Army Job

As the title says,
An Army Faction which can access High-Tier vehicles and weapons like Hydra, Hunter , Tank, etc. and have weapons + armor already given on spawn.

For Weapons, The Minigun and Flamethrower, etc.


To try to make it balanced,

Highly limited ammo and expensive buy for minigun/flame (only 100/50 minigun/flamethrower ammo), High-Tier vehicles having a limit to onboard weapons which need to be refilled at the spawnpoints ;

Unable to use any type of ammunation (maybe pickups as well but I don't think that should be necessary) & can't be healed by medic or hospital, needs to go back to base.

"Army" class is only available to people with all other jobs at rank 10 and level 100. There can't be more than 5 (or whatever number is decided) number of Army class people.

A strict "No High-Tier Vehicle" policy when there are low players, huge number of cops or very low number of suspects.

(More can be decided by you guys)


I'm not the best at balancing or good at making a logic on how a idea should be implemented while being balanced.

I just want to see a sort of "Elite" job added, available to only few at a time and holds the power to control vehicles like Hydra, Hunter, Tank,etc. and weapons like the Minigun that can change the tide of battle in favour of the cops/army when being beat by the suspects.

As to how the vehicle themselves should be balanced, maybe add weak spots or just 1 of such vehicle active, etc.

You guys can tell me how to balance this according to you.
I just want to fly a hydra very badly 😛








It was disabled due to some reason.

I really like the idea of a so called "Elite" job, but the problem is these vehicles you mentioned and the weapons are all restricted and are disabled for some reason. Can't really think of anything else to suggest right now.
Hmm will these weapons and vehicle be renabled someday?
Perhaps with nerfs.
Masteroid wrote:
Hmm will these weapons and vehicle be renabled someday?
Perhaps with nerfs.

Mike explained the problems with army in this topic. Also, you can type /army in game too.

I like this one, but I don't think that this is going to be considered in the near future.
Domingo wrote:
Mike explained the problems with army in this topic. Also, you can type /army in game too.

I like this one, but I don't think that this is going to be considered in the near future.


Hmm thanks for the topic Domingo,
I think to fix the score and cash issue, you can make the army class a "post-game" class, meaning you have maxed out everything else, hence having no real need for score. You can also make it so that you only get score for doing on-foot takedowns, effectively discouraging the use of the High-Tier Vehicles and only making Army people use it as a last resort if they aren't able to get the group of suspects. If an "Army Rank" is to be included we can measure the score on the basis of how effectively does the Army person use the provided vehicle's ammo.

For the cash issue, you can issue a fixed salary with increments happening when you take down a suspect on foot (aka when SA-MP detects that you have killed someone)

For the collateral damage and not being able to determine who shot the rocket, make it a limited class like I suggested, only 5 at a time. This should really shorten the available suspects for the rule-break (plus since they're maxed at everything they're probably atleast a month or 2 old player we should probably expect some honesty out of them.)

For lag and overuse, I've suggested to add a "ammo" feature and a restriction on high-tier vehicles on certain conditions.

This is just my 2 cents on how to maybe circumvent the issue.
back when we had hydra here it was a shitfest..a single rocket would blow up both the fleeing suspect and the cop behind him who's trying to catch up..it simply doesn't work on this server, not just cos of the rules but cos it ruins the chases and chases are what CnR is (supposed to be) all about..same goes for tank and other similar vehicles/aircrafts which blow you up with a single hit.

cops can already use rustlers and helis so we really dont need the "army job" thing

as for minigun, i'll just say lol
It was disabled... But, if we want to add this again, only one thing that we need do is to record always and being spectated by an admin. Btw , without the restricted thing, we can play as an army. Making the Patriot totally bullet proof and making us heavily covered [Like 5-8 players need to kill us] as a juggernaut, could be better. If you dunno about the meaning of juggernaut, simply see call of duty games' juggernaut on Google.

Without the restricted vehicles and weapons cuz they're only n only used to fight against another country's army if a war is going on with them...
https://www.youtube.com/shorts/B1ufxZ93DZU
sometimes robbers only dm cops, it would be good that the armys only stay on the quartel barracks, doing activities like trucking or airplane missions, and/or killing players that are on a list and they can kill.
And the vehicles will be activated step by step
1. when a player kill more than 3 cops or 5 civils, there will be enabled the bulletproof patriot and rustler
2. when 2 players kill 5 cops each one or 7 civils, the seasparrow will be active.
3. when 4 players do the same thing, tank.
4. the hydra and hunter will be very hard to get, like 20 or 25 cops killed (100 kills by robbers when 70 players active for example), depending of the amount of players in the server, it will be the summation of the kills of cops and civils by the robbers  after the last time they got out of jail.
there will be a list of players that you can kill using the vehicles,
and a restriction to bring the vehicles back when you're done
Alex1500 wrote:
sometimes robbers only dm cops, it would be good that the armys only stay on the quartel barracks, doing activities like trucking or airplane missions, and/or killing players that are on a list and they can kill.
And the vehicles will be activated step by step
1. when a player kill more than 3 cops or 5 civils, there will be enabled the bulletproof patriot and rustler
2. when 2 players kill 5 cops each one or 7 civils, the seasparrow will be active.
3. when 4 players do the same thing, tank.
4. the hydra and hunter will be very hard to get, like 20 or 25 cops killed (100 kills by robbers when 70 players active for example), depending of the amount of players in the server, it will be the summation of the kills of cops and civils by the robbers  after the last time they got out of jail.
there will be a list of players that you can kill using the vehicles,
and a restriction to bring the vehicles back when you're done


Bro, your thoughts are very nice but SA-MP doesn't recognize that a player got killed by a Hunter or Hydra...

All things can be implemented if any of the admins /spec them and if they always record when they're an army.
https://www.youtube.com/shorts/B1ufxZ93DZU
Alex1500 wrote:
sometimes robbers only dm cops, it would be good that the armys only stay on the quartel barracks, doing activities like trucking or airplane missions, and/or killing players that are on a list and they can kill.
And the vehicles will be activated step by step
1. when a player kill more than 3 cops or 5 civils, there will be enabled the bulletproof patriot and rustler
2. when 2 players kill 5 cops each one or 7 civils, the seasparrow will be active.
3. when 4 players do the same thing, tank.
4. the hydra and hunter will be very hard to get, like 20 or 25 cops killed (100 kills by robbers when 70 players active for example), depending of the amount of players in the server, it will be the summation of the kills of cops and civils by the robbers  after the last time they got out of jail.
there will be a list of players that you can kill using the vehicles,
and a restriction to bring the vehicles back when you're done


This is a very good idea for step-by-step unlock.
However the main problem still stands, how do we regulate the Hydra & Hunter to avoid rulebreak? I tried to remedy this in my above posts.
they could put ranks in that job, and zones to use the vehicles.
Not zones like bank and the city, the zones will be the desert, woods, the highways to hideout.
The purpose is to put in the game a realistic environment and vehicles like these never will be used in the city on the real life.
About the vehicles abuse, you cant shoot any missil if you are with the players and they dont shoot. A command to throw down your weapons, if you throw your weapons you can runaway or be arrested, but not killed. armys cant destroy cars if the persons in the cars are not shooting.
only a little amount of members, not any player, not kids, responsible players, choosen like the admins or with high ranks, the job will be disabled for a unrespecful player anytime by the staff.
That is my point of view.