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GTA Online 2.0


CarnageRacing00
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CarnageRacing00

This is going to be a long one. I'm going to lay out my vision of what the next iteration of GTA Online could (and in my mind, should) be like. I will be throwing in some ideas I've posted in their own individual threads, so some may sound familiar.

 

*Ahem*

 

 

Introducing GTA Online 2.0, releasing alongside (or shortly after) GTA 6.

 

 

 

 

Character Transfer

Having all of your things transfer between games would obviously not work for two reasons. 1, if would give you an unfair advantage starting out. 2, it's likely that certain cars and items in GTA V Online will not exist in GTA VI Online. Therefore, only your character stats and a small portion of your bank account will transfer over. Other than that, you will be starting from scratch, including RP (which will be reworked into a new system).

 

Upon starting GTA 6 Online, your character will be getting off a small charter plane on a private airstrip and will be greeted by a new character (probably from story mode). He/she will welcome you to (insert GTA 6 locale here) and credit you on managing to escape the dragnet of the FIB in San Andreas, despite losing all of your possessions and most of your money. They will then set you up with a temporary hide out with a single car garage, and put you in contact with a job-giver to start getting back on your feet.

 

RETURNING players will receive a text from an unknown number (pretty obviously Lester) saying they were able to secure some of your funds before the FIB wiped it all out, and then they will wire the money to your new bank account. This could either be a percentage of your GTA 5 Online bank account at the time of transfer, or a specific number for everyone, although players starting who had LESS money might find it odd that Lester was able to secure more than the amount they actually had in the bank.

 

NEW players will get a slightly altered introduction, as there will be no mention of San Andreas. New players will simply be welcomed to (insert GTA 6 locale here). They will not receive the cash bonus for returning, but will be given some spending cash to get some clothes, a gun or two, and a haircut if wanted.

 

The first thing you will be tasked with is altering your appearance (optional) at a black market plastic surgeon's shop. If you choose not to change your looks, the character showing you around will comment that you're brave, but probably stupid (remember, you escaped from the FIB in San Andreas).

 

 

 

 

Respect is Everything

One of the biggest changes will be a complete overhaul of the RP, or Respect Points. RP will not longer be earned in a linear fashion. Instead, doing a job for a specific character will earn you RP for THAT character, increasing your standing with them. If you've ever played GTA2, you know exactly how this system will work.

 

For example, let's assume that the first job-giver you're introduced to is named Jim. Jim will give you an assignment. You complete the assignment, your RP with Jim increases a bit. Do another job, it increases more. At a certain point, you begin to unlock perks assigned to Jim and only Jim. Let's say Jim has connections, and he can get you a discount at Ammunation. Increase your RP with Jim to 20%, and you will earn that discount.

 

Doing jobs for any rivals of Jims will DECREASE your Jim RP. If you have earned the Ammunation discount, and then proceed to work for a rival of Jim, Jim may call you when your RP drops below 20% and berate you, telling you that you lost your discount.

 

There will be several job givers who have NEUTRAL RP, meaning that the RP you earn with them is not affected by taking jobs from anyone else. It will decrease over time (during gameplay only, NOT while the game is turned off) if you don't do jobs for them, so it is wise to occasionally take a job from them to keep your relationship in good standing. (See NEW CONTACT QUICK-JOBS for more information)

 

There will also be multiple job givers who are allied with each other, so you could have 100% RP with one and 100% RP with another and have access to the full set of perks from both of them.

 

To be clear, by "perks", I'm talking about things like Lester's "Remove Wanted Level" or "Blind Eye". That sort of stuff. Of COURSE there will be a lot more perks available.

 

The reason for this new system is to give players a bit more choice in how they set up their character. It will lend more weight to their decisions. Instead of every player having access to EVERY single perk, they will have to think carefully about how they want to play the game, and align themselves with particular characters to earn the perks that suit their play style.

 

This will be balanced to ensure that players won't make all the same choices.

