Many people roleplays pawning their stuff to a pawn shop, but they don't get real money from it. Why do not we have a chance to have a real system of house robbery and actually pawn stolen items and make money from it. I think that will contribute a lot to illegal roleplay and organized crime roleplay.
Pawn Shop
Started by GreedY,
+1, this could bring some good roleplay.
Could also be cool if you could buy stuff from it.
Yes. A legitimate house robbery & business robbery script would be fantastic.
+1
I would rather have this RP'd than be a system. To be honest, this would just further encourage robberies, which we won't need because we all know SAMP to begin with is just a robbery fest (If you've played on LSRP, then you probably know the struggles and how certain players can be with them). Also, I feel like if this was added, it could be abused, so it'd have to be worked out correctly.
I would personally love to see a house robbing system in place. Not only that, but a vehicle robbing system as well. While (some) people would buy stolen vehicles and items in reality - since there are ways to make them either legal (up to a point) or less noticeable, it's not a thing on SA-MP servers since the actual ownership does not transfer and they won't pay money for one day. That's why such system is needed. It's a great role playing opportunity and if done properly, it would not only be unique but also very enjoyable.
I think it's best to have an NPC system for this shit to be honest. Ideally, yeah, it's better to have a pawn shop with actual people role playing the staff in it, but the chances of that being available to you when you need it are slim. If there's a good moment for pawn shops on the server, they'll probably open like any other less popular business location, more or less a few hours a week on average. I doubt someone is just gonna log in for hours a day to stay in a shop interior all day. Then at other worse times there can be no pawn shops open at all. And that would suck. Maybe owners of pawn shops can toggle the NPC buy/sell script (enabled if offline; disabled if they're online to run their store).
Maybe you can tie this script into a simple concept:
Player A buys a brand new watch for $2000 from a watch store in-game (it goes into his inventory). Player B robs the watch (has it in his inventory) and scriptwise sells it to a pawn shop for $1000 (most the script will buy it for). Player C goes in the pawn shop (the watch is in the shop inventory for sale) the next day looking for a used watch and buys the same watch for $1500. Or if the pawn shop owner is online he can disable the pawn shop system and negotiate his own prices.
The robbery makes sense. The robber makes money. The pawn shop makes money. Buying things from a pawn shop serves a purpose. You don't depend on people to be online. Your role play doesn't stop if people are offline.
The watch was just an example, but ideally you should be able to do it with a lot of items (jewelry, furniture, clothes, accessories, tools, music instruments).
It doesn't have to be just for robberies. Maybe you don't need some item you bought awhile ago, so you just go and sell it in a pawn shop for a bit of cash.
Sure
2 hours ago, Simeon said:I think it's best to have an NPC system for this shit to be honest. Ideally, yeah, it's better to have a pawn shop with actual people role playing the staff in it, but the chances of that being available to you when you need it are slim. If there's a good moment for pawn shops on the server, they'll probably open like any other less popular business location, more or less a few hours a week on average. I doubt someone is just gonna log in for hours a day to stay in a shop interior all day. Then at other worse times there can be no pawn shops open at all. And that would suck. Maybe owners of pawn shops can toggle the NPC buy/sell script (enabled if offline; disabled if they're online to run their store).
Maybe you can tie this script into a simple concept:
Player A buys a brand new watch for $2000 from a watch store in-game (it goes into his inventory). Player B robs the watch (has it in his inventory) and scriptwise sells it to a pawn shop for $1000 (most the script will buy it for). Player C goes in the pawn shop (the watch is in the shop inventory for sale) the next day looking for a used watch and buys the same watch for $1500. Or if the pawn shop owner is online he can disable the pawn shop system and negotiate his own prices.
The robbery makes sense. The robber makes money. The pawn shop makes money. Buying things from a pawn shop serves a purpose. You don't depend on people to be online. Your role play doesn't stop if people are offline.
The watch was just an example, but ideally you should be able to do it with a lot of items (jewelry, furniture, clothes, accessories, tools, music instruments).
It doesn't have to be just for robberies. Maybe you don't need some item you bought awhile ago, so you just go and sell it in a pawn shop for a bit of cash.
Exactly what I wanted to say.
++
On 16/12/2017 at 10:06 PM, CloutToken said:+1, this could bring some good roleplay.
Could also be cool if you could buy stuff from it.
I think having a pawnshop with an actor as the owner and or worker behind the counter would be nice. Just someone who buys items from players for a fraction of the price it would be in stores. @Simeon pretty much hit the nail on the head with that one.
But there's a lot to be tied into this. I don't know how I feel about having a house-robbery system because I foresee every single house being broken into and then homes virtually becoming useless as storage hubs. On top of this, we'd have to have some type of clothing system in place for the pawnshop to buy. This is feasible but would have to come in time. Simeon's input is pretty much exactly what I would have to say on the topic, but if you're advocating for a house robbery system please, leave your input below so I can see your ideas.
