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Faraon78910 wrote:1. It wouldn't hurt adding more bots and illegal areas around whole SA, not just LS. Also, I don't understand why we can't buy rod and bait in 24/7 shops. Make price a bit more expensive in 24/7 so bots are still used. Increase amount of baits you can carry depending on fishing score.
2. Literally trucker class. Maybe just rework it a bit and add few warehouses that would be for illegal stuff. Besides trucker class, you can drive money to ATMs (Securicar at main bank), get rid of trash for some shops (take any Trashmaster start mission) and get rid of cars on road with Towtruck (unsure about this)
3. This one would be very hard to implement but sounds awesome. The problem for now is only group leaders can order a drop and only Pagati can deliver it. I think it would be cool if weapon dealers with high score of weapon sales have ability to order weapons airdrop and refill racks/ammunations. Same applies to salesman and drug dealer (but score should be added first for it)
4. Nothing negative about this one. We are paying with dps for it, we shouldn't have it working half way.
5. This is completely true. Unless you want to make top 25 in some class, score is useless. Few ideas: after x score, possibility to own two undonated houses, possibility to purchase more cars, boats, planes, maybe to spawn with two jobs, one less used and another more used (food seller & rapist, taxi & salesman, bounty hunter & lawyer, trucker & drug dealer, and such, you get the idea), no for factions.
Rapist with x rapes could infect people with more diseases
Hitman with x score could turn white on scoreboard for a minute once every life
Weapon dealer/salesman with x score could sell weapons cheaper, more often, offer more weapons/items
Kidnaper with x score would have more success with /dkidnap
etc
6. I always wanted to see something like this, but everyone having access to it might decrease playtime in real world. Maybe add this to ddome or you have to pay for it somehow. Still +1
7. Pretty much anything related to fire/smoke in samp doesn't work right. Have you ever see car blow up and you got on fire and player next to didn't? That's because he probably wasn't facing the explosion and fire didn't 'load' for him, yet did for you. Same may happen with molotiv, and smoke granades. I probably didn't explain this well but have a better look at it and you'll understand. Besides that, I think that there are more than enough BM and swat items that caused dozens of arguments and lots of unbalance. -1 on this one

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