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TOPIC: [SSRP] rule / gameplay changes

[SSRP] rule / gameplay changes 5 years 10 months ago #924093

using base scanners should make that cop kos from who ever owns the base thats getting scanned.

raiding should be clearly defined in the rules as entering properties with keypads / locked doors. because with the current rules entering a shop as a cop for example counts as raiding apparantly.

make admin / moderator abilities only active when people have their jobs set to on duty. its very frustrating to have people constantly teleporting out of roleplay and physgunning when they are wanted or part of roleplay situations. this could stop any other potential abuse as well.

make shops only be able to sell special or expensive items. automated shops at spawn to mass buy cheap weapons is a lot less fun then having to purchase them directly from people with gun stores on the street. this should give newer players more reasons to raid too.

fix lockdown messages not being visible to people that join after it was set and make lockdown messages removed when the mayor dies / changes job.
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[SSRP] rule / gameplay changes 5 years 10 months ago #924098

These are all very good suggestions that our new CM can implement when he gets elected!


EDIT: Apart from the admin on duty thing that is not needed
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Last Edit: 5 years 10 months ago by SkeletonWarrior.
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[SSRP] rule / gameplay changes 5 years 10 months ago #924135

I can assure you that less F1's will be done if you can only do them on duty
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[SSRP] rule / gameplay changes 5 years 10 months ago #924160

Ashur. wrote:
I can assure you that less F1's will be done if you can only do them on duty

setup binds so you can be on duty in the press of a button
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