facebook

Welcome guest! You are not logged in on forum, so you may not have access to some features!
To solve this problem
log in or register new account.
>> NFS:SA Booster <<

Curtex

Curtex

  • Registration Date: 20-06-2017
  • Last Visit: 19-09-2019, 23:49
  • Offline



Curtex's Forum Info

  • Group: Registered
  • Total Posts: 11
  • Time online: 6 Hours, 43 Minutes, 57 Seconds
  • Title: Chocolate Pudding
  • Date of Birth:: 16-11-1999 (24 years old)
  • Members Referred: 2
  • Reputation: 3 [Details]
  • Warning Level:

Curtex's Contact Details

Additional Info About Curtex

  • Sex: Other
  • Location: Spain
  • Bio: Edible mass specialized in racing

Curtex's Signature

  • [Image: giphy.gif]

Znajomi

Brak

Friends

Lista przyjaciół

W temacie: Fix the game HUD for low MTA resolutions

Odpowiedzi: 4

03-07-2019, 17:56

I used to play in 1024x768 back in the days, and already experienced a bunch of interface issues when the new Race system was introduced (You know, with the car selector and all of that)

And believe it or not, there's still A LOT of MTA players that up to this day have to play on such resolutions, either because their PCs ain't powerful enough, or their monitors can't render higher resolutions, I believe it's pretty easy to realize not everyone in this world is the same in terms on technology, nor economy. Although HD resolutions are pretty much standard nowadays, most videogames still bring at least an 800x600 resolution to their games because of things like this.

I never really got into script resizing, but I believe it would be fine to have at least a variant for small sizes that could fit in 800x600 as it fits in 1920x1080 right now. Maybe something like a checkboc before even the language selection would be a good way to change between sizes. Then again, I dunno how hard or long could something like this take, but I can feel these people pain. It's sad to be restricted by 3rd factors on your gameplay experiences and have to rely on the devs and the community itself to somehow get a proper experience pulled out cuz of these factors that should have nothing to do with it.

W temacie: New Crews ranking + Crew events

Odpowiedzi: 7

15-06-2018, 07:54

(13-06-2018, 15:46)scaftz Wrote: Kinda don't like the CRP decreasing system, since it only punishes inactive crews and don't prevent inflation if the system runs long enough, imagine being 1st requires you to have 1M-ish CRPs after a year or two the system runs.

A suggestion i would like to give, is to decrease the CRP regularly on fixed periods (let's say 5% per week for a rough example) to every crew no matter what. It will deal with the inflation thing, thus making it hard for a crew to skyrocket to an unbeatable amount (just like bk_player's RP lol) since CRP seens farmable. It will help because CRP gaps between crew will stay relative. But that's my opinion, of course you may like it or not.

Very nice and detailed suggestion though, totally better than my and other's idea from the other thread.

That's something I didn't really keep in mind, and you're correct... That would be a great system, although CRP decreasing might have a minimum CRP required limit, like if your crew's CRP is under 1000 or while decreasing automatically reaches 1000, it won't decrease anymore in order to let the crew still be able to fight other crews for decent CRP ammounts

W temacie: [Race Mode] Hot Pursuit

Odpowiedzi: 11

13-06-2018, 12:56

(13-06-2018, 10:30)kayra999 Wrote: Beejay is too high to be a rhino maybe it can be huntley or cartel.If you really want Beejay you have to downgrade that vehicle down on dyno.I am looking to my experiments its good to be with a ride height low vehicle(SUV).Anyways its a good idea waiting that update Wink

Keep in mind that K-9 units have an horrendous handling, they would be used basically for barricades and stopping racers, not as chase or interceptors.

You can clearly see how bad it is on pursuits, they hardly steer when rushing at you

W temacie: New Crews ranking + Crew events

Odpowiedzi: 7

13-06-2018, 12:54

(13-06-2018, 10:22)kayra999 Wrote: Nice Suggestion if it will come I have to practice more waiting Wink Also if it will come you have to join a crew (Evov777)

Not certainly... My main objective is to increase the activity of crews in general and "upgrade" the competitiveness of the server. Although that would give me a good reason to actually care for crews, I'm not sure about that (Pudie)

W temacie: [Race Mode] Hot Pursuit

Odpowiedzi: 11

11-06-2018, 14:28

Kinda forgot about this one... I already knew about the car sync, and already know about hitboxes being pretty bad due to high speeds... But then, why are we doing duels, where you can hit your rival, and it can also be exploited against your rival to your own advantage? It's not like doing duels is useless... You can gain good rewards by doing only duels daily, and there's also usually someone available for it

Temat: New Crews ranking + Crew events

Odpowiedzi: 7

11-06-2018, 14:13

Coming up with a new suggestion, I'd like to remember everyone this is just a suggestion, so in case you've got any suggestions on minor changes or opinions, I'd like to read about them, please.

