<?xml version="1.0"?>
<rss version="2.0"><channel><title>Suggestions / Changes - Requires Community Feedback Latest Questions</title><link>https://saesrpg.uk/forums/forum/674-suggestions-changes-requires-community-feedback/</link><description>Suggestions / Changes - Requires Community Feedback Latest Questions</description><language>en</language><item><title>[SUGGESTION] extra objects for PC and squads[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/35747-suggestion-extra-objects-for-pc-and-squadsfeedback-required/</link><description><![CDATA[<p>
	Due to the amount of times that roadblocks are being used by the crim side it would be fair for the cop side to be added two more spiketraps (stingers) for a total of 4 spiketraps
</p>

<p>
	3 more indestructible barriers for a total of 4 barriers
</p>

<p>
	and a new command barrier2 for squads and PC only, 3 indestructible imy_track_barrier objects with same script as /barrier
</p>

<p>
	<a href="https://dev.prineside.com/en/gtasa_samp_model_id/model/3091-imy_track_barrier/" rel="external nofollow">https://dev.prineside.com/en/gtasa_samp_model_id/model/3091-imy_track_barrier/</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">35747</guid><pubDate>Thu, 27 Apr 2023 18:19:10 +0000</pubDate></item><item><title>[FEATURE] LOD trees[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34501-feature-lod-treesfeedback-required/</link><description><![CDATA[<p>
	It's more a QOL thing but when you are flying for example most of the trees don't load. Some of them already have LOD's but not even close to half to my knowledge. It would be nice to have LOD trees so we can experience the San Andreas landscape better and overall make the game prettier.<br />
	During the winter with the increased view distance or even in the extreme cases of there being no view distance this would make the gameplay experience way better.
</p>

<p>
	I have seen mods which use this, but to my knowledge this isn't for MTA but for either singleplayer or SAMP? (PM me if it is possible, would love to try if I knew how) it would be great if SAES could imploment this here too for people who want to use this. There are pictures and videos of this online it looks <strong>REALLY</strong> great.
</p>

<p>
	Side benefit:<br />
	Most people have experienced at least once during their gameplay where they or a teammate flew into a tree which only appeared once it was already too late. this could/would resolve this once and forever.
</p>

<p>
	For FPS sake this could be toggled like car shine and other mods like snow.<br />
	Added benefit would be to toggle view distance too, has been requested many times before.
</p>

<p>
	[LOD = Level of detail, it means an unsharp version of an object gets loaded after a set distance, right now the trees just dissapear, making a rather boring landscape]<br />
	<br />
	<span style="color:#3498db;"><span style="font-size:22px;">Edit: My last reply also should work (existing script from MTA)</span></span><br />
	<span style="font-size:18px;">TLDR: adding a script from MTA which renders more objects then the gtaSA default, which would (probably) fix the issue of some objects not loading fast enough. BUT also will massivly increase the overall experience in playing as it can be adapted for further view distances if fog distances are increased. Making the map look 100x better as it would then load all objects.</span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">34501</guid><pubDate>Sun, 11 Dec 2022 12:53:18 +0000</pubDate></item><item><title>[SUGGESTION] useful cop team update[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/35510-suggestion-useful-cop-team-updatefeedback-required/</link><description><![CDATA[<p>
	This cop team update is an attempt to raise up activity, the suggestions are spawns that are useful to the cop side and therefore should be theoretically constantly used.
</p>

<p>
	All the spawns should be public, with their own arrest requirements.
</p>

<p>
	<strong>Additions</strong>
</p>

<ul>
	<li>
		Tactical Response Unit for every Police Department (M4, Sniper, shotgun, taser, flashbang, nightstick)
	</li>
	<li>
		Tactical Medic Unit (M4, sniper, spaz 12, taser, flashbang, medic kit)
	</li>
	<li>
		Police Medic (medic kit, taser, Deagle, etc)
	</li>
	<li>
		Deputy Sheriff (same weps sheriff has, except sniper, and less ammo)
	</li>
	<li>
		Sheriff Tactical Response Unit (M4, sniper, shotgun, taser, flashbang, nightstick)
	</li>
	<li>
		Skins will have their own shaders, I can design the shaders myself or by any other in order to contribute.
	</li>
	<li>
		1 SWAT tank per State Police Department (LVPD, SFPD, LSPD) should be locked to the <strong>TRUs. </strong>No SWAT tanks in counties
	</li>
	<li>
		very small amount of vehicles for Sheriff, Deputy Sheriff, and Sheriff Tactical Response Units.
	</li>
</ul>

