IGN: SIMPL3Z
DATE: 02/12/22
HOW WILL THIS BENEFIT THE SERVER/COMMUNITY?: & WHAT YOU WANT TO SUGGEST OR MENTION: Are combined in the massive paragraph
ADDITIONAL NOTES: Welcome to chapter 1 guys
SIMPL3Z “What am I doing with my life”
GangRP suggestion list, chapter 1 - Weapon prices, Weapon stats and more.
A little info to start with :
All of these chapters (about 5) will be posted individually to the SRP forums so it is easier to read as well as easier to give constructive criticism, and I ASK you to please give me criticism, ideas or corrections on these suggestions. As long as it’s constructive, which means u actually have a relevant argument to why it is(n’t) etc.
Suggestion 1 : Weapon Price and Weapon stats and more.
1.1 - Weapon stats
“remove katanas ability to remove limb it is unrealistic, a real katana can chip or even crack/bend/break if you hit a thick bamboos, And add a weapon with pre existing cleaver stats that will cost a bit more than a katana and will work exactly like the old clever meaning it will be able to remove limbs before ko, though its range will be shorter and will be muggable” - SapouT 27/11/22
“ That encourages less interaction where you can just run up & take a leg or an arm from someone with the current ruleset, even though it's not entirely realistic a katana can repeatedly cut through several limbs with no issue, it's believable enough to be on SRP imo.” - OZinth 27/11/22
First thing I’m going to be talking about is the weapon prices and stat fixes, starting off with the katana one with this suggestion / quote from SapouT & the counter argument from OZinth. SapouT stated that the katanas limb removal stats aren’t exactly realistic for the state of the weapon which OZinth approved, although it is believable enough to be on SRP in his opinion. I personally agree with SapouT here that the stats from the beloved Katana aren't exactly all too realistic for the weapon and I agree that there should be possibly an alternative weapon to replace it, but the Katana isn’t really the only weapon I have a problem with with its stats, so simple said I’m going to list them all, 1 by 1 with why it’s a problem and my solution for it.
The stats on this weapon aren’t really realistic, that is for only the ability to cut off limbs, the range and muggability (which is only if hands are cut off) is perfectly fine. As for the ability to cut off limbs it’s simply a bit too unrealistic but I get a katana would want to be idealized on a Japanese based server, but for the small bit of realism there is on this server we can sure make it count
My solution to this is making a different category of stats, or to introduce a new weapon similar to the previous cleaver [most balanced stats for the new weapon; 2 block range, Mugabble, able to cut off limbs]
But I’d prefer a new category of stats which would also change the current stat.
Minor & major injuring stats.
It would basically be dividing the stat “able to cut off limbs” to be more categorized as well as balanced for say this katana, the stats information would be as follows ;
Minor injuring stats
Major injuring stats
These stats could be applied as followed ;
My solution to this is as followed ;
Revamp the sai’s stats to what I think would fit best being this
So I’ll categorize them
Spiked bat buff:
The stats would be changed to the following options
Metal bat nerf:
The stats would be changed to the following option
Option 1 :
Option 2 :
Now this is not really a mandatory change, the fire ax is a fine weapon as it is but it would support a bit more realism, but still negate the problem of players running up and taking limbs in an instant like the old cleaver could
P.S: the tactical knife is sick
1.2 - Weapon prices.
