[0.4] Argonath RPG 3.0

Started by Klaus, Jul 25, 2015, 03:51 AM

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Klaus



Argonath RPG VC:MP - 3.0 Release Information

IP: 23.100.7.37:8192
Releasing on Saturday, 25 July 2015 12:00 noon GMT

Scripts by -
aXXo, stormeus, Fuzzie, Doom, and Alarba
Official Pages:

We are very pleased to announce that the wait is over! Argonath RPG, the most prominent RPG server of the VC:MP community is returning with brand new scripts for 0.4.  After a lot of effort by our Managers, Scripters, and Testers, we are now able to release the server to the public for the first time. We thank all of you for your patience and support. See you ingame! - Argonath RPG VC:MP Management

Kessu


aXXo


Stormeus

Reserved because it's something all the cool Argonath devs are doing now.

KAKAN

Now its also an official server, what are the extra features if our server turns into a official one?
oh no

Stormeus

Quote from: KAKAN on Jul 27, 2015, 08:47 AMNow its also an official server, what are the extra features if our server turns into a official one?

Thread gets stickied here, server gets put on the official tab and is given priority on the masterlist so it's more likely to show up near the top of the browser if your ping is low enough.

Fuzzie

Quote from: Stormeus on Jul 27, 2015, 09:09 AM... if your ping is low enough.
Or high enough the rest doesn't get loaded. :D

KAKAN

oh no

KAKAN

Now can u tell me how a server becomes official?
oh no

Thijn

Quote from: KAKAN on Jul 28, 2015, 05:59 AMNow can u tell me how a server becomes official?
By being a good one, stable, unique and having mature management. I doubt any server currently not official is fitted at this point.

Skirmant


aXXo

Hello Argonathians, this is the first of many to come developer diaries for Argonath RPG VC:MP server. These diaries will give you a brief description of upcoming updates to the server. As you know the server was released on 25th July with the basic scripts to get role-play up and going. It is missing a lot of features to inject money into the economy, especially for criminals.

The upcoming update will bring back smuggling. Smuggling is a system designed to appease newbies. Majority of VC:MP player-base lacks experience in role-play and can not lead a creative role-play situation. They tend to join the server, ask around for a quick way to make money and do not stick for long enough to familiarize with the community. To change this, smuggling will be a quick and exciting way to get rewards. The idea behind the new smuggle is to involve a heavy shootout between the police and the smugglers. Most newbies in VC:MP have a DM background, hence the shootout should be intense enough to be memorable. In a nutshell, executing a successful smuggling would be as much fun as executing a bank robbery.

The Situation
The smugglers of Vice periodically move their goods from Ocean Bay Marina to the Pier behind junkyard in Haiti. They move these goods on a yacht, popularly known as the Cortez's Yacht. To prevent an intervention from police, they request criminals of Vice City to get 'All Hands on Deck' and defend the Yacht from police over the course of the journey. The smugglers would pay the surviving criminals rewards for the security on completion of the journey.

The Journey
At least 4 players would be required to gather on the Cortez Yacht's to trigger the smuggling mission. It can only be triggered once every 2 hours. Once triggered, the Yacht will move(Yes! VCMP 0.4) and proceed with the journey. The course of the journey is:
Starts from Ocean Bay Marina, moves towards Vice port, moves towards the coastline at Escobar, runs along the western coastline(Escobar, Fort Baxter, Havana), docks at Haiti pier behind the junkyard.

The entire journey is approximately around 10 minutes. VCPD needs to take down each smuggler on the deck during this time. They have boats from the coast guard, hunter at Fort Baxter at their disposal. The Yacht travels along the coast line for 5-6 minutes during that time there is a potential of long range land to sea combat. A few ramps have been placed along the coastline for John Rambos who wish to bring a cop cruiser on a yacht ride.

The Rewards
As it seems, smuggling is not the cup of tea for every player. Players who role-play as organized crime and don't get into open shootouts with cops will be involved in a different way.
Smuggling successfully will reward random items to all surviving smugglers. The highest probability of rewards will be weapons. The reward will never be direct cash. Some of the smuggling rewards will be such that, a new player would not benefit from it in short term. He will be looking to sell it to a experienced player. The experienced player would be able to make use of that item in long term to get heavy profits, hence forming a triangular trade. That will include ingredients for garnering different items, contracts to unlock cocaine and heroin missions, weed seeds etc. This will be explained in detail in the next developer diary called the Triangular Trade system

DizzasTeR

The idea seems awesome, but I hope this time argonath can save weapons too with the ammo player has, since it is annoying to get / buy guns and then you timeout or have to go urgently, just a suggestion tho.

aXXo

Quote from: Doom_Killer on Aug 03, 2015, 04:25 AMThe idea seems awesome, but I hope this time argonath can save weapons too with the ammo player has, since it is annoying to get / buy guns and then you timeout or have to go urgently, just a suggestion tho.
This has already been implemented in the initial release.
Player's weapons, skin, position and job is saved on disconnect.

Weapons and can also be stored in properties, warehouses, crates to prevent losing them on death.

Klaus

Quote from: Doom_Killer on Aug 03, 2015, 04:25 AMI hope this time argonath can save weapons too with the ammo player has
You should come and play, then you would've known this was already implemented.