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Dynamic Random Item Finding System


Scapegoat
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In past GTAs, the games had a tendency towards randomnly placing items (like guns, bribes, armour .etc) in random, unlikely outdoors environment. I think this worked well in the previous generations, but in this next GTA, they should take a more realistic and challenging approach to item finding (especially considering the emphasis on enterable interiors). The items would generally be found in more believable environments, like houses, apartment complexes, businesses, warehouses, docks .etc, so they also give a reason for why its there, and further eases player immersion. They also go with the theme of game, as it makes items more valuable.

 

The item finding system should larging be replaced with burglary, mugging and robbery:

 

Burglary:

 

This would similiar to SA's burglary, but with much more diversity and doesn't need to be activated by a specific vehicle at a specific time. Instead, players can enter unoccupied (or seemingly unoccupied) interiors at any time of the day (with time influencing the interior's occupancy, and what the ped is doing in the place, ie: sleeping, watching TV), sneak around and look for valuables to pilfer. Entering from either an unlocked/smashing a window or unlocking the door, Niko should be able to "search" objects like under beds, in drawers and closets with the triangle button, and gain more skill in successfully finding items of value.

 

Anything thing of value should be up for the take, like watches, jewellery, Mp3 players, computers, cellphones, drugs, alcohol, weaponry, TVs, laptops, car keys, memory sticks with useful information, clothes .etc. Also, who's residents you enter will also alter what you can potentially find, eg. Robbing a local drug dealer's house, you stumble upon a cell phone in a drawer with a number on it. Upon calling this number, you find a new drug contact.

 

Also, if the player is so inclined, they can get Niko to vandalise the place, overturning desks and throwing around monitors and TVs. Maybe even arson? (Actually, perhaps a stealing-based Firefighter R3 game is in the books; instead of putting out car flames, you have to deal with house fires, and you have the option of stealing undamaged items).

 

Mugging:

 

For quick cash, mugging is a good way to get by. It can work in either two ways: The player knocks out a NPC then takes their cash/items, or they can wait in a dark alley behind a dumpster, jump out and pull a gun out and aim it at someone's face as they pass by. Then pressing Triangle will make Niko issue a "give me money or eat lead" command, and/or get them to lie down on their stomachs with hands on their head to give him an easy getaway. Though pulling a gun on different NPCs should elicit a range of colourful reactions.

 

Robbery:

 

Store holdups were missing in the past few GTAs, but here's how it should work: A simple cash register robbery would work by targetting the shop clerk behind the counter with an equipped weapon, and if you deal with him and anyone else in the store without any alarms going off, you can get away wanted level free. A safe robbery would need at least two guys, one to guide the shop clerk to the safe to empty it, and another to watch anyone else in the shop. This method is much riskier, but earns a much higher amount of cash. Perhaps Niko could also use these methods to steal stock, or perhaps shoplift?

 

Fencing the Goods:

 

Once Niko's got the hot goods in his trunk, he needs to liquidate them for cash. Players will have to know a Fence (or someone who can sell off stolen goods) to haul off the goods to. They would work similiar to any other cell contact Niko has: He calls up the fence, they agree to meet in an alleyway somewhere, then the goods are sold. Some items, like weaponry and drugs won't beable to sold to an average fence.

 

Also, payment for jobs could be payed for with items or weaponry occasionally. Say for example, an associate, maybe Phil Cassidy's long lost son, urgently rings your cellphone asking for you to get to his place ASAP. Once you get there, you see his house ablaze and him carrying explosives out of his house and putting it into the back of a pickup. 'Some f*ckers set my house on fire in revenge! There's a few crates of explosives left in the back, help me load 'em before us and the surrounding four blocks are blown to to sh*t!'. Upon helping him with the mission, he says something like "sorry I got no cash to pay you with, but here, you can have some of my explosives...".

 

Any other ideas?

 

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Robbery:

 

Store holdups were missing in the past few GTAs, but here's how it should work: A simple cash register robbery would work by targetting the shop clerk behind the counter with an equipped weapon, and if you deal with him and anyone else in the store without any alarms going off, you can get away wanted level free. A safe robbery would need at least two guys, one to guide the shop clerk to the safe to empty it, and another to watch anyone else in the shop. This method is much riskier, but earns a much higher amount of cash. Perhaps Niko could also use these methods to steal stock, or perhaps shoplift?

 

What pissed me off in GTA:SA was that you could make the clerk put his hands up, shoot the register, see the money fly everywhere, put you WEREN'T ABLE TO TAKE IT? Why must you tease me so, R*?

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Well, gta is a game, if everything were made to look like real life, then it wouldnt be as fun.

 

Hay, lets have a vacuum minigame, vacuum all the dirt in the designated time and you win a sense of self-satisfaction of having a clean room, yay!

 

Just ignore my post and wait for someone to post something decent wink.gif

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Epic thread.

 

I agree, instead of getting $10,000 dollars per mission, you need to find other means of earing cash to get you buy. With the exclusion of Ammunation, I think weapons are going to be harder to come by also.

 

GTAIV FTW.

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