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Gengar

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Everything posted by Gengar

  1. @Carbon said in Organization Zero catalog: Hey! Wants request a NRG-500 with this code color #000000 Order has been placed and production of motorcycle has begun. You will be notified when it's over to arrange delivery destination.
  2. @JohnnyEnglish said in Organization Zero catalog: I would like to place a order of 10 Sanchez, All black #000000 with #ff0000 headlights and 10 more FCR-900s, All black #000000 with #0000ff headlights Order has been placed and production of motorcycles has begun. You will be notified when it's over to arrange delivery destination.
  3. @Joshbond said in can any one help in this rule please ?: @Gengar said in can any one help in this rule please ?: I didn't go trough all the posts, so I don't know if anyone answered you properly. First few posts I read are complete nonsense. Here's the deal. If you steal someones car, he can kill you as long as you are in his car. If car gets destroyed, or you leave the car and move away, any attack from owner of the car is revenge DM, which is a rule break. Any admin, or staff that tells you otherwise needs to get familiarized with rules himself first, then move on to this discussion. Yes, player is allowed to defend his property, but if the car is already destroyed (or you left the car and tried to move away), him attacking you is revenge DM. Also, anyone comparing this situation to real life and thinking you wouldn't end up in jail after killing person that stole your car is retarded. How is it revenge DM? Revenge DM by definition is dming someone after they dmed you. Dming would be killing someone for any reason, one including some guy who stole your car and than gets out of it and than you kill him. Its not revenge DM, just DM. The only reason I pointed it out is so people do not get confused with the definition of revenge DM. Revenge DM, by definition is when you DM someone for something they previously did. "Previously did" includes DM from another player, but it isn't tied just for that. When you insult someone in local chat and they kill you, that's also revenge DM. And so is the situation I was explaining in my previous post.
  4. I didn't go trough all the posts, so I don't know if anyone answered you properly. First few posts I read are complete nonsense. Here's the deal. If you steal someones car, he can kill you as long as you are in his car. If car gets destroyed, or you leave the car and move away, any attack from owner of the car is revenge DM, which is a rule break. Any admin, or staff that tells you otherwise needs to get familiarized with rules himself first, then move on to this discussion. Yes, player is allowed to defend his property, but if the car is already destroyed (or you left the car and tried to move away), him attacking you is revenge DM. Also, anyone comparing this situation to real life and thinking you wouldn't end up in jail after killing person that stole your car is retarded.
  5. https://saesrpg.uk/topic/25/organization-zero-role-play-archive/195
  6. Our first order is successfully completed. Read more about it here: https://saesrpg.uk/topic/25/organization-zero-role-play-archive/195
  7. https://saesrpg.uk/topic/25/organization-zero-role-play-archive/195
  8. Title: Triple motorcycle sale Participants: @Gengar, @Fugitive, @Draven, @Sanya, @xxLaZaRxx, @JohnnyEnglish Story: After opening motorcycle orders straight from factory to general public in San Andreas, Organization Zero had their first order within few hours. A person named JhonnyEnglish has ordered three black FCR-900 motorcycles with blue headlights. As soon as order was placed, Organization Zero had begun production in their factory. Around nine hours later, all three motorcycles were finished and Organization Zero threw in a stereo as a gift, on each one of them. Motorcycles were mounted on three DFT-30 trucks and taken from Organization Zero factory and base of operations in Flint County, straight to location requested by a client: FOX squad headquarters, in Las Venturas. It was a long road, but it's not a problem for Organization Zero. After reaching their destination, they unmounted FCR-900s and gave their client a test ride of each motorcycle before he agreed to pay for them. Client was very satisfied with quality of motorcycles and payed full price for them, $101.500 for each FCR-900. He, same as Organization Zero, hopes for more successful deals in future, like this one. After everything was set in order, they greeted each others and Organization Zero was on their way back to their base of operations. More orders are waiting to be finished, some for car shops, some for other private clients, who are using this opportunity at its full potential. For info on all vehicles you can purchase from Organization Zero, check this topic with link to their website, where you can read even more details on each individual vehicle. Pictures: ::: :::
  9. @JohnnyEnglish said in Organization Zero catalog: @Gengar said in Organization Zero catalog: @JohnnyEnglish said in Organization Zero catalog: I would like to purchase 3 FCR-900s Would you like any specific color on them? I would very much like them all to be black (#000000) with #0000ff headlights if possible Your order has been placed. We'll notify you when bikes get down from our assembly line to arrange delivery location.
  10. @Spicey said in Organization Zero catalog: i want the SS9158 Bike @Zei said in Organization Zero catalog: i want that electric bike too Both bikes are still in development and not yet available for market. @JohnnyEnglish said in Organization Zero catalog: I would like to purchase 3 FCR-900s Would you like any specific color on them?
