Bolded out the crucial part- because, no matter if legal or illegal, guns are to expensive for new players to afford (unless they develop a clever money making scheme early).Kipps wrote: ↑Mon Feb 19, 2018 2:42 pmWhy is it only robbers who have to (after spending massively on weapons) 'do it for the roleplay'?
Why don't we stop paying cops, deputies, correctional officers, medics, business owners, security staff and politicians so they can just do everything 'for the roleplay' too?
This is a bit off topic here, but I personally think it's the high weapon prices causing the often terrible scenarios evolving about robberies.
If people were free to roleplay, rather than having to finance the equipment to do so somehow elsewise (sic!).
Same as the robber, the mentioned security guard for example can not pick up a job for 500/hour, as there's a realistic chance this job might cost him equipment worth 20k+.
Security guards also tend to relatively often fall victim to violence, same as robbers.
There's your "roleplay", overpriced at ammunation and available for LEO's that don't have to finance their equipment on individual base ic.
Sure some of my guards have own savings and can afford to rp the meatshield five times a day, same as some people can afford to lose a douzen guns a week trying to rob others.
But the idea is to simulate a working economy, primarily, not make people with savings spend them- for me at least.
The argument that more/cheaper guns would lead to more deathmatch is also something I will not take in account- without guns, people use bats and fists, just fyi.
Sorry for the off topic but this is all kinda related to each other.
I would, as I have so often before, heavily advice to lower scriptwise gun prices (starting at ammunation, illegal prices adapt to that over time then), rather than adapting yet another marker in the economic system to heavily frustrate newcomers, that can not as easily afford 1000 (or 500), while veterans having millions will not be bothered either way.