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20d ago
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Other Other Approved (Pending Implementation)

Crew System ingame extended idea

IN-GAME CREW SYSTEM REVAMP # ​1. Creation & Foundation ​Initial Investment: A player can found a new crew by paying a designated registration fee. Upon payment, an in-game menu opens to customize the Crew Name, Tag, and Description. ​Probationary Period: All newly formed crews enter a 15-day trial period. During this phase, Server Management monitors the group; the crew can be disbanded immediately if any server rules are violated. # ​2. Rank Hierarchy & Permissions ​The Crew Leader has full control over the internal hierarchy, with the ability to create custom ranks (e.g., Recruit, Soldier, Lieutenant, Co-Owner) and assign granular permissions. Permissions include, but are not limited to: ​Modifying Crew Name, Tag, and Description. ​Inviting new players / Accepting or declining pending applications. ​Promoting or demoting members (up to their own rank level). ​Managing Crew Vault funds (depositing/withdrawing). ​Changing the Crew Headquarters (HQ) location. # ​3. Communication & Combat Mechanics ​In-Game Crew Chat: Members gain access to a dedicated,in-game communication channel (e.g., /cw [message]). This allows strategic coordination that is completely hidden from non-members and police radio. ​Friendly Fire Prevention (No Damage): To ensure smooth teamwork during chaotic Cops and Robbers shootouts, teammates cannot harm each other. Damage between members of the same crew is automatically disabled. # ​4. Discord Integration ​Automated Discord Roles: The in-game system seamlessly links with the server's Discord bot. When a player joins a crew in-game, they are automatically assigned a unique Crew Discord Role for their crew (and a synchronized rank role if applicable). If they leave or are kicked from the crew, the roles are instantly revoked. # ​5. Slot Expansion & Anti-Monopoly Scaling ​Starting Slots: New crews start with a baseline of 10 member slots (the Leader + 9 players). ​Controlled Growth: Once the 15-day trial period ends and the crew achieves "Established" status, they can purchase additional slots to expand their roster. ​Weekly Purchase Cap: To prevent giant factions from instantly swallowing the player base, crews are limited to purchasing a maximum of 5 new slots per week. ​Exponential Economy Scaling: The cost to unlock new slots increases exponentially with each upgrade. This keeps the server economy balanced and ensures that only active, dedicated groups can sustain a large roster. # ​6. Headquarters (HQ) & Utility ​Crowdsourced HQ: The Leader can designate any property owned by any current crew member as the official Crew Headquarters (the Leader does not need to own the property personally). ​Shared Spawn Point: Once set, the HQ serves as a tactical, shared spawn point for all members of the crew. # ​7. Financial Upkeep & Crew Vault ​The Crew Safe (Vault): Inside the HQ, the crew can access a secure Vault that acts as the crew's shared bank. Members can deposit cash here to fund operations. ​Contribution Transparency: To help leaders manage their crew, the Leader has access to a live Contribution Log showing exactly how much money each member has deposited over time and filter it per week/month/year. ​Dynamic Crew Tax: A Crew Tax is automatically deducted from the Vault once per real day or week (depends how you want). The tax scales dynamically based on the total number of members: larger crews pay significantly higher upkeep fees per capita than smaller, tighter groups. ​Bankruptcy & Disbandment: If the Crew Vault lacks sufficient funds to cover the tax, the crew goes into arrears. If the debt is not settled within 31 consecutive real-time days, the system will automatically disband the crew and wipe its data but keep record of crew name and tag. ​ # 8. Crew Heists & Rivalry (PvP Mechanics) ​Vault Raids: Once per gameweek, rival crews can attempt to breach an enemy HQ to break into their Crew Safe and steal a percentage of the stored funds. ​Fair-Play: To prevent offline-raiding, a heist can only be initiated if both the attacking and defending crews have an equal number of players currently online (or meet a minimum balanced threshold, e.g., at least 3v3). Stolen funds can either be split among the attackers or deposited into their own Crew Safe. # 9. Crew Responsibility Guidelines Each crew member is personally responsible of own actions, however Leaders are responsible of their crew and their conduct. A leader is responsible of not hiring cheaters,rulebreakers or known toxic individuals. In general, members should follow MCNR rules and use common-sense, failing to do so results in your crew being infracted and/or disbanded depending severity of the violation or repeated offenses. # 9.1 Crew Infraction System Crews can be infracted for not following the rules, hiring cheaters and/or all other rules violations, reaching 10 infractions the crew will instantly get disbanded.
Status updated Approved (Pending Implementation)
The crew system has been in the works for many years. I've just been stuck on certain decisions. I did actually recently discuss it with staff and have a reinvigorated attitude and want to get it implemented, but my free time is very limited and it's going to take a significant amount of time to get it implemented. It's currently not feasible for me to do this. There are also still some design choices I am stuck on and technical challenges.

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