Implemented Curtis King - Suggestion - Weapon | Remove purchasing guns from crime base

Would you like this suggestion added?


  • Total voters
    37
  • Poll closed .

Curtis Rigatoni

A3FL
Banned
Dec 12, 2019
148
40
53
Type of Suggestion:
Weapon

Explanation of your Suggestion:
Remove guns from the crime base shop! With all the improvements to the Player based economy coming in the next update, us criminals would love to see this. This isnt talking about the ccp shop, just the crime base shop.

Why are you suggesting this?
Would remove infinite handgun supply meaning criminals would have to go through player interaction to get their handguns increasing criminal rp. :)

Currently there's a issue where the supply doesn't meet the demand, and the firearms market is gone.
 

Curtis Rigatoni

A3FL
Banned
Dec 12, 2019
148
40
53
Would make guns harder to get, and to get them we would have to have actual player interraction instead of spending 20k at another mindless npc.
 

Curtis Rigatoni

A3FL
Banned
Dec 12, 2019
148
40
53
But more than that, it means theres equal supply to match the demand, criminals will know theres no longer a infinite supply and will use them more sparingly
 

William King

A3FL
Whitelisted
Dec 21, 2019
70
21
63
+1000 it would be great for player on player rp insted of Player on NPC where there is 0 roleplay with that
 

Brady Freeman

Active member
Whitelisted
Jan 12, 2020
13
2
28
There are very big pros and cons to this but instead of player interaction being the only way a player could sell/buy guns introduce an npc that starts out with zero stock on weapons that players are allowed to sell/buy from to keep stock up and down but still make it favorable to sell/buy guns from other players.
 
Last edited:
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Thomas Draven

Executive
Executive
Whitelisted
Mar 11, 2020
817
106
208
Personally, the requirements feel too cheap in the illegal weapons factory to where im not entirely sure anyone actually uses the shop but I do agree guns should be removed from there.

To put the Illegal Weapon Factory into perspective for discussion:
4 Iron Ore = 1 Iron Ingot (×4=16 Ore)
4 Coal Ore = 1 Coal Ingot (×2=8 Ore)
4 Iron Ingots + 2 Coal Ingots = 30 Steel Sheets

A Pistol costs 100 Steel Sheets.
A Mossberg costs 850 Steel Sheets.
A SMG costs 1150 Steel Sheets.
A Rifle costs 1650 Steel Sheets.

A Pack of 5 Pistol Magazines costs 30 Steel Sheets + 5 Gunpowder.
A Pack of 5 Boxes of Buckshot costs 35 Steel Sheets + 5 Gunpowder.
A Pack of 5 SMG Magazines costs 35 Steel Sheets + 5 Gunpowder.
A Pack of 5 Rifle Magazines costs 35 Steel Sheets + 5 Gunpowder.

One Flag will yield an estimated 10-15 Ore.
Provided that a decent Mining Run, without help, could yield you ~1-2k Ore per-run, depending on conditions and effort, you can end up yielding 250-500 Ingots per-run and finally, 1860-3750 Steel Sheets per-run based on that 10-15 figure.


While Gunpowder can be Mined for, I'll display Import-Export first since it's preferred and arguably faster though I'll still provide calculations for mining continuing to utilize the 10-15 figure.
Gunpowder imports for $163 per 1 and is only a 30 minute wait for the Cargo Ship (Wait times will vary depending on time imported). Your only limitation in this instance is the size of your wallet.

Mining:
5 Sulphur Ore = 10 Sulphur Powder.
4 Coal Ore = 1 Coal Ingot.
5 Sulphur Powder + 1 Coal Ingot = 5 Gunpowder.

One Flag will yield an estimated 10-15 Ore.
Provided that a decent Mining Run, without help, could yield you ~1-2k Ore per-run, depending on conditions and effort, you can end up yielding 250-500 Ingots/2000-4000 Powder per-run and finally, 1250-2500 Gunpowder per-run based on that 10-15 figure.


Based on these calculations for the Steel Sheets and Gunpowder:
A Single Run, assuming the individual obtained 3750 Steel and 2500 Gunpowder from their run, has the option to produce around
37 Class 1s,4 Class 2 Shotguns, 3 Class 2 SMGs, or 2 Class 3s Firearms per-run.
or
625 Class 1 Magazines or 535 Class 2 or Class 3 Munitions per-run.