All of the reasons for the prices of the stats that are changed are of course listed in 1.1, but say no stat changes were made I still think there are some tweaks to be made, so I’ll make 1 version of the BMD price roster for If they didn’t get changed, and for if they didn't
STAT CHANGES
PUBLIC ITEMS:
> SPRAY CANS - ¥20,000
> FAKE ID - ¥50,000
> GAS MASK - ¥50,000
> KNUCKLE DUSTER - ¥100,000
> METAL BASEBALL BAT - ¥125,000 → 115,000 [1]
> POCKET KNIFE - ¥135,000
[UGM ONLY]
> BALLISTIC FACE MASK - ¥150,000
> CROWBAR - ¥150,000
> SAI - ¥300,000 → 200,000 [2]
> TACTICAL KNIFE - ¥215,000
[VGM ONLY]
> FIRE AXE - ¥200,000 → 240,000 [3]
> KATANA - ¥300,000 → 280,000 or 325,000[4]
> SPIKED BAT - ¥400,000
> NAGINATA - ¥400,000 → 375,000 [5]
NO STATS CHANGED
PUBLIC ITEMS:
> SPRAY CANS - ¥20,000
> FAKE ID - ¥50,000
> GAS MASK - ¥50,000
> KNUCKLE DUSTER - ¥100,000
> METAL BASEBALL BAT - ¥125,000 → 145,000 [6]
> POCKET KNIFE - ¥135,000
[UGM ONLY]
> BALLISTIC FACE MASK - ¥150,000
> CROWBAR - ¥150,000
> SAI - ¥300,000 → 175,000 [7]
> TACTICAL KNIFE - ¥215,000
[VGM ONLY]
> FIRE AXE - ¥200,000 → 220,000 [8]
> KATANA - ¥300,000 → 325,000 [9]
> SPIKED BAT - ¥400,000 → 375,000 [10]
> NAGINATA - ¥400,000 → 333,000 [11]
Now kind of like a short summary which INCLUDES all the information in 1.1 of the permission changes into the price changes, of course i made a list for the stat changed prices (if the stats got changed on all or 1 of the weapons) and a list if ALL of the stat changed suggestions did not get incorporated since the prices are still a bit unfair for some weapons.
Stat changed prices
[1] - Decreased price due to the nerf in stats but still being a very viable weapon to use.
[2] - Decreased price so the weapon would become more viable to use and since 300k is way too expensive anyway due to the addition of the tactical knife.
[3] - Increased price due to the addition of the major injuries permission (new stat perms.)
[4] - Depending on if it has major or minor injuring permissions, Major making it more valuable, minor making it less valuable
[5] - Decrease in price due to the weapon still being absurdly high priced for its usage. even if it had permission to take off limbs or minor injuring permissions.
Non changed stat prices
[6] - increased price due to it being very cheap for how viable the weapon is and how much it out classes other weapons (Crowbar, Spiked bat)
[7] - Decreased price due to well, it's still very not viable, so why does it need to be so expensive.
[8] - Increased price, very viable weapon, highly underrated.
[9] - Increased price, again a very viable weapon with its current stats, could be made a bit more expensive in my opinion
[10] - Decreased price due to it being pretty much useless when a metal bat exists, which is also why the metal bat is increased in price.
[11] - Decreased price kind of for the same reasons as why the spiked bat got a decrease in price, very not viable weapon for its current price, should definitely be utilized more
1.3 - Disarming stats
Alright so I’ve had kind of a problems with this from the get go once the following rule got introduce where you needed to KO someone to take a limb from them, which the rule itself I fully support and understand but it does suppose an issue with the whole disarming weapons thing, still stayed in the weapon profiles u can disarm players by cutting off their hands but the simple problem with this is ; the hands are a limb, meaning you’d need to cut/stab the hand using the set of majors you might possibly had gained from that situation, but due to major perms not stacking, once you stab someone in the hand to disarm them your set of majors is gone, sure it is usable in certain situations and if you want to try and get out ot a big situation but I’d like this to be a bit more well, useful. Like everything in this chapter 1 it’s all about viability and usability of weapons and their stats, but this technically also is a weapon stat as it’s applied on weapon
but first :
There is a lot of misunderstanding or not even knowledge about what exactly is considered stacking majors so I’ll just explain in short what it exactly is and means.
If you (And your party) are in a situation where you have all been threatened when the opposing player has a weapon out, COLLECTIVELY as the party ( this can be a group of gang members in the same gang ). You all share 1 set of major assault permissions, due to it being off the same situation, otherwise it is considered ‘stacking’ since you’d get multiple sets of majors from the same situation. However this does not mean say you firstly get threatened in a group and after one of your gang members gets stabbed you still only have 1 sets of majors, you now have 2 since it is from a different situation (note that this only applies if you are in the same gang, else only the person who has been stabbed has 2 sets of major assault permissions) but this generally is what stacking is, not being able to gain multiple sets of majors from the same situation. this ALSO applies with being SHARED permissions, if 2 players share 2 sets of majors from the same situation you only have 1, since it’s them stacking perms, if it was from 2 DIFFERENT situations you would have 2 sets of major assault permissions.