 

This will also affect crews. You won't be able to join a crew with players who are aligned with job givers who are considered rivals of the ones you're aligned with. What this will do, is it will narrow the field a lot so that more like-minded players will end up in jobs together, and likely end up in crews together as well.

 

Possible feature: Players in an allied faction will automatically be set to "friendly" in your targeting priority, so you will not be able to kill each other directly.

 

You will earn bonus RP for killing players of a rival faction.

 

Now, you may ask "What if you constantly switch factions over and over again?"

 

This is the tricky part, and the part i have not figured out the best solution to yet.

 

My first idea is to simply allow for more character slots. This would give players a true reason to have multiple characters, and each one could be aligned with a different faction.

 

If not that, then I don't really know.

 

Weapons and cars are no longer level-locked, you just need to be able to afford them.

 

 

 

Notoriety

Replacing Mental State, Notoriety will keep track of your overall behavior for a much longer period of time and use that information in different ways.

 

Players who spend most of their time shooting, killing, destroying and otherwise running amok (in free roam of course - this is NOT tracked while on jobs) will have a higher Notoriety rating than players who are generally peaceful.

 

Players with a higher notoriety will be more visible on the mini-map, whereas the more peaceful players will be harder to spot.

 

For instance, when you first start the game, your radar blip will not be visible to other players unless you are in direct line of sight. Same goes for those other players - they will not appear on your mini-map unless in your line of sight, unless they have a bounty on them or you're using "Show All Players" or "Highlight Player".

 

As your Notoriety increases, your blip will start to become visible to players at greater distances. Once you've reached 100% Notoriety, your blip will be visible at ALL times, anywhere on the map, unless you're using "Off the Radar".

 

Friends and crew members will be visible at all times with special icons.

 

Tagging players with a helicopter camera will expose their blip on the radar for all to see, for a short period of time. This is obviously irrelevant for players with high Notoriety.

 

Killing a player with high Notoriety will NOT increase your Notoriety, and you will earn a small cash bonus for doing so.

 

There will be a board in every Ammunation with a list of "MOST WANTED" players on it - these will be the players in your session with high Notoriety. You may hunt down and kill each of them only once per session for a small cash reward. After your first visit to Ammunation and interacting with the board, Ammunation will be added to your phone as a contact. Calling them will get them to send you a text with the MOST WANTED list (the list will refresh every time you open the message).

 

 

 

Free-Play Lobbies

Free-Play Lobbies are meant for players who just want to have fun without an impact on their stats or bank accounts. In Free-Play Lobbies, cash, insurance, RP, and jobs are turned off. Certain "cheats" will be available as options in your phone in this mode, such as super jump, fast run, sky fall and invincibility. Invincibility will pertain to any car you're in, as well.

 

IF you enable any of the cheats, you will not be able to use your weapons. This is to prevent griefing. If you want to slaughter NPCs while invincible, single player will be sufficient for that, you don't need that ability online.

 

Again, you will not earn RP, cash or any rewards at all. Certain achievements will be disabled as well.

 

 

 

New Contact Quick-Jobs

Contact Quick-Jobs are a quick, low paying free-roam job given to you by a contact which you can do to maintain to increase your RP with them. Think Simeon's high-priority vehicles.

 

Such jobs include:

-Hijacking a fuel truck

-Hijacking a delivery truck at various stores

-Gang Attacks

-Assassinations

-Prisoner Rescues (cop car driving around with a perp in the back, you have to stop the car and open the door for the perp to let him free)

-Many more

 

These jobs will be available upon your request, but there will only be a certain number available between cool-down periods to prevent farming for cash/RP.

 

These jobs do not require a loading screen, they are spawned in free-roam like the HPV, Assassination or Armored Truck random events.

 

 

 

New Perks

In addition to the perks returning from GTA V Online (read: all of them), many new ones will be added to really give players a full gamut of options. They will include things such as:

 

-Give Wanted Level (sets a Wanted Level on another player, costs you $1,000 per star)

-Drive By (an SUV full of gangsters will casually drive near another player and gun them down)

-Assassin (a high-level long-range assassin will use a sniper rifle to pick off a player of your choice. This will be very expensive, and unlike the mugger, you do not have an opportunity to take their cash. This will only be useful outdoors. You cannot collect bounties this way.)

