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Group Turfs


LocMax

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Turfs were implemented in the recent updated to the server. There are a lot of questions coming up and this topic will serve to clarify any doubts.

 

The suggestion upon which the turfs were implemented is this:

Quote

 

There's literally nothing to do as criminal except go around and kidnap other group members and shoot eachother's legs.

 

What I suggest is adding group zones like the ones in TDM, they'll be visible to everyone on the map(can be disabled for yourself with cmd) and each location will give unique bonuses to the ones that capture it.

Ocean Docks - 50% of money spent on scrapped metals is given to the capturing group

Hunter Quarry - 50% of money spent on fabric is given to the capturing group

Blueberry Factory - 25% of farming produce sales is given to the capturing group.

Easter Bay Chemical Factory - 25% of produced heroin and meth serverwide is given to the capturing group.

Market Movie Studio - All businesses owned by group members earn 20% more.

Hilton Farms  - Weed harvested by group members gives 25% more.

San Fierro Docks Ship  - When someone buys or sells a car to players, 15% is taxed and given to the capturing group.

 

Capturing a zone is like in TDM, except after staying in the small red checkpoint for like 20 seconds, the capturer has to stay alive and inside the zone for 10-15 minutes, if he leaves or dies the capture is reset and someone else can take it. After 10-15 minutes passes and the capturer is alive his criminal group gains the zone and the zone is painted in a color they choose. The capture CMD would look something like this /capture [Criminal Group Name] 

A zone can be captured once every 23 hours(so it rotates every three weeks).

 

 

The script:

  • You need at minimum 5 members of your group to initiate a capture. (temporarily 3 for testing of the system itself)
  • You need to be group rank level 98 or higher to do /capture.
  • You need to remain in the turf area (marked on minimap and map) for 10 minutes without leaving or dying in order to succeed at capture.
  • The turf color is determined by /groupcolor.

 

The rewards:

  • They will be scripted in at shortly once the capturing system itself proves working.
  • They are as described in the suggestion quoted above.

 

Post any questions below.

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Thanks for adding the /turfs command!

I've got another suggestion. Instead of taking 10 mins to capture the turf - every turf could get a bit of mapping and to capture a turf you need to destroy a mapped building with guns and molotovs which has alot of HP - not something that can be destroyed quickly. Would make things more entertaining when capturing a turf if there are no defending turf players are online. Even maybe destroy a mapped building to be able to use /capture .. 🤔

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1 hour ago, Tommy said:

Thanks for adding the /turfs command!

I've got another suggestion. Instead of taking 10 mins to capture the turf - every turf could get a bit of mapping and to capture a turf you need to destroy a mapped building with guns and molotovs which has alot of HP - not something that can be destroyed quickly. Would make things more entertaining when capturing a turf if there are no defending turf players are online. Even maybe destroy a mapped building to be able to use /capture .. 🤔

thats why turfs should be every 23 hrs, no one's gonna login at 4 AM to defend a turf

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10 hours ago, TiMoN said:

thats why turfs should be every 23 hrs, no one's gonna login at 4 AM to defend a turf

or make it something like 3 members of the opposite group should be online in order to capture their turf.

 

 

10 hours ago, Tommy said:

Should be even more than that 2-3 days maybe.

I agree on on increasing the time to three days, 24 hour is less.

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  • 2 weeks later...
  • 6 months later...

Remaining turf bonuses added in the next update, however the Chemical Facility will instead provide meth/heroin producers with an additional ~20% increase in product as opposed to the suggestion listed above. 

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