Please also keep in mind this is my opinion, which may be different to yours.

From long ago, I've been looking at the actual Crews system, and although as far as I know there's supossed to be a change in Crews system, I'd like to suggest something else.

Crew ranking

At the moment, the crew ranking system is simple. Does an average between all the crew members RP, so the higher the average, the higher the crew is in the ranking, resulting in the top crews being the ones with higher RP.
This shouldn't be like this. In my opinion, the top crews should be the best ones on what's the game based on, which is generally, racing. Of course, RP matters, as probably a newbie with 200 RP won't be able to win a veteran with 900.000 RP, but, come on... It's pretty obvious that this is not the case in many, maaany circumstances, and there are many ways to earn RP with unfair systems (such as racing against complete newbies, doing a long trip on Pursuits...)

So, I've come up with a new system.

This system rewards crews by being the best at what they're supossed to, racing, using a score based on their victories against other crews. An example will make everything easier to explain.

Imagine we've got 5 crews: A, B, C, D and E.

At the same moment this new crew system gets implemented, every crew will automatically have by default 1000 CRP (Crew Reputation Points).

Crews will be able to fight against other crews daily for this reputation points.

Depending on both crews scores, the ammount of points will be different.
This means if Crew A has 100 CRP and crew B has 1000 CRP, Crew A could win up to 20 CRP by winning the battle, and Crew B will only get 5 CRP, on the other hand, if Crew A has 100 CRP and Crew B also has 100 CRP, they will both earn 8 by winning their rivals.

The ammount of Crew Battles will be limited to 2 Max per day, and forced to 1 Min per week.
Crews can either request or be requested for a battle, so each crew can request for a battle and be requested for a battle daily.
Every crew will be forced to accept at least 1 Crew Battle request weekly, otherwise, they will start losing points daily, in order to increase their activity if they want to maintain their crew high in the ranking. This losing CRPs event will start since the first Crew Battle denied by the crew, so this means a crew will maintain his score forever, unless they've been requested for a Crew Battle and they denied it, in which case, the minimum ammount of battles per week will trigger, forcing it to battle at least 1 crew.

Crews will start with 1000 CRPs on the first month since the update get released, so if the system is added day 3 of September, crews created on day 4 of October will start with 0 CRPs.

So... How are the Crew battles going to be?

It's pretty simple. They'll be small tournaments. There will both be ranked battles and unranked. Ranked battles will force both crews to have a minimum of 4 racers and 3 different races. Races can be from any type: Circuit, Sprint, Speedtrap, Drag, Drift, Street-X and even Off-Road (Last 1 may be kinda hard).
The Crew who requested the battle will have to choose 1 race, while the one being requested will choose 2. The battle will have points as we've got right now on the URLs (Depending on your position, you'll get more or less).
The crew who requested the battle will be able to choose car scores as long as the opposite team has a similar score on the 4 participants.
You can't go on 500 Score cars if your rivals only have 300 Score cars, before starting the Crew Battle, the server itself will have to make sure both crews will have similar scores available, and then, allow the attacking crew to choose their vehicles between the ones that fit the available scores. If Crew A members have cars between 200 and 450, Crew B will have to choose vehicles similar to these scores, otherwise, the crew battle won't be able to start.
This can be done by simply making a Crew Battle lobby, where every player that joins will be scanned by the server. If everyone of the 8 players have similar scores, they will be able to battle, otherwise, the starting button will be deactivated.
The different scores range should be the same as it is in Quick race, or slightly bigger (As far as I know, 25 higher or lower from the defined one, so from 300 to 325, or 450 to 425...)

Points per positions may need to be changed in order to increase the importance of teamworking.
After finishing the 3 races, every crew will have their scores, which will be a total of everyone's crew score.
If crew C had Player 1 with 3 points, Player 2 with 7 points, Player 3 with 10 points and Player 4 with 0 points, the Crew Score would be 3+7+10+0=20.
The crew with more score wins the battle!
Note: If any crew member disconnects by any reason, the battle will keep going, but in a 4 v 3 situation. Players will be allowed to leave the battle at any moment. If every player of a crew disconnects/leaves the battle, the opposite team will win the battle, being rewarded by double the ammount of CRP they should get by winning.