Alright so that's pretty much perm stacking, now as far for the disarming perms go I’d like there to be a couple of changes just for practicallty and usability, cause as of currently its not all too useful, as well as even though u can slit / stab someone in the hand a lot of people get confused due to the weapon profile saying “IF HANDS CUT OFF” and only take that for granted which makes it even more useless since. But I have a couple of changes for this in mind.
Option 1 : No majors needed
now this one i think is pretty self explanatory, it just removes the need of major permission to stab / slit someone in the wrist to disarm them of their current weapon they are holding, unless the person wants to cut their hands off which, Isn’t really possible due to needing to be KO’d before removing limbs off of a player. This is just a simple way around which isn’t really too complicated or hard to understand. Of course this wouldn’t mean though that u can just walk up to a random person and stab them in the hand if they are openly carrying a weapon
Option 2 : Disarm Permissions
Make an entire new permission, Disarming permissions. Just a sort of sub category into the major perms and a maybe better and easier understanding way on the rules and making disarming people more viable, in my opinion and my mind how it would work would be the following ;
Essentially, this would also change the permissions you gain if you are deathly threatened with a weapon.
This could make it a bit more viable for certain situations where say your character is cornered by a group of people with weapons where you desperately need to get out, you could stab someone in the hand to disarm them from their weapon to try and make an escape, since they would lose the potential range they might’ve had on you or just scare them off, in my opinion this is a lot less more ‘violent’ escape way since normally it’d just be turned into a brawl till someone gets KO’d and majored.
Option 3 : A non harmful disarming.
This one is kinda more unique and has more variants too, it’s just ways to disarm players without necessarily stabbing them in the hand and inflicting damage to them. and more like some movie type sh*t.
Variant 1: Knocked out the hands
It basically is changing the form of disarming someone from stabbing them in the hand by doing some medieval type sword battle and clashing your weapon against your opponents weapon, knocking it out of their hands onto the ground, this would inflict damage to weapons like metal bats, creating dents in them.
Variant 2 : Kick or punch em!
Now right to start, this would require you to be in range of the player, and with fists and technically leg range it is 1 block. So you would first need to approach the player.
Now from then on it’s really just a simple as making an action which would disarm them, just a few examples and ways of this would be
These would technically be good ways to disarm players of whatever they are holding and a less violent way to do so, or if you yourself are unarmed. If needed due to pure realism it could be made you need to succeed in these actions twice in a row, say like a 2-0 score system to disarm them.
This is just all the ways I could think off whilst being in class, I’m sure there are other ways or options people might think of regarding this option of disarming players
Word count : 3482 words
Time spent : roughly 15 hours in total over the span of 3 days.
How much pain this brought me : Yes.
Do I have to finish the rest : Yes.
NOTE :
To make it easier for ya'll you can just react with
"+1.1 +1.3 -1.2 <reason>" So it dont gets confusing and everything
DATE: 02/12/22
HOW WILL THIS BENEFIT THE SERVER/COMMUNITY?: & WHAT YOU WANT TO SUGGEST OR MENTION: Are combined in the massive paragraph
ADDITIONAL NOTES: Welcome to chapter 1 guys
SIMPL3Z “What am I doing with my life”
GangRP suggestion list, chapter 1 - Weapon prices, Weapon stats and more.
A little info to start with :
All of these chapters (about 5) will be posted individually to the SRP forums so it is easier to read as well as easier to give constructive criticism, and I ASK you to please give me criticism, ideas or corrections on these suggestions. As long as it’s constructive, which means u actually have a relevant argument to why it is(n’t) etc.
Suggestion 1 : Weapon Price and Weapon stats and more.
