A
Anonymous Aardvark
Guest
Some background:
I have been playing as a mechanic (REMOVED, Rank: 4) for about 60-65 hours, and I enjoy responding to calls. I've run civilian and police jobs for a while, and still do on slow nights. Mostly though I enjoy the RP of responding to a dispatch, however those are few and far between, especially on slow nights. I was on duty from 18:00 to 2am, and got 3 or 4 dispatches. When you consider how people drive in the city, this makes no sense, right? And here is the reason.. Repair kits. They are far too cheap for what they do, and everyone can use them regardless of them being a mechanic or not. So everyone carries 2-3 repair kits, and just fixes their car whenever it becomes too destroyed. Within 20-30 seconds the car is back to pristine condition, at a cost of anywhere from £230-£480. Take that some car to LS Customs or any other repair shop, and you're looking at thousands of £ in repair bill for even a moderate amount of damage (I've tried). It's game breaking, and not even a little realistic.
Just so we're on the same page. In GTA V, cars have a couple of breakdown scenarios.
Beyond that, tires can blow out, windows break and the bodywork can drop off.
Repair kit prices are what they are, and I understand that to some extent we want it to be available to the public. But not everyone is a mechanical genius (especially me IRL), so not everyone should be able to deal with all of the above scenarios unless they've had training.
My suggestions:
Pros:
Con's:
Final thoughts:
I like the idea of adding more realism, and creating more RP scenarios. I realize the dev team is volunteer, and that implementing changes like this probably isn't as easy as writing up the suggestion. I appreciate any feedback and naturally I'm open to elaborating if needed.
EDIT: Found this mod for ESX Legacy, may be something to use for inspiration. https://forum.cfx.re/t/fork-esx-engine-repair-kit-tyre-kit-esx-repairkit-v3-2/1133523
I have been playing as a mechanic (REMOVED, Rank: 4) for about 60-65 hours, and I enjoy responding to calls. I've run civilian and police jobs for a while, and still do on slow nights. Mostly though I enjoy the RP of responding to a dispatch, however those are few and far between, especially on slow nights. I was on duty from 18:00 to 2am, and got 3 or 4 dispatches. When you consider how people drive in the city, this makes no sense, right? And here is the reason.. Repair kits. They are far too cheap for what they do, and everyone can use them regardless of them being a mechanic or not. So everyone carries 2-3 repair kits, and just fixes their car whenever it becomes too destroyed. Within 20-30 seconds the car is back to pristine condition, at a cost of anywhere from £230-£480. Take that some car to LS Customs or any other repair shop, and you're looking at thousands of £ in repair bill for even a moderate amount of damage (I've tried). It's game breaking, and not even a little realistic.
Just so we're on the same page. In GTA V, cars have a couple of breakdown scenarios.
- Overheating - white smoke.
- Mechanical breakdown - Black smoke.
- Exploded - Fire and smoke
Beyond that, tires can blow out, windows break and the bodywork can drop off.
Repair kit prices are what they are, and I understand that to some extent we want it to be available to the public. But not everyone is a mechanical genius (especially me IRL), so not everyone should be able to deal with all of the above scenarios unless they've had training.
My suggestions:
- Repair kits should continue to be usable by all, but chance of a successful repair should be based on mechanic level. An example system could look like:
0 level mechanic has a 5% chance of a successful repair, and always consumes the repair kit.
- 1 level mechanic has a 15% chance of a successful repair, and sometimes consumes the repair kit.
- 2 level mechanic has a 35% chance of a successful repair, and sometimes consumes the repair kit.
- 3 level mechanic has a 65% chance of a successful repair, and sometimes consumes the repair kit.
- 4 level mechanic has a 95% chance of a successful repair, and sometimes consumes the repair kit.
- Repair kits should only make the car functional (clear breakdown status, engine to 10-15% status), not fully repaired. To fully repair, a visit to the shop is needed.
- Repair kits should not fix body work. If we want an item that does that in the game, it should be a body work kit, something I would love to see.
Pros:
- Adds more realism.
- Creates a money sink for the game (repair shop + repair kits)
- Adds more opportunities for roleplay.
- Makes the mechanic job more than simply hauling civ and police impounds for money.
- Gives players a reason to drive more carefully, rather than the death defying head-on collisions I see every day (Value life, not so much)
Con's:
- If no mechanic's are available, you're screwed. Much like real life.
- Possible more players will flock to the mechanic job, to avoid having to deal with the new system (also known as Meta gaming: 3.1)
Final thoughts:
I like the idea of adding more realism, and creating more RP scenarios. I realize the dev team is volunteer, and that implementing changes like this probably isn't as easy as writing up the suggestion. I appreciate any feedback and naturally I'm open to elaborating if needed.
EDIT: Found this mod for ESX Legacy, may be something to use for inspiration. https://forum.cfx.re/t/fork-esx-engine-repair-kit-tyre-kit-esx-repairkit-v3-2/1133523
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