Current mod status on [TC]
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2022-02-10, 14:53
Post: #21
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RE: Current mod status on [TC]
(2022-02-10 06:05)Chuck Wrote: I can't believe what I'm reading. One side is screaming for more mods, 120 isn't enough, and then others are screaming to remove more mods. I don't really see any screaming. A couple major points Ive seemed to pull from this thread and some other discussion is: -Chases are too expensive on the suspect -They want to buy mods, not rent them Might need to consider a solution for those first. |
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2022-02-10, 16:38
(This post was last modified: 2022-02-10 16:42 by Felipe Jardim.)
Post: #22
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RE: Current mod status on [TC]
Quote:I don't really see any screaming. A couple major points Ive seemed to pull from this thread and some other discussion is: Regarding the chases, If the administration suspended money loss for persons being chased like they do for the chasing officers, there would be live chases 24/7 and i think that was always the main thing about TC city driving. Or maybe increase the speed in which you start losing money for every player at any time. IIRC we start losing money at about 30% above the speed limit. Increase that number to 50% so losses aren't as staggering. As for the mod purchase system...If a whitelisted mod has been on the server for over a month, just add it to the dealer.. and base the vehicle's income on it's overall performance. The MQ150 should be an automatic +5 since it can't reach speeds over 130 kmh on these servers. I also suggested on another thread that if the administration added a limited number of a certain mod to the dealer (10 or fewer) to test it's popularity with players prior to adding more inventory to meet demand it would streamline part of the process because then the "testing" would be happening live with players and issues could be observed in real time and real use. |
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2022-02-11, 03:26
Post: #23
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RE: Current mod status on [TC]
(2022-02-10 16:38)Felipe Jardim Wrote:Quote:I don't really see any screaming. A couple major points Ive seemed to pull from this thread and some other discussion is: Both of your chase suggestions are pretty good. I almost lean towards suspending money loss during chases. We have a list of how many hours a mod is used. Some of them show that they were used 10 or less hours in 30 days. Deleting mods that are used 10 or less hours in a 30 day period is a start to clear up the list. |
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2022-02-16, 02:25
Post: #24
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RE: Current mod status on [TC]
I think an index of allowed / purchase'able mods (maybe with an image, or a pointer to the original mod @lfs.net) should be maintained in the below page:
https://world.city-driving.co.uk/?page=manual&man=cars |
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