Author Topic: Introduce Rocket Launchers into MCNR  (Read 3573 times)

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Offline Cashewz

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Introduce Rocket Launchers into MCNR
« on: August 04, 2023, 09:18:03 pm »
« Last Rated on: August 14, 2023, 09:02:49 pm »
You read that title right. It wouldn't be you going and buying it off an ammunation like any other gun, I've thought about a unique way to obtain it. How you may ask?

Fishing. There should be a chance to obtain components of a rocket launcher by fishing them, to fully create one you'd need 4 of these. Alongside trying to hunt for these, you should also have the chance to find ammunition up to 1-3 (20 max?) which would all be stored in your inventory.

This can be a great potential for selling these to other players in need for a good amount of money aswell.

I've never really seen the heat seeking rocket working properly in SAMP due to sync issues. If it's possible to fix that, could be a great addition and counter to the overpowered Sea sparrow.

KEEP IN MIND THIS IS FOR BOTH CIVS AND COPS.
« Last Edit: August 04, 2023, 09:33:35 pm by Cashewz »

Offline ARSHIA

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Re: Introduce Rocket Launchers into MCNR
« Reply #1 on: August 04, 2023, 09:20:04 pm »
20 is too much and
If it's the RPG and can't lock on a target why not

Offline Ralsei

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Re: Introduce Rocket Launchers into MCNR
« Reply #2 on: August 04, 2023, 09:22:36 pm »
+1 but 20 rockets too op

Offline Walt

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Re: Introduce Rocket Launchers into MCNR
« Reply #3 on: August 04, 2023, 09:22:53 pm »
I'd say 15 rockets max.
Fire suggestion tho +1

Offline ranja

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Re: Introduce Rocket Launchers into MCNR
« Reply #4 on: August 04, 2023, 09:31:05 pm »
20 is overkill for a player that keeps fishing for the Rocket Launcher but I agree with this number. We [criminals] have two birds to be on the lookout (alongside Police Maverick) above our heads and we must time the rocket right to hit the target properly. At least I talk for me when it comes to timing a rocket to a flying vehicle controlled by another client (player), this is a stunning suggestion the parts for the rocket can have a chance of almost the rarest fishes to catch, if not the most rarest fish to catch.


Offline Ralsei

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Re: Introduce Rocket Launchers into MCNR
« Reply #5 on: August 04, 2023, 09:35:41 pm »
@haw. Get rpg and do no dm just skills montage

Offline ARSHIA

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Re: Introduce Rocket Launchers into MCNR
« Reply #6 on: August 04, 2023, 09:46:08 pm »
mmmm And a reload system probably longer than the sniper rifle reload!

Offline xev

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Re: Introduce Rocket Launchers into MCNR
« Reply #7 on: August 04, 2023, 10:08:34 pm »
Totally agree with this suggestion but there are a few things that we need to keep in mind which are

For instance

-Reasonable amount of ammo for Rocket launchers.

-Chances of obtaining those "Rare" items should be planned deliberately.
   (flashback to 1.15 update, horse bets players having 60m in their pockets)

-A distinctive/unique way for obtaining those "Rare" items other than fishing, there was an idea that I had in mind which was:

 Air Drops that come randomly timed, containing those "Rare" items as we speak as well as other supplies such as Cash, Medkit, Ammo, and Weapons, similar to
 The battle royal games, This can be a new server feature, that would also engage civ vs civ combat (need to be planned deliberately)

Offline puuro

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Re: Introduce Rocket Launchers into MCNR
« Reply #8 on: August 04, 2023, 10:19:46 pm »
+1 kek

Offline Ast

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Re: Introduce Rocket Launchers into MCNR
« Reply #9 on: August 04, 2023, 10:46:17 pm »
+1 :O


Offline Ahsoka_Tano

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Re: Introduce Rocket Launchers into MCNR
« Reply #10 on: August 05, 2023, 12:29:24 am »
It is a really nice concept, and even though there are tonnes of drawbacks, it can be managed.

You should only be able to have a single rocket loaded in the rocket launcher. 
After firing, it should be placed in your inventory, where you should combine it with a spare rocket that you got from fishing or some other task.

You can only carry a single molotov since it is pretty destructive; now imagine a rocket launcher, especially in a scenario where you will  suicide to avoid another player getting a kill since it is faster.

Also, some side notes:
- Police officer cannot use the rocket launcher.
- Carrying the rocket launcher near a police officer should give you an instant wanted level.
- Possession of the rocket launcher (in your inventory) should give you a ticket if a police officer searches you, then they should be able to take it away from you like drugs.
- You should be able to store it in a safe.
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Offline DRAG0NFURY

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Re: Introduce Rocket Launchers into MCNR
« Reply #11 on: August 05, 2023, 12:45:35 am »
Read the main suggestion, TL;DR the replies (sorry).