1.1 - Weapon stats
“remove katanas ability to remove limb it is unrealistic, a real katana can chip or even crack/bend/break if you hit a thick bamboos, And add a weapon with pre existing cleaver stats that will cost a bit more than a katana and will work exactly like the old clever meaning it will be able to remove limbs before ko, though its range will be shorter and will be muggable” - SapouT 27/11/22
“ That encourages less interaction where you can just run up & take a leg or an arm from someone with the current ruleset, even though it's not entirely realistic a katana can repeatedly cut through several limbs with no issue, it's believable enough to be on SRP imo.” - OZinth 27/11/22
First thing I’m going to be talking about is the weapon prices and stat fixes, starting off with the katana one with this suggestion / quote from SapouT & the counter argument from OZinth. SapouT stated that the katanas limb removal stats aren’t exactly realistic for the state of the weapon which OZinth approved, although it is believable enough to be on SRP in his opinion. I personally agree with SapouT here that the stats from the beloved Katana aren't exactly all too realistic for the weapon and I agree that there should be possibly an alternative weapon to replace it, but the Katana isn’t really the only weapon I have a problem with with its stats, so simple said I’m going to list them all, 1 by 1 with why it’s a problem and my solution for it.
- Katana [NOT MANDATORY]
The stats on this weapon aren’t really realistic, that is for only the ability to cut off limbs, the range and muggability (which is only if hands are cut off) is perfectly fine. As for the ability to cut off limbs it’s simply a bit too unrealistic but I get a katana would want to be idealized on a Japanese based server, but for the small bit of realism there is on this server we can sure make it count
My solution to this is making a different category of stats, or to introduce a new weapon similar to the previous cleaver [most balanced stats for the new weapon; 2 block range, Mugabble, able to cut off limbs]
But I’d prefer a new category of stats which would also change the current stat.
Minor & major injuring stats.
It would basically be dividing the stat “able to cut off limbs” to be more categorized as well as balanced for say this katana, the stats information would be as follows ;
Minor injuring stats
- Able to cut off smaller limbs due to the weapon being of less strength, smaller limbs include ; Eyes, fingers, Tongues, Toes, hands, ankles.
Major injuring stats
- This is basically the exact same as the current overall stat “able to cut off limbs”
These stats could be applied as followed ;
- Katana (Major or minor)
- Fire Axe (major)
- Tactical knife (minor)
- Naginata (minor)
- Sai-blade [MANDATORY IMO]
My solution to this is as followed ;
Revamp the sai’s stats to what I think would fit best being this
- 2 block range
- Can disarm any weapon
- Can be throw at players in a 3 block range (like the PK)
- Not muggable from the hands
- 1 block range
- Can disarm any weapon
- Not muggable from the hands
- The bat collections [NOT TOO IMPORTANT]
- able to be grabbed from the hands
- 1 hit KO
- 2 block range
- 3 block range
- 2 hit KO
- Muggable from the hands )
So I’ll categorize them
Spiked bat buff:
The stats would be changed to the following options
- 3 block range
- 1 hit KO
- Muggable from the hands
- 2 block range
- 1 hit KO
- Not muggable from the hands
Metal bat nerf:
The stats would be changed to the following option
- 2 block range
- 2 hit KO
- Muggable from the hands
- The naginata [MANDATORY]
- 4 blocks range
- (To my stats) minor injuring permission
- Muggable from the hands
- 3 block range
- Minor injuring stats
- Muggable from the hands
- 3 block range
- Not muggable
- The Fire ax [NOT MANDATORY BUT WOULD BE REALISTIC]
Option 1 :
- 2 block range
- Muggable
- Can break down doors
- Can remove limbs without the player being KO’d
Option 2 :
- 2 block range
- muggable
- can break down doors
- Can take limbs off of KO players
- Can take limbs from conscious players if the attack is landed twice successfully
Now this is not really a mandatory change, the fire ax is a fine weapon as it is but it would support a bit more realism, but still negate the problem of players running up and taking limbs in an instant like the old cleaver could
P.S: the tactical knife is sick
1.2 - Weapon prices.