<p>
	<strong>Changes</strong>
</p>

<ul>
	<li>
		Sheriff for PC-only, (M4, sniper, deagle, taser, shotgun, nightstick, etc)
	</li>
	<li>
		All the cars in the Sheriff's Offices should be locked to their corresponding spawns which means there should be cars for Sheriff and Deputy Sheriff.
	</li>
	<li>
		More ammo for PC spawns
	</li>
</ul>

<p>
	<strong>This is how these spawns look IRL</strong>
</p>

<p>
	<span class="rainbowText">**NOTE: they're called SWAT teams, they're usually under a police department or a law enforcement agency, a SWAT team is a police tactical unit but since we already have a squad named SWAT and it's not dependent on a police department, but just a law enforcement organization like the FBI, I name them by TRU.</span>
</p>

<p class="rainbowContainer">
	 
</p>

<p>
	<img alt="Special Operations Unit — Sonoma County Sheriff's Office" data-ratio="56.30" style="height:auto;" width="849" data-src="https://images.squarespace-cdn.com/content/v1/542ec317e4b0d41ade8801fb/1591809391885-BRWH9GPGXYLRFWF03HCG/Bodega-bay-swat.jpg" src="https://saesrpg.uk/applications/core/interface/js/spacer.png" />
</p>

<p>
	non-tactical police medics apparently only exist in UK
</p>

<p>
	<img alt="Police medic hi-res stock photography and images - Alamy" data-ratio="75.08" style="height:auto;" width="999" data-src="https://c8.alamy.com/comp/C9459W/a-metropolitan-police-medic-on-duty-in-london-C9459W.jpg" src="https://saesrpg.uk/applications/core/interface/js/spacer.png" />
</p>

<p>
	Tactical medic units
</p>

<p>
	<img alt="Victoria Fire Tactical EMS Unit prepares to deploy with Victoria police SWAT  team (w/video) | Local News | victoriaadvocate.com" data-ratio="57.21" style="height:auto;" width="874" data-src="https://bloximages.newyork1.vip.townnews.com/victoriaadvocate.com/content/tncms/assets/v3/editorial/4/c5/4c5ca850-b09a-11e9-a3dc-f3f432b052d3/5d3c946464801.image.jpg?crop=890%2C509%2C13%2C39&amp;resize=874%2C500&amp;order=crop%2Cresize" src="https://saesrpg.uk/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="NOEMS Medics attend Tactical Medical Operator Course" data-ratio="57.50" style="height:auto;" width="1000" data-src="https://static.wixstatic.com/media/fe9775_a105d8f079d84fdea253a3bad6b51340~mv2.jpeg/v1/fill/w_1000,h_575,al_c,q_85,usm_0.66_1.00_0.01/fe9775_a105d8f079d84fdea253a3bad6b51340~mv2.jpeg" src="https://saesrpg.uk/applications/core/interface/js/spacer.png" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">35510</guid><pubDate>Thu, 30 Mar 2023 16:37:38 +0000</pubDate></item><item><title>[SUGGESTION] /lock[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34627-suggestion-lockfeedback-required/</link><description><![CDATA[<p>
	I think it would be way better if we could ALT-GR to lock our vehicle + /lock and lock your vehicle while not being inside (only like X meters distance)
</p>