Honestly, it may sound absurd but the more I think about it the more I realize that they aren't that bad of an addition to the game. The idea itself obviously needs a bit more polishing from the developers but in the end I'm sure this can turn out something very dynamic and "cool". Some ideas for balancing would be having the ammo cost a fortune, making the ammo available only in limited quantity in Ammu-Nation for all players, making it so that you cannot retrieve it from weapons locker so on and so forth, you get my point.

+1.

Offline thomas_crosby

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Re: Introduce Rocket Launchers into MCNR
« Reply #12 on: August 05, 2023, 01:33:48 am »
Yeah just open this server up to more fun weapons like the RPG and miniguns… special missions to smuggle them or steal from different locations.

Tank stealing mission from area 69. Comon let a 6 star wanted criminal go on a rampage against a team of cops all having to team up and destroy the tank.


Offline Cashewz

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Re: Introduce Rocket Launchers into MCNR
« Reply #13 on: August 05, 2023, 02:02:11 am »
Yeah just open this server up to more fun weapons like the RPG and miniguns… special missions to smuggle them or steal from different locations.

Tank stealing mission from area 69. Comon let a 6 star wanted criminal go on a rampage against a team of cops all having to team up and destroy the tank.

I got a good idea about the minigun but that's for another time.

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #14 on: August 05, 2023, 03:12:19 am »
what about a minigun too? at least it doesn't have any sync issues lol

by the way, to fix the heat-seeking launcher, Mike will have to script it totally. Also, RPG doesn't sync sometimes. Like even damaging someone doesn't count as assault rarely.
If Mike's gonna script it totally, I'll agree for sure. Because it is the only detailed server I've seen so far in whole samp...

Offline WAP

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Re: Introduce Rocket Launchers into MCNR
« Reply #15 on: August 05, 2023, 04:06:29 am »
I'm probably on an NSA/CIA watchlist now for searching up how long it takes to load a rocket into an RPG-7:

- A longer reload time should apply, possibly with the requirement of reloading using the R key each time
- Components should be assembled in certain area(s) only
- Players should receive a wanted level for "Manufacturing a Class IV Weapon/Destructive Device" (US definitions to keep in-line with GTA SA lore)
- Players should receive a wanted level if carrying an RPG in proximity of police
- Players should be visibly carrying the RPG on their back when "holstered" as a balancing measure



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Offline Hobgoblin

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Re: Introduce Rocket Launchers into MCNR
« Reply #16 on: August 05, 2023, 10:05:28 am »
You read that title right. It wouldn't be you going and buying it off an ammunation like any other gun, I've thought about a unique way to obtain it. How you may ask?

Fishing. There should be a chance to obtain components of a rocket launcher by fishing them, to fully create one you'd need 4 of these. Alongside trying to hunt for these, you should also have the chance to find ammunition up to 1-3 (20 max?) which would all be stored in your inventory.

This can be a great potential for selling these to other players in need for a good amount of money aswell.

I've never really seen the heat seeking rocket working properly in SAMP due to sync issues. If it's possible to fix that, could be a great addition and counter to the overpowered Sea sparrow.

KEEP IN MIND THIS IS FOR BOTH CIVS AND COPS.

Rocket Launcher Max 5. And only forvdonating players

Offline Hobgoblin

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Re: Introduce Rocket Launchers into MCNR
« Reply #17 on: August 05, 2023, 10:08:05 am »
20 is too much and
If it's the RPG and can't lock on a target why not

With maxium 5 ammunition is good, only donating players and only use rocket Launcher for destroy planes only., it would be a problem if all the players have it, rdmers everywhere
« Last Edit: August 05, 2023, 10:11:57 am by Hobgoblin »

Offline Ralsei

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Re: Introduce Rocket Launchers into MCNR
« Reply #18 on: August 05, 2023, 10:11:34 am »
With maxium 5 ammunition is good, only donating players and only use rocket Launcher for destroy planes only.

Lol no, pay to win wasn't intention of this suggestion

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #19 on: August 05, 2023, 10:16:14 am »
@Cashewz isn't it better to give players the ability to have explosive ammo (limited ofc) instead of broken RPG?

Offline Cashewz

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Re: Introduce Rocket Launchers into MCNR
« Reply #20 on: August 05, 2023, 10:45:20 am »
@Cashewz isn't it better to give players the ability to have explosive ammo (limited ofc) instead of broken RPG?

You're saying explosive ammo isn't more broken than an RPG..?

Also no to donators only.

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #21 on: August 05, 2023, 01:26:35 pm »
You're saying explosive ammo isn't more broken than an RPG..?

Should only be used by the sniper like in GTA Online. Sniper's MK II version with explosive ammo.. with a longer reload animation (10 sec?) ofc..