-More ideas to come (post yours in comments?)

 

 

 

Police Role-Play

Many players have been begging for a way to play as a police officer. It's doubtful a feature like this will be included, due to the fact that GTA is meant to be a crime game, BUT there is a way to give players their fill of vigilante justice.

 

Now, whenever another player has a wanted level, if YOU are in a police vehicle, they will appear on your radar as a gold star. The officers in the area will treat you as a combatant if you kill the player with the wanted level, but apparently someone in the police force thinks what you did was a good thing because you will be rewarded with a small cash bonus (plus the RP for whatever factions are rivals of theirs). This is good for however many players that happen to be wanted by police, whether they're all together or not. If you can stay alive in the police car and race across the map killing them all, you will earn your reward for each of them, regardless of whether you have a wanted level yourself.

 

 

 

Fighting Styles

Fighting and Strength will now be two different skills.

 

You can now train your character at one of several training facilities to learn a specific fighting style. Ju-Jitsu, Kick Boxing, Military-style, among others.

 

Training your character amounts to entering the class (a mini-job). Several moves will be demonstrated for you, and you will have to defeat your sparring opponent to pass the class. Each class you pass increases your fighting skill. By the time you've completed every class at the gym, your Fighting Skill will be maxed out and your character will have the ability to perform every offense and defense under that style.

 

You may retrain your character at any time, but you cannot use more than one style at a time. To relearn a previous fighting style you will be allowed to skip the demonstration and go straight into the sparring portion.

 

The classes will cost $GTA, so new players will have to work their way up.

 

 

 

Strength Skill

One of the most frustrating stats in GTA V to increase is the Strength Stat, which requires melee combat to increase.

 

In GTA VI Online, you will have access to gym equipment in various places around the map, and you may also purchase some for your apartment.

 

Using this equipment will build your strength stat which will affect the power of your melee attacks, the speed at which you can jump and climb, and the amount of abuse your body can. Strong players might survive being hit by a car. Weak players probably won't.

 

 

 

Driving Skill

A minor alteration to the driving skill - the higher your skill, the faster you break into and hotwire cars. Max out your skill and instead of smashing the window, your character will use the slim-jim (like Franklin), and the chance of a car alarm going off will be reduced by a significant percentage.

 

 

 

 

Other New Features:

-Some buildings will have breakable windows, so if a player is inside you can perform a legitimate drive-by on them. This will not pertain to places like clothing stores, which will have "bulletproof" glass. Fast food restaurants and the like will be places which you can ambush players who are inside.

 

-High-rise apartments will have elevator access to the roof, and players who own helicopters can spawn them there.

 

-The "Back/Select" menu will now have an instant-mute feature for players in a lobby or on a job. To be clear - you will be able to mute annoying players at ANY time in a very quick and easy manner.

 

-Clothing and skin will get dirty when riding bikes, combat rolling, or otherwise interacting with dirty substances. Tire tread marks will be seen on players whom have been run over by a car. You will have the option to wash your clothing, but clothes and skin will automatically become clean after starting a new job or changing sessions.

 

-You will have a choice in cell phone style for no other reason than "just cuz".

 

-Your phone can act as a portable MP3 player, allowing you to play music from your console's hard drive in-car or while on foot.

 

-The weapon wheel will now only have 8 slots total. You may choose ANY weapon to go in ANY slot, but you cannot carry more than 8 weapons at a time. Your hideout will have a weapons locker. Using the locker will open a menu and allow you to assign weapons to whichever slot in the weapon wheel you desire. You may also create weapon load-out options for jobs, which you can choose from while in a job lobby.

 

-The weapon select wheel will now be available while using a vehicle, instead of having to scroll through.

 

 

 

 

 

I have many, many more ideas, but this is just to get started.