Unranked battles can be done at any moment, in 1 v 1, 2 v 2, 3 v 3 or 4 v 4. It will basically be the same, but without any risks of winning/losing CRPs. This would allow crews to have fun and train with their crew mates.
Unranked battles won't be forced to have simillar scores as well

Top crews will be rewarded weekly (Similar rewards to weekly toptimes).

Depending on the position, the crew itself will have a bigger or smaller reward.

Every player in the crew will be rewarded depending on it's importance on the crew ranking. They will both be rewarded by simply participating and will have a bonus depending on the ammount of points they got. This will also be higher or lower depending on the crew position (And maybe also depending if it went higher or lower on the ranking since the past week).

So that's all for Crew Battles, 4 v 4 Ranked with 3 races and similar score cars fighting per some CRPs, or Unranked undefinied and fair or not races purely for fun and training. (Racing rewards on unranked will be lower than ranked ones)

Now, there's a problem here... We've only got 1000 CRPs per crew, what if they go inactive? We'll eventually lose CRPs till we get no one... Well, no, there's something else... Crew events.

What are Crew Events?
Crew events are activities that will be triggered weekly in order to let crews gain CRPs without chances to lose them.

Crew events will start weekly on saturday and end on monday, exactly after 48 hours from the beginning.
A Crew event will allow crews to show their skills in another PvP activity, which will be different weekly. It can either be a time attack, a pursuit, drifting...
Crew events will be only available for crew members.

In order to participate, the crew will have to get 4 crew members going through the activity. This activity will have to be triggered on Free Mode, forcing the players to head to a different location weekly to do it.
The crew members won't be forced to be pre-chosen, they will have to be selected manually by the own crew, as every member will have access to the event untill the 4 required crew members do the activity.

But... How do we do this? Is this a massive race or something?
No, this is a single player mode. Which can either be a time attack on a random circuit, sprint, Street-X or even drag track, a speedtrap, a pursuit, a drifting race...

For time attacks, the 4 crew members will have to race against the time in order to get the fastest possible times. After this, the 4 times will be added together to get a Crew Time, so this means every member will have to make an effort to get the smallest possible total time.

For speedtraps, the total speed of the 4 participants will be added together on a Total Crew Speed.


Same goes for drifting and pursuits.

Pursuits will have a time limit and an automatically triggered police chase event. The bigger the bounty, the better. After the time limit, the pursuit will automatically end, a player can end sooner by evading the police. The bounty will decrease by a 10% per every 90 seconds after you reach the pursuit's time limit
Being busted will decrease the bounty by a 50% and automatically end the pursuit for the member.
The heat level will be set to one that fits the event limits and won't be changeable during the pursuit.

To make things balanced, this events will not only change the activity, but also the requirements to do it. On Week 1 we could have a Circuit with 3 laps only available for E class. Week 2 may be a Drag race available for A class, Week 3 can be an Off-Road race available (Obviously) for SUVs, Week 4 could be a Pursuit limited for 300 score cars or lower.

If any member of any crew disconnects or quits in the middle of the Crew event, the Crew access to the Crew Event will be eliminated, and they will have to wait for the next week to participate again.
The event will be available to be seen since monday, but will only be playable on saturday and sunday. So you can look up for what's going to be on the week and traing for it. You could visit it and see if it's a pursuit, a race, drifting, and then train and organize which members will participate.

Top crews on the events will be rewarded with CRPs, adding more CRPs to the game.

With this system and ranking we will both add more action and importance to crews and a fairier ranking system, which will both reward how old a crew is and how good it's members are.

And yeah, it's obvious this is not purely fair, but don't you dare to tell me it is less fair than the actual system...
Also, if you have any questions or if I made any mistake on explanations, please ask and I'll answer as soon as possible.


Oh and... Just in case you're wondering how unfair would be "Starting with 0 CRPs if your crew gets created after 1 month from the update release"... 1000 CRP would be nothing compared to rewards crews could get by the weekly Crew Events, The starting 1000 CRPs for the first crews to experiment this will just allow them to start Crew battles for CRPs since the beginning of the update, so they don't have to wait for Crew Events and can already try it out.
And since I'm pretty sure there will be a couple of crews that will end up with 0 CRPs, I find it correct to make newer crews start from the very bottom, with 0 CRPs.

Temat: [Race Mode] Hot Pursuit

Odpowiedzi: 11

15-12-2017, 18:42

So... Basically, I've been reminding my NFS old times, and I can't get Hot Pursuit 2 out of my head...