Andualem653

Re: Introduce Rocket Launchers into MCNR
« Reply #22 on: August 05, 2023, 01:47:17 pm »
Should only be used by the sniper like in GTA Online. Sniper's MK II version with explosive ammo.. with a longer reload animation (10 sec?) ofc..
Nah the RPG should be better rather than a sniper with explosive ammo that has a 10 sec reload animation

Offline xev

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Re: Introduce Rocket Launchers into MCNR
« Reply #23 on: August 05, 2023, 02:07:16 pm »
Don't go sideways from the original post, Rocket Launcher it is.

Offline PlopZero

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Re: Introduce Rocket Launchers into MCNR
« Reply #24 on: August 06, 2023, 05:54:17 am »
I like the idea of rare/unique methods to obtain ammo - /fish sounds good.

Offline basedSkeleton

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Re: Introduce Rocket Launchers into MCNR
« Reply #25 on: August 06, 2023, 07:03:36 am »
Good way to ruin the server. Introducing any weapon that's an instant kill is pointless and destroys any hope of anyone actually having fun on the server.
-1

Offline Cashewz

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Re: Introduce Rocket Launchers into MCNR
« Reply #26 on: August 06, 2023, 08:38:08 am »
Good way to ruin the server. Introducing any weapon that's an instant kill is pointless and destroys any hope of anyone actually having fun on the server.
-1

Did you miss the part where I say that it's going to be locked behind a rare chance from fishing it so we're not going to see it pop out as often and ammo is going to be very limited? That is the whole point about balancing a high tier weapon. Also it isn't really an instant kill weapon, and I believe the damage can be adjusted.

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #27 on: August 06, 2023, 10:37:09 am »
With normal damage, an RPG takes 3 rockets to kill a player with armor. And 2 without armor.

Offline MD_Abdullah_Khan

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Re: Introduce Rocket Launchers into MCNR
« Reply #28 on: August 06, 2023, 10:53:11 am »
oh no, rejected   :(

Andualem653

Re: Introduce Rocket Launchers into MCNR
« Reply #29 on: August 06, 2023, 11:08:09 am »
I wish the reason was stated

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #30 on: August 06, 2023, 11:45:39 am »
No reason? Bruh

Offline Mike

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Re: Introduce Rocket Launchers into MCNR
« Reply #31 on: August 06, 2023, 11:57:06 am »
If I reject a suggestion without stating a reason, assume it's because the idea is simply insanely stupid.
View trailers here.


Offline Ralsei

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Re: Introduce Rocket Launchers into MCNR
« Reply #32 on: August 06, 2023, 12:18:20 pm »
It's not stupid, It was made to enhance fishing and etc, the rocket count was just too op

Offline Cashewz

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Re: Introduce Rocket Launchers into MCNR
« Reply #33 on: August 06, 2023, 12:50:08 pm »
If I reject a suggestion without stating a reason, assume it's because the idea is simply insanely stupid.

Define how exactly stupid this is? I’m pretty sure you just thought “oh no, bazooka very dangerous” which if it is the case then that’s silly. Majority of the votes are a yes because of how unique this idea really is

I don’t see people using campfires if you wanna compare…

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #34 on: August 06, 2023, 01:31:58 pm »
well then isn't it a stupid feature that if someone assaults us, we can't self defense without gaining a star? lmao

Offline PlopZero

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Re: Introduce Rocket Launchers into MCNR
« Reply #35 on: August 07, 2023, 12:19:21 am »
Aside from the benefits of this suggestion, I planned to use camp fire while I fish for something worthy (catch of the day, treasure), it adds good vibes to fishing. Its a shame this suggestion was outright rejected.

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #36 on: August 07, 2023, 05:00:05 am »
Mike added that goddamn Dwyane island which nobody liked I think. And if players spawn there, lol, they just quit and rejoin xDDD

Andualem653

Re: Introduce Rocket Launchers into MCNR
« Reply #37 on: August 07, 2023, 05:45:54 am »
Mike added that goddamn Dwyane island which nobody liked I think. And if players spawn there, lol, they just quit and rejoin xDDD
Don't be so sure about the "Nobody liked I think" in my times of playing as a medic healing players, one heal was requested from the same Dwayne island and after I went to the player I saw that he was fishing and chilling alongside 5 or 6 players they were talking together with the whisper cmd which I was surprised about. So just because majority of the community doesn't like it doesn't mean everybody hate it.

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #38 on: August 07, 2023, 11:55:36 am »
"I think" means something (not 100% sure). Also, fishing in a place is not something that makes the Dwyane island useful bro :/

btw no off topic, we can discuss in discord lmao

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Offline Cashewz

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Re: Introduce Rocket Launchers into MCNR
« Reply #39 on: August 07, 2023, 06:55:35 pm »
« Last Rated on: January 06, 2024, 08:33:51 am »
Can't help myself but urge @Mike to give this suggestion a read again and please explain why he thinks it's "stupid". I believe the balancing behind obtaining this weapon (fishing it, limited ammo) is perfect and that is exactly why it isn't, it would be if I literally said people are going to buy it from ammunations. Think about how it would revive fishing, the competition between players trying to get this and make profit out of it by selling it cause not everyone's going to have it.

