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ChowderMcArthor

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About ChowderMcArthor

  • Birthday 05/05/1998

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    Natalie Holderman

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  1. Addendum: Crews and Ranking Thought about it a bit more and realized that this alone may not make players want to work together; right now, there’s no real incentive to, as only one person really does work, and then you’d have to split it multiple ways, so here’s my workaround. Similar again to trucking, players who engage in fishing would be given a rank, to show their experience, and this rank is based on how many crates or trips have been made. A player who has a tug would be able to use a new command, /formcrew, to allow them to create a crew, with a maximum of five. The tug would have a total capacity, based on the number of crew and their ranking, and a base amount of the boat. to better represent how a larger and more experienced crew could handle a bigger haul. For example; Tug’s base capacity; 10 crates tug owner, rank 6 - 30 crates friend 1, rank 3 - 15 crates friend 2, rank 1 - 5 crates Total capacity; 50 crates For payment, any crate caught during the period this crew is active is added to a total. Half of the crates value is evenly distributed, while half of it goes to the crew member responsible for that share; the base amount from the tug goes directly to the pot. So, Tug Owner; 30 crates x 500/2= 7,500 for himself, 7,500 for the pot friend 1; 15 crates x 500/2=3,750 for himself, 3,750 for the pot friend 2; 5 crates x 500/2= 1,250 for himself, 1,250 for the pot The pot; 500x10 from tug crates=5000+7500+3750+1250=17500/3 crew=5833 additional pay per man. This would incentivize players to form crews to work together to get bigger hauls, and allow lower level players to work with higher level players to level up, rather than going at it alone; however, it allows them to still do just that if they so wish.
  2. Making a new topic because I don’t want the two to get compounded together, previous thread is this; https://forum.gta.world/en/topic/76859-commercial-fishing/ Detailed Description So I tried trucking the other day for the first time; it’s not something I really enjoyed doing, but I did like the mechanics behind it. So, I’ve decided to suggest a change to how fishing works, something I’ve had a problem for a while now with, based on some of the trucking mechanics I enjoyed. The current fishing mechanic is good, and I enjoy it; however, I feel as if it doesn’t quite work with commercial fishing; you need to balance the system to work for both kinds of play, and ultimately one will suffer because of it, and then you can have weird RP scenarios where you get some odd fish in your net with no consistency, and you’re always chasing the current “active fishing zone,” which pretty much means only when it’s near Paleto. Therefore, here is my suggestion. Change commercial fishing’s catch; the current /net mechanic is good, but make it collect bunches of fish represented by crates, rather than individual fish, represented the same way goods are in trucking, with the tug boat being given the same storage system. This would change depending on location, time, overfishing, ecetra. Here’s an example; Each of the zones listed would have a specific kind of fish; I take a tug boat up to Paleto, drop the net, and because fish levels are good, I catch eight crates of salmon, either in one go or multiple runs. I take those crates back to the harbor, where I unload each one in the same manor to trucking, and that’s how I get paid. To balance the system out, as well as include player controlled interventions, only a certain amount of fish can be fished from a spot in any given time. If sixteen players in one day go to fish salmon, the area would be depleted for a while. Park rangers, therefore, would step in to ensure good levels for everyone, while multiple zones for different fish would ensure there would usually always be somewhere to fish; however, certain zones would be more favorable, as say a crate of salmon would go for 700, while a crate of sardines only goes for 400. Now, for some balance discussion; The two active zones up near Paleto means everyone should park their tugs there, which limits player interaction; as well, the socks up there aren’t well suited for large boats. There is a boat house in the harbor, with a static tug prop inside of it. Remove that prop, and make that building the unloading zone, and you can also turn it into a general goods supplier for trucking. This gives more interaction for the port, and a better change of scenery, as well as preventing players from just sitting in one area all day. With that in mind, tugs are /dreadfully/ slow, and while we should aim for realism, we should also take player enjoyment into consideration, because taking a boat from the harbor to Paleto can take upwards of an hour. So, I suggest to increase the base speed of tugs up to 30 mph - but also make it so when /net is active, the tugs speed is reduced to only around 10 mph. This would mean that players can still get to destinations as they want, but can’t keep the net active at all times, which is what you can currently do right now. Relevant Commands/Items /net, /fish, tugboats How will it benefit the server? Los Santos is an island; realistically, fishing should be a big part of its export economy. Doing this would increase the value of an existing mechanic, while allowing for more chances to roleplay, form unions and companies, interact with authorities, deal with supply and demand, and overall give a new blue collar job market for players to peruse, while keeping them within spheres of player activity.
  3. A solution could be to add selling spots to the actual harbor, which would handle space and logistical issues, but that’s a distance away. Is it realistic to drive all that way? Yes. Is it fun? No, I don’t want to spend an hour driving a boat 15 mph to that harbor, every single time. If that’s done, people would probably just buy trucks and use those as they’re faster, but you’d still run into the unloading problem, which would have the same unrealistic loading problem.
  4. So there’s been changes, and I don’t know if they’re undocumented or I just can’t see them. the /sellfish issue was fixed, where now you can sell fish without needing the market active, which is a well welcome change. they also moved the actual selling spot to the building on that dock. This I have mixed feelings about; at first it was inconvenient, and I hated it, but I realized it makes you need to actually dock and roleplay unloading, which is fine, that’s what they want. The problem is the only other selling spot was unchanged, so you kinda have to beach your boat to sell your fish because it’s well in the water. A problem with unloading though is that you need to be driving the tug to access the inventory, there’s no trunk, and that dock is still small and right now (at time of writing) is occupied by a smaller boat, making it realistically not feasible for me to unload my cargo.
  5. Honestly I’d like if the mechanic for it was changed, so you’d get fish by driving around, and you get less if you stay still. Right now, it’s most effective to just park the boat, lower the nets, and then fish by rod - it’s more fun and interactive too, and makes fishing with the tug more profitable, but it’s legality in terms of rules is questionable, and I didn’t want to throw all my grievances with fishing in one post.
  6. Detailed Description So as far as I’m aware, you can’t sell fish while you have over 400k in assets. This is good, stops high level players from grinding, but for those of us in commercial fishing with tugs, we have to be extremely careful with finances, because the boat counts, so your financial limit is actually only around 290k - it’s very limiting. Hunting restricts payment over 400k but still allows it, So having a similar system for commercial fishing would be very nice, as it’d allow players who own tugs to advance and do things like buy property, while still doing what they want, albeit at a reduced cost. Relevant Commands/Items All fish, /fish, /sellfish, /net for tug boats How will it benefit the server? It’d allow for more people to get into fishing without it being limited to players trying to balance their finances in a 290k range.
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