Edited by MichiganMuscle77
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I read all of it. VERY good ideas. My particular favorites are the Police Role Play and New Contact Quick Jobs. The Notoriety system is also very unique, and a lot better than Mental State. The various Skills and the new weapon wheel/weapons locker systems are very cool too, but they seem more fitting in the SP portion of the game. Still, i really like all these ideas. Some seem a little far fetched for an online game, but most are kept in the realm of possibility and i respect that. I hope to all hell Rockstar steal some of these ideas xD

 

:^:

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^
I agree completely. My only gripe is that the protagonist arrives on a train. Where did they take the train from? Did they go all the way from LS to VC on a train? Strange. Especially since LS is on an island.

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My only gripe is that the protagonist arrives on a train. Where did they take the train from? Did they go all the way from LS to VC on a train? Strange. Especially since LS is on an island.

Haha, true. You may want to reconsider just coming off a plane like the original GTA Online, MichiganMuscle.

 

EDIT* Or since you are going with the whole "laying low from the FIB" story arch, we can get off a crappy Cuban 800 or something in a small airfield somewhere outside the main city.

Edited by TheKillerDonuts
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Brilliant concept overall. With all the ideas and complaints shooting around about the current state of GTA:Online, you'd think someone would have done this earlier!

 

Anyway, just gonna go over some points:

 

-Initially, the respect system seemed like annoying micromanagement similar to the friend system in IV, but the idea of perks makes it fit well. I think the perks should be oriented to different play styles, so it'd basically be like specialising in a specific way of crime/fighting - in addition to the fighting styles, it would add far more variety to PVP and PVE confrontations. However, restricting who can join crews based on this doesn't really add anything - crews are a very broad part of the game, they shouldn't really be limited like that.

 

-Notoriety fits pretty well; if you're there to kill people, people will come to you for a fight - if you don't kill people, that won't happen as often. Definitely complements people's play styles.

 

-Police role-play: you should be able to, say, wear a police uniform and not get attacked by the police - otherwise that could get very annoying and spoil it for a lot of people. And logically speaking, if you're in uniform they're not going to know you're not a police officer - so I think this would be a welcome addition. Otherwise, the spontaneity of it works nicely, although it would be nice to have proper random (not V random) events, so that you can go on legitimate police chases of varying sizes, or drug busts, violent criminals, etc. which would make the game world more organic for other players.

 

I have more to say, but it's 2am so that's my contribution for now. Again, brilliant stuff!

 

Edit: as for the train thing, I'm pretty sure in the actual game world they're not islands - it's just the best way to represent them, but as we know they'll get larger and subject to change.

 

Edit2: also, you may want to lay it out better. Bold titles, maybe make use of different text sizes, maybe spoiler tags. It's okay as it is, but there's room for improvement!

Edited by RedDagger

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CarnageRacing00

^

I agree completely. My only gripe is that the protagonist arrives on a train. Where did they take the train from? Did they go all the way from LS to VC on a train? Strange. Especially since LS is on an island.

 

*facepalm* that never even crossed my mind. Changing it now. lol

 

Thanks for the feedback.

 

The Crew system being locked down based on alliances... well, I guess the hard part is that it wouldn't make sense to be in a crew with someone who is essentially your business rival, but I suppose if crews were merely meant to be a way to keep tabs on friends, it would be fine.

 

The police thing.. I don't know, I guess being able to go incognito could work, but I would also view it as a bit too overpowered since players could get away with a lot while dressed as a cop. Maybe it could be balanced to work out. Maybe you'd have to steal the uniform like Tommy in Vice City.

Edited by MichiganMuscle77
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Gnocchi Flip Flops

This is very good. Excellent concept topic. :^:

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CarnageRacing00

This is very good. Excellent concept topic. :^:

 

 

Thanks.

 

I'm trying to refine some other ideas I have, I'll post them here once I get them worked out to a semi-usable state.

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ClaudeSpeed1911

I think you should make the car trunk usable so that you can change weapons from the trunk but other than that its pretty awesome. :^:

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Brilliant. Although having the Respect/Perk system interfere with crews might not be such a good idea.

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