People who think this is an insta-kill weapon are clueless and you have no idea how weapons work in this game. You could balance it even more by adding a reload animation cause that does make sense, unlike weapons like sniper. It's time we start shaping up the gameplay so it doesn't become repetitive, by adding things that we haven't seen before.

Offline Mike

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Re: Introduce Rocket Launchers into MCNR
« Reply #40 on: August 07, 2023, 07:09:32 pm »
Damage done by explosions to vehicles is undetectable. You could just shoot RPGs at people's vehicles and blow them up without consequence or credit. It's the same reason we don't have Hydras and Hunters.
View trailers here.


Offline Cashewz

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Re: Introduce Rocket Launchers into MCNR
« Reply #41 on: August 07, 2023, 07:14:36 pm »
Damage done by explosions to vehicles is undetectable. You could just shoot RPGs at people's vehicles and blow them up without consequence or credit. It's the same reason we don't have Hydras and Hunters.

Surely that can't be the reason why this gets rejected... I mean there are plenty of stuff that's undetectable, like grenades themselves which are in the game already, the list goes on

I don't know how BAD this can affect whatever it can, but it will be fun for sure and I believe that's why many are supporting it
« Last Edit: August 07, 2023, 07:33:25 pm by Cashewz »

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #42 on: August 08, 2023, 03:55:51 am »
The chances of not detecting the RPG is like 25%... Most of the time the server detects it.

Offline Mike

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Re: Introduce Rocket Launchers into MCNR
« Reply #43 on: August 08, 2023, 03:30:05 pm »
The chances of not detecting the RPG is like 25%... Most of the time the server detects it.
The chance of detecting an RPG blowing up someone's vehicle is 0%. It's literally not possible.
View trailers here.


Offline punisher

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Re: Introduce Rocket Launchers into MCNR
« Reply #44 on: August 08, 2023, 05:58:33 pm »
The chance of detecting an RPG blowing up someone's vehicle is 0%. It's literally not possible.
u know who u talking to ??
Literally samp owner

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #45 on: August 09, 2023, 03:38:26 am »
The chance of detecting an RPG blowing up someone's vehicle is 0%. It's literally not possible.

well.. from what I've seen, it's not 0%... but I cant provide the videos here since they are on a different server. so I'm pming it..

Offline Mike

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Re: Introduce Rocket Launchers into MCNR
« Reply #46 on: August 10, 2023, 08:06:59 am »
well.. from what I've seen, it's not 0%... but I cant provide the videos here since they are on a different server. so I'm pming it..
Trust me, it is 0%. The server gets told someone dies by suicide, and a vehicle was destroyed by an unknown source. There's nothing attributing it to the person that exploded it.

You could do some calculations to detect someone that recently fired a rocket and where they were and where they were facing etc. but it would be stupidly inaccurate and unreliable.
View trailers here.


Offline Moody

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Re: Introduce Rocket Launchers into MCNR
« Reply #47 on: August 10, 2023, 08:24:55 am »
Trust me, it is 0%. The server gets told someone dies by suicide, and a vehicle was destroyed by an unknown source. There's nothing attributing it to the person that exploded it.

You could do some calculations to detect someone that recently fired a rocket and where they were and where they were facing etc. but it would be stupidly inaccurate and unreliable.
yeah when it comes to, you used rocket on car it just doesn't destroy the car and kills them, it goes like car reached hp below 250 and caught fire and exploded (in most cases it shows- Moody (died) just that nothing else, which is kind of annoying so yeah but it does logs that sometimes when the players dies by explosion (and from whom), it doesn't record that in a lot of cases

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #48 on: August 10, 2023, 09:27:12 am »
:/

meh.. samp sucks for these issues...

Andualem653

Re: Introduce Rocket Launchers into MCNR
« Reply #49 on: August 10, 2023, 09:35:55 am »
You could do some calculations to detect someone that recently fired a rocket and where they were and where they were facing etc. but it would be stupidly inaccurate and unreliable.
Yea these calculations would be useless if players team up together and all of them shoot a rocket at the same time towards a player

Offline haw

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Re: Introduce Rocket Launchers into MCNR
« Reply #50 on: August 14, 2023, 06:50:55 pm »
Idk what is the point of this suggestion 1. You can just go camp somewhere with this rpg and do whatever you want, if anyone can explain whats the point of this thing type here

KSKSKSS

Re: Introduce Rocket Launchers into MCNR
« Reply #51 on: August 15, 2023, 04:02:51 am »
It's not a competitive game. Also, it's hard to acquire.