We use cookies to ensure the best experience for you on our website. By using this website you accept our use of cookies. Ok Read more

Los Santos Roleplay Cops and Robbers
  • Home
  • Forum
  • Information
    • Beginners Tutorial
    • Server Rules
    • Privacy Policy
    • Server Map
  • Statistics
    • Top 25
    • Most Active
    • Server Stats
    • Top Score
    • Groups
    • Turf Stats
  • UCP
    • Dashboard
    • Profile
    • Messaging
    • Houses
    • Vehicles
    • Donation Items
    • Transfers
    • Tag Area
    • Support
    • Logs
  • Shop
    • Shop page
    • Donation items
    • Wearables
    • Memberships
    • Vehicle Addons
    • Vehicles
    • Houses
    • Apartments
    • Groups
    • Get Points
  • Donate
  • Game (UCP) Sign in
Lsrcr Forum • Group turfs in San Fierro - Page 4

Lsrcr Forum

Los Santos Roleplay Cops and Robbers
https://ls-rcr.com/forum/

Group turfs in San Fierro

https://ls-rcr.com/forum/viewtopic.php?t=100499

Page 4 of 4

Re: Group turfs in San Fierro

Posted: July 1, 2019, 5:35 am
by RockingJohnson
Shiny wrote:
Merging the current group system to clans.

1) Every player can have the ability to create a clan once they reach 500 score, the clan creation costs 5M ingame cash, however making bases will remain payable for irl money.

2) Creating clan war system and 2 maps at least for it and the war can be 2v2, 3v3 4v4 5v5 max. The winner's clan receives clan points and can be shown on /topclans ingame and top 25 clans on the website, of course the administration can hold clan wars tournaments
this ^
Actually this makes more interesting because i've experinced it in other servers and it's awesome because of tis thing te group remains active also the group activity is always up.

Re: Group turfs in San Fierro

Posted: July 1, 2019, 8:23 pm
by Draco
How about leaving all the turfs vacant for the first time it ever gets implemented (which is of course what is going to happen), then after such implementation, different groups can go around and claim their zones and they get a buff from the same, like if there are 5 shops in the turf they've captured, the shops pay the group a small amount of fee on a daily basis (in-game day) for the 'protection' that they receive from such group (preferably the members who claimed such turf)

Also, if another group wants to take over the turf, they can not do so until and unless the people who initially own the turf are present in the server. That being said, it won't be necessary for them to be in-skin or spawning in their group, but the presence alone can instigate a gang-war after another turf tries to capture some other group's zone.

Edit: The zone that is owned by Pagati can act as a business front (various RP situations) to deceive the people from the actual tasks and activities that are done by and undertaken by the faction.

Re: Group turfs in San Fierro

Posted: July 3, 2019, 1:23 am
by prabash 4
Well, without specifying turf rules this will just be a team death-match server.There will be lots of reports and unmanaged fights because at the end of the day Swats and armys don't give a shit about turfs, what they do care about is, score and promotion. If you want to add turfs, add a specific rules like you need to add cool-downs, when can you take a turf etc and while there's turf war, remove visibility from san fierro i.e you cannot see players at the map. So, even if someone is wanted you can't see them. You'll have to find to capture him.This will give an chance to escape also a chance to capture. By this turf war can be done in peace and it'll be more easy. Also, weapons restrictions for each turfs should be there. For Eg: As the standards of roleplay, Pagati cannot go an duel with swanoffs. There needs to be lots of prerequisites. Script also should be changed and it'll be slow as hell.

All times are UTC
Page 4 of 4
Powered by phpBB® Forum Software © phpBB Limited
https://www.phpbb.com/