Although songs won't suffer any change as mentioned, and car suggestions would be ignored, I'd like to make a different step and try with something different, that may remind you from other simillar suggestions.

The idea is pretty simple, but also pretty different from what we've seen till this day... You may even have played something simillar in MTA, I'm talking about Hot Pursuit gamemode...

First of all, this is NOT supossed to be playable in "Quick Race".

Race mode could be known as "Hot Pursuit", or simply "Pursuit"... Didn't think about a name for it yet.




This gamemode would be a simple circuit race, but with 4 players as racers, and other 4 as cops, racers will have to reach the end of the race without being caught by the police. This requires a couple of changes in Race mode bases, such as:

· No collision between players (Best to be able to make non-collidable between teams, otherwise, no collision between everyone is fine too).

· Different objectives between racers (Which I've already been thinking about).

· Different Lobby style (Which I've already been thinking about).

· Different Score limit options (Which I've already been thinking about).

· No Toptimes (Team based PvP where your toptime depends not only on you, but on other players shouldn't have Toptimes).




These changes, which I've been thinking about, would be:



 - Objectives -

Racers: Same ingame interface as Circuit/Sprint, but with the addition of Busted/Evade bar, which could be the same, or has only "Busted" chance, as you couldn't run away from the cops untill you finish the race.

Cops: Interface would be pretty different, as they wouldn't be caring about laps or any lap times, I've taken the liberty to make a new interface for it myself (Nothing too op, simple Paint shit):

[Image: hw37bEU.png]

Format would be:

Alive Racers / Total Racers (Defined at the start)

RACERS should have another race ending label (Such as FINISH or CRASHED), named BUSTED.



- Different Lobby style -

As lobby should be up to 8 players, the player list should be bigger, so I just went on and made a possible list by myself (Cuz Paint is powerful and easy af)

[Image: jeGEhkP.png]This is the actual panel.

[Image: RTg4yhz.png]This would be the Pursuit panel

[Image: LqA3khB.png]
And this would be the Lobby, as you can see, much bigger.

Balance is not necessary, but it's required to have at least 1 player in each side in order to be able to start.




You may be thinking why doesn't cops have their "Car" slot... Well, it's pretty simple. As cops, players would be using Actual Cop cars (Same AI uses in Pursuits).

And you may still have a question... "How can I choose which cop car I want to use?"

Well, you simply can't. Your cop car will be chosen based on racers score. Now this is where it goes tricky:

Having a 505 Infernus and a 198 Manana would be unbalanced, even for cops, cuz... In a 2 v 2, what would you set? 2 Heat 6? 2 Heat 1? Maybe 2 Heat 3 to balance? No. 2 Heat 6 would be hell for Manana, and other choices would be easy for the Infernus.

The cop car choice would be SEPARATED. Which means... If we've got a full lobby, it would be like this:


RACERS / COPS
Infernus (505) / Heat 6 Copcar
Manana (198) / Heat 1 Copcar
Flash (369) / Heat 4 Copcar
Fortune (283) / Heat 3 Copcar

First cop in the cop list would have a Heat 6, and so with the 2nd, 3rd and 4th.
Of course, the Heat 6 could go for the Manana and the Fortune, they would be easier, but I'll get on this later.

In case we've got an unbalanced match (3 Racers 2 Cops/1 Racer 3 cops), multipliers and dividers would come in, for example:


RACERS / COPS
Intruder (232) / Heat 2 Copcar
Blista (371) / Heat 4 Copcar
Manana (256)

We would divide Manana's score between the number of cops playing (In this case, between 2), so then, cop cars would be:



RACERS / COPS
Intruder (232) / Heat 3 Copcar
Blista (371) / Heat 5 Copcar
Manana (256) /


In the opposite case, like... For example, 1 Racer against 3 Cops, it would be:


RACERS / COPS
Comet (496) / Heat 6 Copcar
 / Heat ?
 / Heat ?

Dividing 496 in the cop quantity (3 in this case), would be:


RACERS / COPS
Comet (496) / Heat 1 Copcar
 / Heat 1 Copcar
 / Heat 1 Copcar

It may look unbalanced, but keep in mind, it's a 3 vs 1, and this is supossed to be a Team based mode, not available in "Quick Race"

There's an exception in this system, which would be triggered if a SUV is in the race. SUVs will be forced to have Rhinos (Beejay XL) as their cop counterpart, independently of their Score. Copcar Heat balance won't affect SUVs neither.