All of the reasons for the prices of the stats that are changed are of course listed in 1.1, but say no stat changes were made I still think there are some tweaks to be made, so I’ll make 1 version of the BMD price roster for If they didn’t get changed, and for if they didn't
STAT CHANGES
PUBLIC ITEMS:
> SPRAY CANS - ¥20,000
> FAKE ID - ¥50,000
> GAS MASK - ¥50,000
> KNUCKLE DUSTER - ¥100,000
> METAL BASEBALL BAT - ¥125,000 → 115,000 [1]
> POCKET KNIFE - ¥135,000
[UGM ONLY]
> BALLISTIC FACE MASK - ¥150,000
> CROWBAR - ¥150,000
> SAI - ¥300,000 → 200,000 [2]
> TACTICAL KNIFE - ¥215,000
[VGM ONLY]
> FIRE AXE - ¥200,000 → 240,000 [3]
> KATANA - ¥300,000 → 280,000 or 325,000[4]
> SPIKED BAT - ¥400,000
> NAGINATA - ¥400,000 → 375,000 [5]
NO STATS CHANGED
PUBLIC ITEMS:
> SPRAY CANS - ¥20,000
> FAKE ID - ¥50,000
> GAS MASK - ¥50,000
> KNUCKLE DUSTER - ¥100,000
> METAL BASEBALL BAT - ¥125,000 → 145,000 [6]
> POCKET KNIFE - ¥135,000
[UGM ONLY]
> BALLISTIC FACE MASK - ¥150,000
> CROWBAR - ¥150,000
> SAI - ¥300,000 → 175,000 [7]
> TACTICAL KNIFE - ¥215,000
[VGM ONLY]
> FIRE AXE - ¥200,000 → 220,000 [8]
> KATANA - ¥300,000 → 325,000 [9]
> SPIKED BAT - ¥400,000 → 375,000 [10]
> NAGINATA - ¥400,000 → 333,000 [11]
Now kind of like a short summary which INCLUDES all the information in 1.1 of the permission changes into the price changes, of course i made a list for the stat changed prices (if the stats got changed on all or 1 of the weapons) and a list if ALL of the stat changed suggestions did not get incorporated since the prices are still a bit unfair for some weapons.
Stat changed prices
[1] - Decreased price due to the nerf in stats but still being a very viable weapon to use.
[2] - Decreased price so the weapon would become more viable to use and since 300k is way too expensive anyway due to the addition of the tactical knife.
[3] - Increased price due to the addition of the major injuries permission (new stat perms.)
[4] - Depending on if it has major or minor injuring permissions, Major making it more valuable, minor making it less valuable
[5] - Decrease in price due to the weapon still being absurdly high priced for its usage. even if it had permission to take off limbs or minor injuring permissions.
Non changed stat prices
[6] - increased price due to it being very cheap for how viable the weapon is and how much it out classes other weapons (Crowbar, Spiked bat)
[7] - Decreased price due to well, it's still very not viable, so why does it need to be so expensive.
[8] - Increased price, very viable weapon, highly underrated.
[9] - Increased price, again a very viable weapon with its current stats, could be made a bit more expensive in my opinion
[10] - Decreased price due to it being pretty much useless when a metal bat exists, which is also why the metal bat is increased in price.
[11] - Decreased price kind of for the same reasons as why the spiked bat got a decrease in price, very not viable weapon for its current price, should definitely be utilized more
1.3 - Disarming stats
Alright so I’ve had kind of a problems with this from the get go once the following rule got introduce where you needed to KO someone to take a limb from them, which the rule itself I fully support and understand but it does suppose an issue with the whole disarming weapons thing, still stayed in the weapon profiles u can disarm players by cutting off their hands but the simple problem with this is ; the hands are a limb, meaning you’d need to cut/stab the hand using the set of majors you might possibly had gained from that situation, but due to major perms not stacking, once you stab someone in the hand to disarm them your set of majors is gone, sure it is usable in certain situations and if you want to try and get out ot a big situation but I’d like this to be a bit more well, useful. Like everything in this chapter 1 it’s all about viability and usability of weapons and their stats, but this technically also is a weapon stat as it’s applied on weapon
but first :
There is a lot of misunderstanding or not even knowledge about what exactly is considered stacking majors so I’ll just explain in short what it exactly is and means.