Also, while I did not include Factory Processing Times, they impact little as they only serve as a temporary delay towards the end result.

Results may vary as the 10-15 figure is again, an estimate, and these calculations do not account for the double yield event but is just 1860-3750 x 2 and 1250-2500 x 2.
 
Last edited:
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Clem Farr

A3FL
Whitelisted
Dec 22, 2019
206
151
68
Personally, the requirements feel too cheap in the illegal weapons factory to where im not entirely sure anyone actually uses the shop but I do agree guns should be removed from there.

To put the Illegal Weapon Factory into perspective for discussion:
4 Iron Ore = 1 Iron Ingot (×4=16 Ore)
4 Coal Ore = 1 Coal Ingot (×2=8 Ore)
4 Iron Ingots + 2 Coal Ingots = 30 Steel Sheets

A Pistol costs 100 Steel Sheets.
A Mossberg costs 850 Steel Sheets.
A SMG costs 1150 Steel Sheets.
A Rifle costs 1650 Steel Sheets.

A Pack of 5 Pistol Magazines costs 30 Steel Sheets + 5 Gunpowder.
A Pack of 5 Boxes of Buckshot costs 35 Steel Sheets + 5 Gunpowder.
A Pack of 5 SMG Magazines costs 35 Steel Sheets + 5 Gunpowder.
A Pack of 5 Rifle Magazines costs 35 Steel Sheets + 5 Gunpowder.

One Flag will yield an estimated 10-15 Ore.
Provided that a decent Mining Run, without help, could yield you ~1-2k Ore per-run, depending on conditions and effort, you can end up yielding 250-500 Ingots per-run and finally, 1860-3750 Steel Sheets per-run based on that 10-15 figure.


While Gunpowder can be Mined for, I'll display Import-Export first since it's preferred and arguably faster though I'll still provide calculations for mining continuing to utilize the 10-15 figure.
Gunpowder imports for $163 per 1 and is only a 30 minute wait for the Cargo Ship (Wait times will vary depending on time imported). Your only limitation in this instance is the size of your wallet.

Mining:
5 Sulphur Ore = 10 Sulphur Powder.
4 Coal Ore = 1 Coal Ingot.
5 Sulphur Powder + 1 Coal Ingot = 5 Gunpowder.

One Flag will yield an estimated 10-15 Ore.
Provided that a decent Mining Run, without help, could yield you ~1-2k Ore per-run, depending on conditions and effort, you can end up yielding 250-500 Ingots/2000-4000 Powder per-run and finally, 1250-2500 Gunpowder per-run based on that 10-15 figure.


Based on these calculations for the Steel Sheets and Gunpowder:
A Single Run, assuming the individual obtained 3750 Steel and 2500 Gunpowder from their run, has the option to produce around
37 Class 1s,4 Class 2 Shotguns, 3 Class 2 SMGs, or 2 Class 3s Firearms per-run.
or
625 Class 1 Magazines or 535 Class 2 or Class 3 Munitions per-run.

Also, while I did not include Factory Processing Times, they impact little as they only serve as a temporary delay towards the end result.

Results may vary as the 10-15 figure is again, an estimate, and these calculations do not account for the double yield event but is just 1860-3750 x 2 and 1250-2500 x 2.
You’re not wrong but I could just go down to pallet inc in silverton and buy 9k of resources and build a pistol myself.
 

Jake

Developer
Developer
Fire Rescue
Whitelisted
Nov 22, 2019
127
65
108
75

Iggy King

Executive
Executive
Fishers Island Marshal Services
Whitelisted
Dec 3, 2019
1,314
194
143
Wyoming
I would change my Vote to yes if Melee Weapons were allowed to be used in Robbery's Taking Gang Hideouts, Etc
 

Richard

Community Director
Director
Whitelisted
Dec 1, 2019
1,478
477
168
Hello Curtis,

Thank you for your suggestion. The Management Team has accepted this suggestion. The Weapons Shop in Crime Base will be removed. As a side note, I will also allow Melee weapons to be used in robberies, obviously with a slower completion time than with other weapons.

Regards,
Richard
Community Director
 

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