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| Wacking and gaining dead persons cash | Started by: Evil_Clown on Feb 04, '21 15:34 |
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So simple one and makes sense. You wack someone you take up to 75% of their cash on hand. |
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I'd say make it the equivalent of a "Mug" instead and also have x4 the amount of WS's fully visible to anyone that gets them regardless of Stealth stats. |
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| Reply by: Nuclear at Feb 04, '21 19:37 | |
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Have the option of stealing cash you mean? Maybe that would work. I’m just thinking keep everything else the same just come away with some cash. If they were just lying there with 100 large in their pockets you’d take it |
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| Reply by: Evil_Clown at Feb 04, '21 20:34 | |
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The problem with this is that means we have to cut the equal amount of cash from other aspects of the game. This means it will hit those who do not wack harder than those who do. If we release 10 mill a day back into the game, we need to remove 10 mill a day from the game from other avenues. During a war if 3 billion is wiped out, we now need to recoup 3 billion from the game. If you can figure out a effective way to remove an equal amount of money from the game without it overly putting pressure who don't wack, then I am all ears. |
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| Reply by: Squishy at Feb 05, '21 00:38 | |
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The money doesnt necessarily have to come back in the form of money, for example, you could stay and search the pockets, in the process you dramatically increase your chances of getting caught. Multiple witnesses go out, the cops have a better chance of detaining you, possibly shooting you, you could have heat applied. If you get killed, detained, or unable to earn, that also could count towards the money that needs to be balanced that is introduced into the game. As long as there is something that equally offsets it that more or less targets only those who benefit from it - I am ok with it. |
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| Reply by: Squishy at Feb 05, '21 00:44 | |
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Perhaps you could pay bribes (increasing in victim rank) to victims "bodyguards/close protection" for the opportunity to get closer to the victim to increase chances of being able to find cash on them or in their bank. You could drop $XX million on bribes for the opportunity to snag dead persons cash (% improves depending on proficiency/ number of bribes perhaps/difference in rank.) If you know you're lining up to shoot a person you could spend so much on bribes (taking money out the game) which may not counter the amount you could gain. Amount to be gained increases with PP proficiency (known to user) and number of bribes (amount needed per rank unknown.) Perhaps also add a small % chance that the bodyguards you are bribing for a chance of getting closer to steal victims money may also tip you off to the victim (1% or more as rank increases or distance increases etc) Just a thought to add something different - I'm sure more articulate game suggestors can expand or advise why not suitable. |
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| Reply by: tebo at Feb 05, '21 12:17 | |
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I like to keep things simple. Sounds like a good idea to have the option upon a success of a real character wack! to immediately pick their pockets using the in game function ‘Pick Pockets’ If you do not have an open PP timer at the time then no option to PP dead person The system would allow this only for a new dead person for a period of 5 minutes, only open for the shooter. Increased amount of witness statements go out as you are loitering (incremental increase every minute) Increased chance of you being imprisoned and losing all of your own cash on hand (incremental increase everyminut) Adds a degree of heat. I’m this case more heat the higher the rank of the slain person 20% of on hand cash if you PP within 1minute 30% of “ “ up to 2 mins 40% up to 3 mins 60% up to 4 mins 75% up to 5 mins The amount of heat you gain or chance to get lifted and lose your own cash also increases with time Durdens could have varying amounts of cash to add some interest here? |
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| Reply by: Evil_Clown at Feb 05, '21 14:11 | |
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