I have decided to share a snippet out of the google document I use to refer from (for good reason), to shed some light on what I'm working on, mostly due to people thinking this will be an exact copy of Zarp As you see a lot of things are very different from Zarp:
Gangs tab.
The current design is redone completely. Goal is to recreate the following design (including the icons) and integrate it with the Interface (
https://imgur.com/a/YUWuCdD). As seen from the reference: There are a ton of features for the player manage their gang with, obviously the gang Owner gets the vital powers but he can also promote officers to kick/invite people. It also comes with as a leaderboards tab that is based on which gang has the highest experience. The things left out from the imgur reference are the gang loot system and the ‘Pending Applications’ button. Instead of having gang loot, you gain Gang experience for your gang by collecting money from money printers, the experienced gained is based on how much money you collect. There is a bar on the bottom displaying how you are progressing, as well as a x/y displaying the exact numbers. Ability to add further upgrades is done with ease using the config.
Once your gang levels up (automatically once enough experience is achieved), all gang participants can enjoy new benefits. You access those benefits by interacting with a Gang NPC (Mob boss Playermodel). There you can buy Special Weapons (special weapons take 30 seconds to holster back into the inventory and can only be acquired from the Gang NPC or other players). If your gang is level 5, then that means you can buy a m9k_millkor with $500k cash. Further configuration can be done to add more content.
A limit to how many gang members a gang can partake is limited to 20 people for the time being.
Gang header: All gang members have a sign above them, using the theme color from the Interface; displaying what gang they currently are partaking in taken from reference: (
https://imgur.com/a/cnZyw1F)
Explosives.
As mentioned before with the m9k_millkor, plans to implement explosives that work organically with props.
A weight system to automatically calculate how strong a prop should be is ideal; otherwise its Health could be manually adjusted with either a graphical tool-gun, or done with a console command (lz_setprophealth ‘prop’ ‘amount’)