Author Topic: Introduce Rocket Launchers into MCNR  (Read 3430 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?