Now, in case this gamemode is accepted, I had a couple of idead for it that I myself couldn't be sure if they would or wouldn't be balanced:



Like in Hot Pursuit 2, you would have options to set traps and blocks (No choppers), possible options:

· Own Stinger
· Own Copcar barricade
· Own Copcar barricade + Stinger side (Side is randomly chosen, like in Free Mode Pursuit).

There's a max and minimum limit for all of them, and a cooldown, which can be:

Own Stinger (2 - 7) (30 Secs)

Own Copcar barricade (1 - 4) (1 Min)

Own Copcar barricade + Stinger (0 - 2) (1 Min)


BARRICADES COOLDOWN WORK AT SAME TIME. This means using "Own Copcar barricade" will trigger both barricades cooldown

They also have a remove timer, which means these blocks will be removed after an ammount of time:

Own Stinger (20 Secs)

Own Copcar barricade (45 Secs)

Own Copcar barricade + Stinger (30 Secs)


What makes their spawn limit be higher or lower?
Map distance, in case it's a circuit it would be map distance x laps.


There should be a barricade blocker which doesn't allows you to spawn a barricade near another one which is actually placed (There can be more than 1 at the same time, but with a defined distance between them).

You can't place a barricade with a racer near you.

To use any of the 3 helpers, you must be under 20 Km/H (12 M/H).

Barricades will be placed behind your car, 10 Metters away. Their placement positions should be based on the same it's used in Free Mode Pursuits.

Stingers will be placed 1 Metter behind your car.


NOTES:

Barricade copcars will be exactly the same as player-controlled copcars, they'll be "Vehicles" without any kind of behavior, just placed cars. (This may cause some sync problems... But as they'll be removed after some time...)



Car damage should be added in this gamemode, now, this gets tricky too:

Racers should have reduced car damage (I know there's a specific parameter for Car Collision damage), cops shouldn't.

Car visual damage should be disabled (Except in Copcars that have this enabled without any problem).
Anyway, I think you don't have to set anything for this, as the cars themselves have almost, if none visual collision.

Cops will be allowed to respawn, RACERS WON'T.

Respawning will fix your car. As a cop you will automatically be respawned if set on fire.

As racers won't be able to respawn, they could blow up, this would end their race in "CRASHED" mode (Like in Drag races). To balance this, Racers will fix their cars every lap they make (Wheels included)

There's an exception to this damage system, which is applied to Beejay XL copcars. Basically, they won't be allowed to have collision damage (This can be done by simply setting their collision damage to 0 in the Race Mode) Although, overturning will set them on fire.


Cops may have unlimited NOS, or unlimited NOS based on their speed. If they go lower than a defined speed, their NOS will be active, going over the speed limit for NOS will disable it. (This may help cops to catch on after respawning)


In case Car damage is included, there shall be 2 ways to catch a racer:

By busting them, or by blowing them.

Busting system may be the same as in Free Mode Pursuit, but refering not to AI, but the vehicles themselves (So barricade vehicles could bust players too)

Blowing system is... Pretty obvious, isn't it?




And, finally, the rewards system:

This is a TEAM BASED PvP, so rewards will be also team based.

Remarking it in case people may complain about my reward suggestions.

Finishing 1st or 4th won't change your reward.

Being the cop who busted the most, or blew the most won't change your reward from the worst.

Racers reward will be based in overall Racers Score, Racers and Cops ammount, Track length x Laps and Copcar number + Heat level. So, yeah, being the only one able to finish the race won't change your reward, you'll have the same reward finishing alone than with the other 3 racers.


Cops reward will be based in Racer Score, Racers and Cops ammount, Elapsed Time and Copcar number + Heat level, but also the ammount of racers busted and the way they've been busted (Getting racers by blowing them will reduce the reward for them in 50%).

Busted/Blown racers will have a minor reward based in their total race mileage, Racers and Cops ammount, and overall Racers score. Reward will be reduced to a 75% if you lose by getting blown.



If cops couldn't make to bust anyone, they'll also get a reward based on overall Racers Score and Track length x Laps.




We're almost done! If you made it this far, I'll feel satisfied for having taken your interest untill now.


This would be set as only available for Custom Lobby, or maybe a "Special Event" (Just like the URL), with bigger Lobbies, special long races and Heat level categories (In this case, Racers / Cops balance is obviously required).

Now, after dropping all my mind into this for about an hour... This is a suggestion after all, so if anyone else has a suggestion about this, please post it. And also if the overall suggestion (PvP Pursuits) is of your liking, but you would like to change completely the way it could work, feel free to post it!

As Co-op Pursuits can't be able due to sync problems, why don't we try with something like PvP Pursuit? ^^