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Found 3 results

  1. They're not entirely wrong! 1. Detailed Description As someone who has a character working in an Ammu-Nation, I find the selection of general items, and self-defense weapons really lackluster, generally, if you're lucky at peak times, you'll get a few customers wanting to buy ammunition for their already acquired pistols, it's generally an interaction that's a little rushed (Not the case for everyone but it happens) And what you end up with is having maybe 3-5 minutes of player interaction. If you're lucky, you get more than that. Yes, the argument that you could spend the rest of that time cleaning countertops, mopping the floor, sorting ammo, cleaning guns - All of it is valid. However that is all said and done, what I think would bring more roleplay to Ammu-Nation stores would be to have more choice in what people get to buy. How about using this as an opportunity to add functional items for hunters, which in turn would not only increase the interest in hunting but also increase Ammu-Nation's popularity with hunters? How about the various knives that pawnshops get to sell? Why can't a store specifically made around selling weapons get to sell knives? No, that is absolutely not going to result in "Everyone carrying a knife" either. A lockpick costs more than a certain pistol at an Ammu-Nation store, so do the aforementioned knives. If people really want something, they will get it regardless. 2. Relevant Commands/Items Here are a few items that would be really good to add: Batons: https://gta5-mods.com/weapons/classic-wooden-baton https://gta5-mods.com/weapons/asp-baton Knives: Knife Switchblade Others: Knuckleduster Hunting Equipment: Flare Gun/Flares https://gta5-mods.com/scripts/binocularsv https://gta5-mods.com/scripts/thermal-vision Ammunition types w/ REQUIRED license: (I know. PD already has this, so very unlikely that it might even get considered, but here goes nothing. Merely suggesting this shouldn't discredit the whole thread, however.): Pistol rubber-ball ammunition: Causes 3 points of damage and makes the screen of the person who has been shot shaky and blurry momentarily. Doesn't knock them out, as opposed to PD's, but disorients them enough. Miscellaneous: Various food items would add a little layer of realism. When you go hunting, for example, you don't go there without packing food first unless you want to hunt whilst being groggy. 3. How will it benefit the server? Honestly? More actual roleplay first and foremost. Yeah, anyone right now can go ahead and roleplay getting a few Ammu-Nation branded snacks and a hunting vest at their local gun store. The question is, will they do it? Most likely not, if it's not an actual item. So what's my argument? IMO, You need things to be more available if you want people to be interested in something. This isn't about making guns accessible to everyone, this is about bringing a semblance of choice in the matter. It's the same reason a lot of RP events are empty if they don't include a prize at the very least. Secondly, this adds more depth, in my opinion, depth is always welcome and encourages interactions. I feel like Ammu-Nation stores are effectively treated as a big [BUY GUN / BUY AMMO] button, and I feel like a 24/7 corner store has more roleplay around it. More items to get would mean the businesses would get more attention. I'm sure there are a lot of gun enthusiasts who would love to converse with other people while buying supplies, I've seen it happen. But unfortunately, that doesn't happen nearly as enough as it should in an RP server. [END OF SUGGESTION] Here are my arguments for some of these additions: The problem with these types of suggestions would be the potential misuse of said additions. I strongly believe that if someone wants to abuse a feature/item/command, they will. There is no preventing them if they put enough dedication and that works with anything, but there IS the possibility of stopping it, as well as making it extremely inconvenient for them to do so if they succeed. Flare Gun/Flares I know what the assumption will be: "Every gang banger will buy this and use them for robbery and setting each other on fire!") - Maybe, yes. So, how about modifying the weapon stat files in order to make it so that it doesn't set things/people on fire? Flare guns are extremely useful, especially if you want to scare off animals. Besides, if someone uses a flare gun in a shoot-out against a live firearm? Congratulations to them, they're officially not only breaking the fear RP rules, and people will gladly report them for it, but they will also get absolutely obliterated by the opposing party with the actual firearms in hand. You can also get around the issue of it being accessible to everyone by making this weapon only available to those with a valid hunting license. - Thermal vision: Yeah, this is definitely far fetched- But hey, these are expensive in real life, it could also be these in-game, as well as needing a hunting license for nerfing purposes- Yes, these are sold to everyone IRL, but that argument does not seem to work here much. It needs nerfing if it is to be ever added. Make these 60k-80k or even 100k legal for example, and they'll be sold 200k in the black market. It's ridiculous, but hey don't use this in the hood, it's unrealistic, you'll probably get reported and punished for wearing 200k+ thermal vision goggles for a shootout with your illegal 25k pistol. On the other hand, for people who actually want to go hunting in the night? This is an absolute blessing. Rubber ball ammunition: Simple, If people really want to use this ammunition type to rob people, honestly? Be my guest. I'd rather get shot by this than a live round. This is most likely not going to save your life if the other party has a firearm with lethal ammunition, so it'd often be recommended to carry lethal ammunition with you as well. La fin Everyone is entitled to their opinion, and the idea that I am presenting is not perfect, I am very conscious of that and treat my suggestions as mere baselines for discussions, if you feel like something should be added to this suggestion, please let me know so I can potentially add it here, I'd be more than happy. It is your absolute right to not agree with this suggestion or with a comment, however, if you do please remain respectful at the very least when disagreeing.