<p>
	I don't know if anyone suggested this yet &lt;- remove topic if so
</p>
]]></description><guid isPermaLink="false">34627</guid><pubDate>Thu, 22 Dec 2022 13:50:56 +0000</pubDate></item><item><title>[SUGGESTION] GRs during power hour[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34472-suggestion-grs-during-power-hourfeedback-required/</link><description><![CDATA[<p>Hello everyone,<br>I hope you all doing fine, so I would like to suggest enabling  GRs (organisations robberies) under no restrictions during the power hour that means we will be able to GR during the power hour no matter if the victim gang have enough members ingame, have enough money or there is a BR ongoing<br>i'm also suggesting reducing the stolen amount to 100-200k so that no one complains<br>this will allow everyone to try the gameplay and maybe change their mind and finally decide to be part of it</p><br>]]></description><guid isPermaLink="false">34472</guid><pubDate>Thu, 08 Dec 2022 10:06:46 +0000</pubDate></item><item><title>[FEATURE] Blindfolding + Poll[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34802-feature-blindfolding-pollfeedback-required/</link><description><![CDATA[<p>
	Referring to 
</p>
<iframe allowfullscreen="" data-embedauthorid="2346" data-embedcontent="" data-embedid="embed4769435033" style="height:298px;max-width:502px;" data-embed-src="https://saesrpg.uk/forums/topic/34180-feature-blindfolding/?do=embed&amp;comment=364209&amp;embedComment=364209&amp;embedDo=findComment"></iframe>

<p>
	I added poll in consideration of the website's updates.
</p>
]]></description><guid isPermaLink="false">34802</guid><pubDate>Sun, 01 Jan 2023 14:27:57 +0000</pubDate></item><item><title>[FEATURE] Vehicle trunk storage + poll[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34819-feature-vehicle-trunk-storage-pollfeedback-required/</link><description><![CDATA[<p>
	Suggesting the feature to save weapons of any kind with the same working method, and system of the H disk, but in trunk storage, no size limitations as it would be like H.
</p>

<p>
	By H's same system I mean F.E, not saving your team-only equipment in the storage.
</p>

<p>
	<strong>*Equipment would be saved upon respawn.</strong>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">34819</guid><pubDate>Mon, 02 Jan 2023 12:21:12 +0000</pubDate></item><item><title>[SUGGESTION] Time to test the car during the sale[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34955-suggestion-time-to-test-the-car-during-the-salefeedback-required/</link><description><![CDATA[<p>
	Hi all, how do you like the idea of adding time to test the car during its sale
</p>

<p>
	What I mean when you put a car for sale was also the opportunity to put a certain time to the test after which the player kicks out of the car
</p>

<p>
	Why is it necessary well there is a case you put the car for sale and walked away from it or are in the afk not to constantly open or close it or someone could not steal it was possible to issue a certain time for the test
</p>
]]></description><guid isPermaLink="false">34955</guid><pubDate>Sat, 07 Jan 2023 21:13:52 +0000</pubDate></item><item><title>[Suggestion] Crim/Cop Spawn Limit for Squad/gang Members[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/35066-suggestion-crimcop-spawn-limit-for-squadgang-membersfeedback-required/</link><description><![CDATA[<p>
	Hello, 
</p>

<p>
	In the Past months i noticed that most of the squad members spawn/play as Crims, and join activities like SR/HR/VIP/JB and Pbr as Crim.. This made the Cop's side Die and made the 2 side of Police and Crim Unbalanced. Also some Crim just join the game just to enjoy the chase from the cops and have fun. 
</p>

<p>
	As far as i know that every organisation should follow it role and don't break.. i know that some players get bored and want to switch side that's why i would suggest this:
</p>

<ul>
	<li>
		Official squad members can spawn as Crim only when there are 10 cops (non official and official) on and already using their official spawn.
	</li>
	<li>
		Official gang members can spawn as Cops only when there are x cops (non official and official) on and already using their official spawn.
	</li>
</ul>

<p>
	 
</p>

<p>
	For the Cops who will cry about this..
</p>

<p>
	here is a tissue
</p>

<p>
	 
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="66.60" height="666" style="height:auto;" width="1000" data-src="https://static.wixstatic.com/media/11062b_8f441391a3c24f2a8dce4da0c2e7c4b0~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.jpg" src="https://saesrpg.uk/applications/core/interface/js/spacer.png" />
</p>
]]></description><guid isPermaLink="false">35066</guid><pubDate>Sat, 14 Jan 2023 22:49:46 +0000</pubDate></item><item><title>[FEATURE] More health for Hunter (DE/CLO)[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/35260-feature-more-health-for-hunter-declofeedback-required/</link><description><![CDATA[<ul>
	<li>
		Suggesting the Hunter to have more or less a amount of health similar if not same to the one armored vehicles have (SWAT Tanks, Enforcers, Securicars, etc)<strong> armor amount (extra health) should be chosen by devs</strong>
	</li>
</ul>