  11. @toteking233 said in [AUCTION] Hidden tophill shack: 101 Winning bid. Meet me ingame to sort this out. @Housing-Agency you can lock and archive this topic.
  12. @Zei said in Organization Zero catalog: @Gengar gj for the website tho Thanks @Filex said in Organization Zero catalog: i want that electric bike Soon. Very soon.
  13. https://saesrpg.uk/topic/10536/organization-zero-catalog
  14. Organization Zero is now offering sale of motorcycles and recreational vehicles directly from our factory, instead of going to car shop. Since car shops are getting all these vehicles from our factory as well, you will get them at same price car shops get them, which is a little bit lower then what they sell them for. In order to purchase vehicles in this way, just contact me ingame, or leave a post in this topic with your order. You can also order vehicle to be built specifically for you with applicable upgrades, custom lights color and paint job for little extra money. For each custom built vehicle you order, we'll throw in Stereo as a gift from Organization Zero, preset to play all San Andreas radio stations. Applicable upgrades we offer for only few vehicles: Nitro: 2x - $5.000; 5x - $25.000; 10x - 50.000$ Any custom wheels: $30.000 Hydraulics: $50.000 Drive type: $500.000 Engine upgrade: V6 - $100.000$; Straight 6 - $500.000; V8 - $2.000.000 Clicking on picture of catalog below will take you to Organization Zero website where you can read more info on each individual product we offer and few products in development that are not yet in production.
  15. @Faysal said in Increasing the difficulty of a Bank Robbery - POLL: Making the BRs hard will just cause the gangs never able to accomplish 8/8. Which will make 8/8 something special to achieve. Makes no sense at all for bank robs to have 100% of success rate.
  16. For those who are too lazy to read full post, here's short version: Make drills instead of numbers input (PayDay 2 system) Cracking all safes is not the end of bank rob. Public bank robs need to have money brought to random location for laundering and payout is 48 hours later, cops can raid money laundering location 24 hours after successful bank rob, criminals can defend it from cops. Gang bank rob needs everyone involved in bank rob to bring money to base of gang which robbed the bank, cops can intercept them, or wait in/around gang base, each kill/arrest pays more to cops then regular arrest and criminals arrested/killed don't get anything from bank rob. Add banks in Blueberry and Whetstone with bank interior from 2013, some of us miss it. Building up to Filex idea with explosives Ok, lazy ones can stop reading here, those who care for some detailed explanation of each idea can read after this point. Why not make completely different system of cracking? Of course, if developers are up for it. Instead of having this retarded system of inputting numbers, why not have a system where player who wants to be a cracker, regardless if it's gang, or public bank rob, needs to go to tools shop and buy a drill. Depending on drill price and quantity (since drilling trough doors and safes would require more then 1 drill - safes require smaller drills and doors would break few drills on the way) + player experience in cracking (how many safes and doors cracked in stats - the more he has, faster it goes; ofc, if this system is implemented, those stats would need to reset to 0 for all players) chances of vault door and safes being opened are determined, as well as time required to do it. Basically, system like in PayDay 2. Only, you need to prepare for bank rob by acquiring all the necessary tools before you start a bank rob. Second, don't make it that cracking doors and safes brings money to your pockets and you can get arrested in bank interior, or die in front of bank and keep the money. Make system where, in case it is public bank rob, you need to take stolen money to place where it needs to be laundered and if successfully brought, money is added to your bank account 48 hours after the successful bank rob. Make money laundering place at random location which changes after each bank rob. 24 hours after bank rob, make 10 minutes timer for cops to try and investigate where is the location of money laundering business and seize that money if they figure out where is the location. Don't give them blip, let them do a little bit of investigation and figure it out on their own. They have 24 hours after bank rob to figure out where the money went. In those 10 minutes, if cops know the location, they can raid and seize the money, making it that criminals involved in bank rob get nothing, while cops involved in raid get the reward. Of course, after 24 hours, give criminals notification that money laundering location could be raided by cops and they should regroup there to protect it. Give notification only to criminals involved in bank rob. If it was gang bank rob, make it that gang and other criminals who helped defending their bank rob need to bring money to gang base of gang that robbed the bank. After that is done successfully, they receive money instantly. Cops, of course can try and intercept them anywhere on the route to the base, or wait for them in base (or around the base, depending on how well the base is fenced). Any criminal, or gang member who gets arrested, or killed in between bank vault and gang base doesn't get anything from bank rob. Those who bring the money successfully, get their well deserved share. Make each kill and each arrest for criminals carrying the money payed 5 times more then arresting criminal with same amount of wanted level to the cop who kills, arrests criminal, so they actually have good reason to chase bank robbers and not just let them go after bank rob is done, like it's some casual thing, like not