If you (And your party) are in a situation where you have all been threatened when the opposing player has a weapon out, COLLECTIVELY as the party ( this can be a group of gang members in the same gang ). You all share 1 set of major assault permissions, due to it being off the same situation, otherwise it is considered ‘stacking’ since you’d get multiple sets of majors from the same situation. However this does not mean say you firstly get threatened in a group and after one of your gang members gets stabbed you still only have 1 sets of majors, you now have 2 since it is from a different situation (note that this only applies if you are in the same gang, else only the person who has been stabbed has 2 sets of major assault permissions) but this generally is what stacking is, not being able to gain multiple sets of majors from the same situation. this ALSO applies with being SHARED permissions, if 2 players share 2 sets of majors from the same situation you only have 1, since it’s them stacking perms, if it was from 2 DIFFERENT situations you would have 2 sets of major assault permissions.
Alright so that's pretty much perm stacking, now as far for the disarming perms go I’d like there to be a couple of changes just for practicallty and usability, cause as of currently its not all too useful, as well as even though u can slit / stab someone in the hand a lot of people get confused due to the weapon profile saying “IF HANDS CUT OFF” and only take that for granted which makes it even more useless since. But I have a couple of changes for this in mind.
Option 1 : No majors needed
now this one i think is pretty self explanatory, it just removes the need of major permission to stab / slit someone in the wrist to disarm them of their current weapon they are holding, unless the person wants to cut their hands off which, Isn’t really possible due to needing to be KO’d before removing limbs off of a player. This is just a simple way around which isn’t really too complicated or hard to understand. Of course this wouldn’t mean though that u can just walk up to a random person and stab them in the hand if they are openly carrying a weapon
Option 2 : Disarm Permissions
Make an entire new permission, Disarming permissions. Just a sort of sub category into the major perms and a maybe better and easier understanding way on the rules and making disarming people more viable, in my opinion and my mind how it would work would be the following ;
- Disarming permissions are gained if you are attacked or threatened by a player who is holding out a weapon
- Disarming permissions give you the ability to stab someone in the hand with a sharp weapon to disarm them and make them drop the weapon onto the floor.
- Once disarming permissions are used you cannot use them again until you are threatened or attacked again with another weapon
- If you have been stabbed in the hand and disarmed by a player successfully you gain majors (or KPS once it comes back)
- Disarming permissions are NOT the same as major permissions, so if you have the right permissions you can remove a limb after the person is KO’d
- After you have been stabbed in either the right or left hand you cannot use this hand in combat until it has been treated at the hospital
Essentially, this would also change the permissions you gain if you are deathly threatened with a weapon.
This could make it a bit more viable for certain situations where say your character is cornered by a group of people with weapons where you desperately need to get out, you could stab someone in the hand to disarm them from their weapon to try and make an escape, since they would lose the potential range they might’ve had on you or just scare them off, in my opinion this is a lot less more ‘violent’ escape way since normally it’d just be turned into a brawl till someone gets KO’d and majored.
Option 3 : A non harmful disarming.
This one is kinda more unique and has more variants too, it’s just ways to disarm players without necessarily stabbing them in the hand and inflicting damage to them. and more like some movie type sh*t.
Variant 1: Knocked out the hands
It basically is changing the form of disarming someone from stabbing them in the hand by doing some medieval type sword battle and clashing your weapon against your opponents weapon, knocking it out of their hands onto the ground, this would inflict damage to weapons like metal bats, creating dents in them.
Variant 2 : Kick or punch em!
Now right to start, this would require you to be in range of the player, and with fists and technically leg range it is 1 block. So you would first need to approach the player.
Now from then on it’s really just a simple as making an action which would disarm them, just a few examples and ways of this would be
- Twisting their wrist
- Punching them on the knuckles
- Kicking / Kneeing them on the side of the wrist
These would technically be good ways to disarm players of whatever they are holding and a less violent way to do so, or if you yourself are unarmed. If needed due to pure realism it could be made you need to succeed in these actions twice in a row, say like a 2-0 score system to disarm them.
This is just all the ways I could think off whilst being in class, I’m sure there are other ways or options people might think of regarding this option of disarming players
Word count : 3482 words
Time spent : roughly 15 hours in total over the span of 3 days.
How much pain this brought me : Yes.
Do I have to finish the rest : Yes.
NOTE :
To make it easier for ya'll you can just react with
"+1.1 +1.3 -1.2 <reason>" So it dont gets confusing and everything
Last edited: