Jump to content

Sira

Members
  • Posts

    167
  • Joined

  • Last visited

  • Days Won

    2

Sira last won the day on August 10 2023

Sira had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Sira's Achievements

Explorer

Explorer (4/14)

  • Conversation Starter
  • Dedicated
  • First Post
  • Collaborator
  • Reacting Well

Recent Badges

946

Reputation

  1. Address: Spooned house Account name: nova12345612 Last seen: 17th march Screenshots:https://imgur.com/a/pi9BBuG
  2. Construction Title : Collapsed tunnel. #Construction_number: #1 So, I've got a phone call by my work manager, that due of age a tunnel in the desert collapsed. Luckily this happened during the late morning and no traffic was there. So it was a basic clean up work and re-building what was damaged. The road connects two cities in the desert and it was heavily used. It had to be open asap. At this time all the workers were busy with another projects so I grabbed my tools and went to the given location. I arrived at the location and my first task was to block the road and to split off the traffic lines. Then I set up a a little work camp. Did a quick look over the damage and made a list what I needed. Then phoned back my work manager and he sent me a vehicle to delivery the requested. Started off with digging out the dirt that has fellen over the road. After scrapping it out with the dozer, I found no damages over the asphalt. Proccesed to install a small construction so I can reach the top of the tunnel. There were hanging old objects which used to be in the construction of the tunnel. They had to be removed. Once everything was cleaned and prepared to be re-done, I started working over it. Used filled up the holes with concrete and installed new supports along the entire length of the tunnel. The work has been finished and the road was open.
  3. Ingame name: Sira Account name: siraminor18 Position: Worker
  4. Z|Fugitive gambled our gang money and made big profit. Winning price of the event will be increased to $300.000.000
  5. Greetings, SAES community. I am more than happy to announce that next Monday ( 14.08 ), Z officially makes 10 years. On the name of the HQ team, I would like to thank every player who has been part of this family at some point or another. You are the reason we are still riding around San Andreas streets.What a ride it has been so far. Our journey continues and will continue. Zebras forever, Z KINGS. Because of our birthday, we will be hosting a big TDM event, with teams of 5 players each and winning price of $300.000.000. We invite you all to make your teams and participate in our anniversary event. The mapping will be newly mapped and kept in secret to avoid any preparation. You don't have to announce your teams below that topic, just show up at the event with 5 players and name of the team. The date is 14.08.2023 and event will start at 19:00pm server time. Can't wait to see you all.
  6. I would love to see few changes that, in my opinion will bring more action to the server. 1. Yes, bring the cop side to the turfs. Me personally, never been in a sqaud and I am not really met with their activity besides sr, brs and vips which must be really boring after some time. Turfs for the cop side would bring a new activity for them , but remove their ability to arrest. Arresting would ruin the balance. Two proper cops could stop 10+ gang members, just by spamming left mouse and send them to 6 minutes in jail. Turfs should be just a weapon battle. 2. Remove the turf participation if you are in a vehicle - mostly BMX and NRG. They are buggy, hard to shoot the target if its riding those bikes and ruins the turf experience. As I mention above, turfs should be a war, not a chase of BMXs riding around the zone and top of that getting %. 3. I saw in other suggestions about gaining % for the turf for each kill a gang member make, which I really like. This can really show the skills of each gang and their membership overall. 4. I also agree with the turf zone's cooldown after it's been captured by a organisation, but shouldn't be more than 20 minutes. 5. And the main suggestion I would love to see is a new misions to the turf wars. Turf wars are the main activity of the server ( in my opinion ) and once the war ends, there is nothing to do besides SRs and VIPs and of course if you have done your daily amounts of BRs. Once a organisation owns a turf zone, its get paid by each hour аutomatically. Organisations should go and collect their ''goods'' by every hour in each zone with various vehicles such as bobcat,picador ( for smaller deliverys ), DFT (for medium deliverys) and a RoadTrain with a trailer (for bigger deliverys). Those supplies missions will be raid-able and other organisations ( gangs and squads ) could steal it for their own benefit. If the supplies are delivered successfully to the organisations's base, organisations could get different rewards such as: - Money which goes to the gang panel. ( You could also remove the option to get money during the take of the zone , organisation members should be ready to finance their wars. ) - Weapons and drugs ( Add a organisation ''safe'' or ''warehouse'' which will hold their weapons and drugs). Option 1. Remove the spawn weapons each organisation get by their level, make them ''work'' for their weapons. If a organisation can't win any turfs , they still could be able to steal the deliveries made by other organisations. If the organisations still struggle to win their own weapons, they could always use the publick ammunition shops, but for a higher price weapons. You could also add a ''crafting weaponary'' script. For a gang to be able to sell drugs/weps to the publick, they should have stock in their warehouse. This can change the balance between a level 2 gang and level 5 gang. But it would logical a level 2 gang to make lower profit supplies missions than a level 5 gang. With this you would keep the hustle to gain higher organisation's levels. Option 2. Keep the current system of the organisation's weapon spawn and the unlimited selling of invisible stocks of weapons and drugs. Add the supplies mission which will just fill the organisation's money safe or warehouse and later on, they could sell the product by an delivery mission which could work the same way Money transporting works right now. If the product is sold successfully, the money should go to the gang safe and the organisation's hqs will decide to split the money to their members or keep it for the gang. You would ask what can we do with those organisations's money? 1. For each destroyed gang vehicle, the organisation must pay 5k ( just like the disk) to have their vehicle repaired and parked. 2. Add a script to allow gang members to pay a fee with gang money. to reduce their jail time. 3. Cops should get a fee for each crime they do, spawned as their official spawn - killing unwanted players, destryoing random vehicles and etc . 4. Their could be more ways of spending the organisation's money to avoid the inflation SAES had and continue to have in the past 2-3 years. Also saw a topic about the sea turf wars, which is a big yes from me. It is always good to have various ways of turfing and this could revive the ''roleplay'' of pirate gangs, like when the server had Navm.
  7. That would ruin the balance between both sides
  8. Turf war 14.04.2020 ::: before after ::: Activity 14.04.2020 ::: :::
  9. Fix that tho + when you snipe someone in a long distance you can't see his name/health bar which makes us struggling during the turf war or fighting in general.
×
×
  • Create New...