<p>
	The Hunter is based on the Apache, and as a attack vehicle it's designed to be armored.
</p>

<p>
	This suggestion should benefit DE, and CLO, please I'd like to see especially DE/CLO members voting.
</p>
]]></description><guid isPermaLink="false">35260</guid><pubDate>Wed, 15 Feb 2023 16:49:43 +0000</pubDate></item><item><title>Aircrafts at store robberies[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/35064-aircrafts-at-store-robberiesfeedback-required/</link><description><![CDATA[<p>
	Ever since the explosions fix at storerobberies a lot of players use the "kamikaze" way to reach it, simply by crashing a plane inside the marker, often launching everyone in the air (thus deathmatching), damaging vehicles and so on. Police side also benefits a lot from this by knocking down everyone + the donation planes have icons allowing to do this nonstop. This is incredibly frustrating and unrealistic and should not be the way the sides are balanced. You can see what happens during an average storerobbery in the video below:
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/u6EuTIAzoTY?feature=oembed" title="cringe fiesta" width="200"></iframe>
	</div>
</div>

<p>
	My suggestion would be either making the planes explode, dealing damage to everyone inside the marker (deathmatching) or simply put a rule against crashing like this.
</p>
]]></description><guid isPermaLink="false">35064</guid><pubDate>Sat, 14 Jan 2023 21:04:28 +0000</pubDate></item><item><title>more speed for air vehicles[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/35792-more-speed-for-air-vehiclesfeedback-required/</link><description><![CDATA[<p>
	<strong>Examples:</strong>
</p>

