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WhiteRabbit

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Posts posted by WhiteRabbit

  1. I'm sure this has been asked for already, but I'd like to state my

    desire for more simultaneous players per server. The more players

    the server can support, the better gangwars can be.

    I plan to write this mod with gang wars where each square block

    needs to be taken, by keeping 50% of the population of that square

    block as your gang for an amount of time. When this threshold is

    getting close to being breached, an alarm should sound.

    Areas of territory each have their own crime potentials, and holding

    teritory provides benefits, in the form of guns, money, or cars, to the

    gang holding the territory. Vehicles may or may not be locked if you

    are in rival gang territory.

    I imagine this, with games that could potentially go on for days,

    the map looking like the game of life.

    Your gang allegance is not visible to other players. You can join a gang

    on invitation, and even act as a double agent. Typically, your appearance

    should identify your gang, but this would not be the rule.

    Being killed knocks you out for an hour.

    Taking territory will require coordination, strategy, and skill.

    This mod would also effectively use more of the map than normal play.

    ...

    MTA Team, do you know yet if SA suports more vehicles per zone?

    I would be happy to know if you were already developing for SA,

    with an advance copy.

  2. I usually stop playing mta every time i start because I'm too

    frustrated from trying to keep connected.

    Often times I'll stay connected long enough to get near another

    player, then I get "disconnected from server".

    I am on a dsl, 1.5 down, 128kbit up.

    I allways go for the best ping servers I can, and usually

    keep a low ping until I'm disconnected.

    This issue is new to .3 and .3r2. I am using vc v1.0.

    On the plus side, I get to see lots of "chicken with it's head cut off"

    behaviour.

  3. I searched bub found no mention of this...

    Has anyone on the mta team considered balancing the weapons

    for online play? Right now it seems pretty unrealistic, with some

    limp ass weapons, cause everyone else in one player mode is

    seriously weak.

  4. Domination, with no fixed domination points... just a radius around

    you, which might be pushed back by how long the previous area has

    been dominated for, so the shorter it's been, the smaller your radius

    will be, so that the gangs can organize themselves into persistant

    gang wars with shifting boundaries.

  5. Could we seriously have a way to choose if we jack the car or not...

    otherwise, for example using the affore mentioned method, there would

    be no way at all to ride in the same car as someone on a different gang.

    Here's a little suggestion, when you're not the driver, you will by default

    point out your nearest window and shoot when the user fires.

    Another suggestion, domination gameplay, but with no set control

    points, but more like, you have to hold your ground for 5 minutes,

    and the territory you claim for your gang extends a radius from you,

    so that there can be turf wars, with changing borders and the like.

  6. I'd love for GTA to become a sort of "living city".

    Yes, people milling about the streets, populating buildings

    and the like... Who needs synced peds when you can

    populate the city with REAL PEOPLE to kill and piss off.

    Of course, there would need to be some reason to play

    ther than killing, and driving taxis is NOT gonna do it.

  7. I could be wrong, but i seem to remember player skins are pretty

    small, about the size of an average webpage jpg. I don't

    think that would be much to download at the time that you

    connect to a server.

    A pack would be a pain for 56k'ers to download, but as is the

    way with any software you download over a 56k modem.

    Maybe the pack could be optional, the real goal is to have

    a gta3 realism expansion that's standardized across the

    board, not to force everybody to use it.

    As for the invisible skin, i have not seen this, but if it's just

    a skin, I'd bet it's pretty easy to detect on the client side.

    I'm gonna go look at what mods are out there.

    WhiteRabbit

  8. The automatic update was an idea to keep everyone on the same

    page without having to introduce server/client version incompatibility.

    Either way has it's evils.

    The skins should be pretty simple to keep up to date for peds,

    I don't know how difficult it is to import a car skin into gta.

    I just think that the gta city should have some more variety

    in a multiplayer incarnation.

    WhiteRabbit

  9. If I did, I would start simply by packaging all the mods together

    and giving instructions how to install them all.

    Version one!

    Programming what have you can follow later, That would be

    functional with only a days work or so.

    So the question that would first need to be asked is, what mods would

    be included in a pack that would realistically expand gta3 in terms of

    diversity in cars and player/ped skins?

    Let me know what you all think...

    WhiteRabbit

  10. Here's my suggestion... A standard collection of mods for GTA3:MTA.

    Standard added cars, added skins, and so on.

    And servers send to users skins that they are missing,

    so anyone can add a new skin at whim and play it online,

    as everyone on the server would get it sent to them as the

    new user logs in.

    Maybe car skins as well... a user can log in,

    take their car to a paint shop, and choose a skin to

    upload to the server and paste onto the car.

    Also, synchronized automatic updates as new official

    releases come out... That'd probably be something for

    VC:MTA.

    WhiteRabbit

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