vassals. Martorano retains official but may not refer to themselves as a crime family on an OOC basis until IFM determines suitable rebuilding has been done on an IC level - given the level of casualties they are in a rump, rebuilding state - IFM has set their OOC name to "Martorano Connection" but this may change dependent upon their request The Serbians are reduced to group status due to inactivity and arrests in addition to OOC punishments (only five members had an acceptable activity + numerous other internal IFM reasons communicated to leadership) Meng Shetou retains status as official but exits the war wounded due to the attempt on Wuying Meng, cannot demand concessions The Meng schismatics declare independence and any CK permissions Meng Shetou held on them are revoked Nothing changes for the Albanians - they escape relatively unscathed Neither side shall engage in a war or conflict of any type with the other side for a period of one year. Neither side shall be permitted to align themselves with parties in active opposition to a former enemy. This conclusion reflects the joint committee decision of IFM, approved by management. This ruling shall not be amended. This ruling cannot be disputed with the parties who issued it, and should be forwarded to @Nervous and @Shanks if there are disagreements. Regards, IFM
  15. Given that one of the leaders in this group was banned for breaking rules repeatedly, IFM does not feel the quality is up to our standards.
  16. This group has demonstrated the proclivity for rule-breaking activity on numerous occasions and does not meet our standards. Further roleplay as a group is forbidden.
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