  2. Short description: - Non-lethal weapons (or "less-lethal") for anyone to use in the context of self defense, or otherwise (at their own character's risk). Detailed description: - Non-lethal weapons would allow people to buy and equip a much wider variety of options to choose from when it comes to self defense. Currently, you can buy baseball bats, hammers, wrenches, flashlights, knives and machetes, and acquire a PF license and apply for a CCW permet in order to carry your firearm on your person, concealed, also for self-defense. Note that these items would not replace the current available weapons. They would merely be an addition to them. Commands to add: N/A Items to add: Pepper spray. (And pepper spray decontamination). Rubber bullet firearms (or alternatively, rubber ammunition, for those who already have a PF, if the idea of anyhting resembling firearm without a license is too far fetched). Telescopic baton. Handheld shocker. (Or pretty much any other less-lethal weaponry if any ideas arise). How would your suggestion improve the server? - The addition of OC spray, batons, rubber bullet firearms, and other choices of non-lethal weapons would, in my opinion, greatly improve complicated situations between characters. Not everyone wants to kill another being, even in the context of self-defense, killing a fellow human being is a traumatizing experience, not only in the manner it was conducted, but the fact that it was with a weapon that you held personally. Not everyone wants to carry a knife that could potentially be deadly on first use on their person. There is also another, completely forgotten use for them: Wildlife. - Why wildlife? - Again, being a hunter does not mean you're willing to kill everything that catches your eye. You may be there for a specific type of game, and might need something else than your firearm in order to dispose of an animal threat. Animal repellant would be a much better fit for certain situations in the event of an animal attack. Besides, killing an animal with a hammer (or any other melee weapon) is a punishable offense and is considered animal cruelty in-game. Additional information: I'm going to adress something that is cause for concern when it comes to such suggestions; I am aware that this can and will be used for illegal roleplay. But this is not something that should be cause for concern nor refrain anything. No matter how hard you can try, weapon circulation in the criminal world is and always will be a recurring problem that no one can avoid. Besides, the use of non-lethals for illegal purposes may actually help decrease the amount of killings following robberies. Recent rules have been put in place regarding robberies for more realistic portrayal and to be fair, I would personally rather someone use OC spray on me in order to rob me of my belongings, than repeadedly bashing my head in with a cheap hammer to leave me for dead after taking what ever they could, with absolutely zero remorse. Needless to say that these weapons should be regulated nonetheless, and unrealistic usage should be punished just as much as with any other item abuse.
  3. Preamble: This is being suggested because I believe there's a lack of availability of options for legal-siding players to defend themselves against would-be criminals. In the real world there exist a plethora of self-defense tools for a concerned person to select from that isn't packing around a whole gun. In American society not everyone pulls a strap around because those options exist as safer, less lethal alternatives, whereas CCW people are a nicher side of the population that typically excuse their fascination of guns with self-defense. The broad majority of the non-criminal population doesn't carry around guns. This has already been partially attempted to be solved by the fact that you need to have certain OOC requirements of your character to be able to acquire a PF and a CCW license, but I don't think that's enough. I believe if alternative, meaningful options like the two I'm suggesting below are presented, the oversaturation of guns will dwindle. Everyone having guns isn't conducive to roleplay, nor is it realistic. The Actual Suggestion: I'm proposing two new items. Both of these are weapons you equip on the weapon wheel, and can be bought somewhere. Specifically how or where I'm not sure of as of writing, but it seems like a trivial problem to figure out. Mace/Pepper Spray - An item with a light weight and a fuel deposit. When equipped, it operates similar to a gun. You have to right click to aim, and then left click to fire. Holding down mouse1 will release a stream of liquid with a short to moderate range. Anyone who hits contact with this stream above the chest will have several negative de-buffs applied to them, including the following: - The player's vision is blurred heavily, and the drunk woozy effect is applied. A red screen also tints the player's vision. - The player's punch melee attack damage is reduced by half. - The player's ability to aim weapons is severely hindered, either by an extreme sway effect or through just randomizing the bullet spread to be really really high. Along with these effects, when a person is sprayed with Mace an automatic injury ticks in their injury box, stating, ' This person has the signs of having been sprayed by mace. ' This is due to the fact that a large majority of Mace manufacturers will stain their products either with chemicals that stick to skin and clothes, or with glowing chemicals that are extremely visible in the dark. Stun Gun - The Stun Gun operates similar to the taser, but rather than being a ranged weapon it's a melee one. It has the animations for the flashlight attack (or something similar/better, I'm not a dev) and when it successfully strikes someone it applies the taser effect to them, which is already scripted in with the regular taser. The stun gun does no/very little damage. In conclusion, think about how many situations that turn physical can be easier defused with one of these two options rather than heading immediately to lethal, character-ending force. There's so many more options than using guns, and the current implementation of nearly every active character having a firearm of some kind is unrealistic and unfun. These alternative options are more useful, and less lethal than firearms. Please debate your opinions in the comments as is with suggestions, give a negative or a positive rating depending on your opinion, and thanks for your consideration.
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