<p>
	Maverick: should reach 190
</p>

<p>
	Shamal: 350
</p>

<p>
	Hydra: 450, and put a mode to reset to original speed for DF purposes
</p>

<p>
	Hunter: 280
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">35792</guid><pubDate>Tue, 02 May 2023 17:41:25 +0000</pubDate></item><item><title>[FEATURE] Remaking the Role for Locomotive Drive[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/34416-feature-remaking-the-role-for-locomotive-drivefeedback-required/</link><description><![CDATA[<p><strong>Hello again everyone, there is a suggestion to add a new role or redo the old role of &quot;Locomotive Drive&quot; instead of distribution of passengers on the distribution of raw materials / supplies, etc.</strong></p><br><p><strong>Since this is the role of few who play and who needs to pick up passengers when you have SuperGT or Shamalwhen you can do distribution of raw materials / supplies</strong></p><br><p><strong>Fees will also depend on what you will carry food, materials, etc, well, let's say from 30k-60k.</strong></p><br><p><strong>Also do not forget to increase speed otherwise you will go off the rails and lose some of your money</strong></p><br><p><strong>I also have suggestions for the delivery of materials on planes for pilots with a good job &quot;Locomotive Drive&quot;</strong></p><br>]]></description><guid isPermaLink="false">34416</guid><pubDate>Sat, 03 Dec 2022 13:52:08 +0000</pubDate></item><item><title>[FEATURE] Second-hand vehicle garage[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/25043-feature-second-hand-vehicle-garagefeedback-required/</link><description><![CDATA[<p>
	Hello dear developers and citizens of San Andreas. I was driving around with my Super GT and suddenly noticed that I was in need of money so I decided to sell my Super GT. There are two ways on the server to sell your vehicle, the first one is by selling it to the carshop and getting a refund of 50% (if I am right) and the other way is by selling it to another player for the price you wish. So I asked myself why there is not any second-hand vehicle garage (like in FiveM) where you can place your vehicle and keep it there 24/7 untill someone decides to buy it. I mean that is an easier way to sell your vehicle and people might visit the garage if they need a car for a cheap price or something. I would like to see this on the server if it's possible to script ofcourse and you can also watch the video below to get an idea about it.
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/fiIcvFF4XMM?feature=oembed" title="PLUGGEDROLEPLAY fivem (How to buy and sell cars in second hand dealership)" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">25043</guid><pubDate>Wed, 17 Feb 2021 00:36:06 +0000</pubDate></item><item><title>Bring back the captain/sailor script[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/32800-bring-back-the-captainsailor-scriptfeedback-required/</link><description><![CDATA[<p>My suggestion is self-explanatory, it's about making the captain spawn alive again, unfortunately, it doesn't work anymore it stopped working after some years or months after I first joined the game, and I'm glad to have experienced it before it died.</p><br><p>I don't know why it stopped working, whether if the coding (functions, and API) used was deprecated, or if it was intentionally deleted, anyways it was an great job, and I suggest it be back.</p><br>]]></description><guid isPermaLink="false">32800</guid><pubDate>Tue, 05 Jul 2022 23:27:36 +0000</pubDate></item><item><title>[Suggestion] Addition to the current turf system[FEEDBACK REQUIRED]</title><link>https://saesrpg.uk/forums/topic/32236-suggestion-addition-to-the-current-turf-systemfeedback-required/</link><description><![CDATA[<h1>^[A new turf system!]</h1><br><p>Hello all,<br>I have been thinking about a turf system and would now like to share it with you. There have been many suggestions for improvement in the past, but somehow it never came to an agreement and therefore it never changed. Let's try this.</p><br><hr><br><h3>^[Current turf system]</h3><br><p>At the moment, the system works like this:</p><br><ul><br><li>1 person in the zone = the zone is triggered</li><br><li>2 people in the zone = 1 point every 6 seconds</li><br><li>3 persons in the zone = 2 points every 6 seconds</li><br><li>4 persons in the zone, 1 opponent in the zone = 2 points every 6 seconds</li><br></ul><br><p><em>^[This goes on and on....]</em></p><br><ul><br><li>The first to enter the zone can spray and win 45 points.</li><br><li>The defenders can spray and regain 45 points.</li><br></ul><br><p>It's currently quite focused on the quantity of players and rather less on the quality of players. So I thought, how about we change a few things so that the quality of the players also plays a role.</p><br><hr><br><h3>^[The new turf system]</h3><br><p>The new system (my suggestion):</p><br><ul><br><li>1 person in the zone = the zone is triggered</li><br><li>2 people in the zone = 1 point every 6 seconds</li><br><li>3 persons in the zone = 2 points every 6 seconds</li><br><li>4 persons in the zone, 1 opponent in the zone = 2 points every 6 seconds</li><br></ul><br><p><em>^[It goes on and on like this]</em></p><br><ul><br><li>The first person to enter the zone can spray and get 45 points.</li><br><li>The defenders can spray and regain 45 points.</li><br></ul><br><hr><br><ul><br><li><br><p>~[Kill a player from the defending gang = 2 points]~(red)<br><em>(This means that the zone belongs to another gang and you kill someone from the gang that currently owns the zone.)</em></p><br></li><br><li><br><p>~[Kill a player from the attacking gang = 4 points]~(red)<br><em>(This means that the zone belongs to your gang and is under attack. You kill someone from the gang who wants to take the zone.)</em></p><br></li><br><li><br><p>Kill a helper = 0 points</p><br></li><br><li><br><p>~[Helpers who kill attackers or defenders = 0 Points]~(red)</p><br></li><br></ul><br><p>This way, turfing is not mainly based on the quantity of players, but also on skill. The possibility of winning a turf despite being outnumbered increases.</p><br><p>Why the attacking gang gets less points per kill?<br>Most of the time you decide to attack a gang when you are outnumbered, so I think it is fair if the defending gang has the advantage of getting more points per kill.</p><br><p><em>^[~[(The points per kill are nothing fixed and we can agree together on a fair distribution of points.)]~(green) ]</em></p><br><hr><br><h5>^[Share your opinions, suggest improvements and let's find a good solution together!]</h5><br>]]></description><guid isPermaLink="false">32236</guid><pubDate>Sat, 28 May 2022 16:25:28 +0000</pubDate></item></channel></rss>