fastening seat belt. Third, add 2 more banks, in Bluebery and Whetstone seems like good enough location. Some of us like these new interiors, but also miss old interior from 2013. So why not add 2 more banks and only those 2 to have that interior? Of course, this has nothing to do with difficulty increasing, but since we are talking about the banks already, this is the best place to talk about it. And fourth, while I was writing this post, I read what Filex said about explosives and I like the idea. Personally, I'd make both drills and explosives an option for criminals to choose how to do bank rob. Drills can be easily obtained from tools shop, as long as you have required money for it. Don't make it too cheap, so we have another method of regulating SAES economy, but also don't make it insanely expensive. Something like $10.000 for each small drill (minimum 8 required for safes in 1 bank rob, under condition that none of them break during drilling) and $50.000 for each big drill which is used to go trough vault door. Using drills takes a very long time, while using explosives is instantaneous. Of course, add chance of 60% for money to burn if explosives are used to open safes. However, this would be too easy with explosives if we don't add a little challenge in obtaining explosives. As preparation for bank rob where players plan to blow away vault door (and safes, maybe, if players are willing to take that kind of risk), players need to steal explosives from Desert Eagles base. Raiding Desert Eagles base and stealing explosives is only possible when at least 10 Desert Eagles members are spawned. To not make things impossible for players raiding the base, make it that Desert Eagles members can't see other player blips during the raid, even if looking directly at players from 2 feet away. Gives players chance to use some stealth approach, if they choose to do so. Maybe even add NPC convoy between DE Naval base and DE main base, once every day, at different time each day. If convoy is successfully attacked, players attacking the convoy get 100 explosives shared evenly among them. DE members can, of course, spawn DE and protect the convoy. Basically, have some heists before having an actual bank rob. Let's make some interesting things on server, instead just robbing stores and occasional banks which are successfully finished before they even started as long as criminals gathered in bank interior before the cops. Exception to this is Bone County bank which is very close to police station and hospital. But other then that, every single bank rob is successful and way too easy. Increasing the numbers in cracking pad won't cut it, we need completely different system.
  17. I wouldn't like it replaced, I like both interiors in today banks. I would add 2, or 3 more banks on map and add this interior for those banks only.
  18. @Piercee I don't know about that. As I said, I don't play Arma, so I probably made wrong assumption on Altis Life (haven't even heard about it before it was mentioned on this topic). I still think you can't compare Grand Theft Auto and Arma, but I definitely need to do some investigation to know thing, or two about Arma and Altis if we are going to discuss that. That a side, SAES definitely has a lot of room to improve some aspects of gameplay on all 3 sides. But I don't believe any new script, or improvement to police side would transfer hard core criminal orientated players to police side. That's just the nature of people who are playing GTA. We all come here to escape from real life for one reason, or another and we all come here to do things we can't, or shouldn't do in real life.
  19. I didn't play Arma, but if I understood it correctly, Arma is combat sandbox type of game. You can't compare it to freeroam, or RPG game mode of open world games.
  20. @Supe said in Organization Zero | Official topic: Dendie Couldn't have said it better myself. Feel free to apply again when you turn 15.
  21. It simple really. The game is called Grand Theft Auto and it's a game which is meant to be played in role of criminal. There's not many people who install Grand Theft Auto game to play abiding by the law.
  22. I am also in favor of every player designing his own place. We can always advertise our places where we sell vehicles and even make topic on forums where we display price of our vehicles.
  23. I have better idea regarding that. Give CC impounders permission to impound vehicles around LV cross even if they are parked outside of road. Let vehicles for sale be parked only at parking areas.
  24. @NotNico said in Vehicle on sale and car respawn: I would like to see this, if its restricted to 1 vehicle per player. I was kinda hoping, if it gets approved, to be for as many vehicles as player wants. The only restriction I'd place is that vehicles won't be excluded from respawn if player goes offline. As ferthis mentioned, this can bring role play of car dealers and maybe even start up some car dealership role playing groups. + players could put to some good use all those car shops we have ingame, besides just buying vehicles from state. Though, I can see what unlimited vehicles per player could do to server, so if there needs to be restriction, let it be no less then 5 vehicles per player.
  25. To not make a long post and get straight to the point, when player sets his own vehicle on sale, why not exclude that vehicle from automatic car respawn? At least for the time when owner of vehicle is online. Basically, player spawns vehicle, sets it on sale and parks it somewhere where people can see it. As long as that player is online, his vehicle doesn't respawn, unless he parks it himself from disc. Here's a poll for players to state if they would even like this to be a thing:
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