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An Improved CEO and MC Business Model (Concept)


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Posted (edited)

So recently I've been thinking about the businesses within the game, Crates, Vehicle cargo, MC Businesses, etc. and where Rockstar went wrong with the mechanics and gameplay of these businesses. This is my idea and how I would have done the business mechanics and gameplay, to improve where Rockstar failed to keep the businesses fresh and enjoyable.

 

If you're like me, the businesses were fun at first, a fresh set of missions to complete, made you some quick cash and occasionally a big payday. But over time they felt more like a dread to complete. It gets exhausting having to constantly run around the map driving slow vehicles and avoiding the griefers. They were repetitive missions and sometimes the same mission needed to be done twice to fill a full warehouse. Overall the businesses lacked a certain aspect, something to keep the player interested. They needed some other level of detail to keep them afloat and players coming back to the business. 

 

They lacked a story and a connection to the player. Imagine instead of dropping off the cargo to just random places on the map and calling it a day, you had to deliver the cargo to a buyer, a character. Here's how the businesses should have been implemented. Again this is just my idea on how it should’ve gone. 

 

First off

 

Remove the current “the player does all the work” system. You're a “CEO”, why are you doing all the work, especially the solo players. Have the ability, like the nightclub, to pay NPCs to get the crates, vehicles, etc. for you. Now maybe occasionally create a scenario “This mission requires a more delicate touch” sort of thing to get the player involved in the business. Sell missions would remain the same. The ingame player sale bonus will also remain the same, 2x $ also remains the same. 

 

The CEO Model

 

Imagine selling your cargo, vehicle cargo, weapons, etc. to a buyer who was an actual “character,” a buyer, someone to please and do real business with. It would add so much more depth to businesses if we had to sell to certain buyers and have competition between business partners (buyers). 

 

How this would work is the player logs in to the computer in the CEO office, typical, but you come to a menu similar to the nightclub menu where you can buy staff to source the cargo, purchase upgrades, purchase warehouses, and sell page. The big change here is in the sell page. Here it will house multiple buyers to sell your inventory to. Each buyer will have a different sell price and potentially an incentive to choose that person as the buyer. Next to the buyer name will be a progress bar displaying your “business relationship” with that buyer. The fuller the bar the more money you make from the sell mission. An empty bar means the buyer is paying the minimum price for the goods, that minimum will vary from buyer to buyer. 

 

The “business relationship” will increase 2 to 10% every successful sell mission but only increase 2 to 7% every side mission (more detail later), depending on the side mission. A 15% decrease for a failed sell mission. 

 

Sell Screen Example:

 

Inventory:

50 crates (special and airfreight), 4 vehicle cargo, and 50% capacity on weapons from gunrunning. 



 

Buyer 1 (45% bar)

700K for 50 crates

Total: 700K

 

Buyer 2 (25% bar)

450K for the 50 crates plus an additional business opportunity for them, ex. Assassination mission to get paid an additional 75K or so. 

1 car for 150K

Total: 600K plus an additional 50K to 120K

 

Buyer 3 (0% bar)

100K for the 10 crates plus 

450K for 50% weapons 

Total: 550K

 

All the way to buyer 10 or whatever, to give the player options and each buyer might not want the same thing. One might want vehicles and the other, weapons. The buyers can also rotate what they want to purchase, one sell mission you can sell them crates, the next, cars. It will be possible to make over a million dollars per sell mission. Sell missions can also be broken into multiple parts, a box truck for crates, and either drive the car or a special car trailer for the vehicles. You can choose what to sell first, and each type of product can be done in it’s own sell mission and on different days, although the buyer will want the goods by a certain time (within 3 days or so). You can sell your inventory to multiple buyers, for example, cars to buyer 1, crates to buyer 2, divide the inventory to make the most money. Failure to complete a full sell mission will result in a decrease in the business relationship with that buyer. 

 

The buyers would have names, obviously, and full dialogue for their business dealings with the player. A house within the game, in case you need to pay them a visit, a distinct set of outfits for each buyer, and a car. High end buyers may have a security team, other low end buyers may be street gangs. 

 

Now you would still complete the sell mission as normal, but if the buyer provides an additional business opportunity you'll get a phone call at the drop off from the buyer stating he’ll be in touch with you for the mission. As some game time passes he contacts you about the mission. If you successfully complete the mission, the “business relationship” bar will increase, failure to complete the mission the “business relationship” will decrease. This “Business relationship” feature would work similar to the nightclub popularity mission, the more you please the buyer the more he will pay for the goods. Now there will be ways to repair the damaged relationship between you and the buyer, outside of sell missions, by completing side missions such as completing other work the buyer needs done, completing activities such as golf and tennis with the buyer, going to the casino, holding nightclub and yacht parties, taking a trip to Cayo Perico, holding business meetings in the office to negotiate prices or other business opportunities, and becoming his personal chauffeur for a trip or two, all with the buyer. These missions can only be started by the buyer and they will call you offering work or to participate in an activity with them occasionally. 

 

Completing sell missions and side missions will build a relationship with the buyer to increase how much the buyer would pay for the goods. This in turn would also give players a reason to participate in these activities, cause frankly, they’re pretty boring after the first day, there is no reason to visit Cayo Perico outside of the heist, golf and tennis are dead, nightclub parties are dead, yacht’s should’ve been able hold parties but even then they would be useless, and going to the casino to lose more money then you gain is not smart. This gives us players a reason to go to these places and participate in these activities. 

 

Having to sell to buyers would add so much more depth to being a “CEO” of a business, actually give you a reason to have your Maze Bank office. Choosing the buyer and working with NPCs to sell your goods to and having NPCs collect the goods to sell, instead of the player driving the same slow vehicles across the map to maybe fill up your warehouse or bunker, will add a whole new level of gameplay and roleplay aspect.

 

**There will be cross player rivalry or business competition between buyers, the buyers are the same for each player but the benefits might be different, the same “destroy player’s cargo etc” remains. However, failure to complete a sell mission will result in a decrease in “business relationship”.**



 

The MC Model

 

Similar to the CEO model, but instead of selling to business partners you’re selling to other biker gangs and street gangs. Selling weed to one gang, but selling weed to another gang might cause a gang war to break out and cause tension there that could add depth to being a “biker gang.” The MC needs to keep the peace between gangs and protect their own business from the “rival” npc gangs. There could be a level of danger with just driving around, you drive past a rival gang and there’s potential to get jumped, hence gang attacks, wrong place wrong time, you’re getting jumped. 

 

(I don’t have many ideas for the MC, never was my thing)

 

Extras

 

Also this would be the perfect time for Rockstar to add the AW-139 helicopter as a new luxury helicopter that is fully customizable. For example, gold fittings, leather seats, interior color, and accent lighting, few different seating arrangements, the ability to add a mobile computer to do business from, and to transport you and the business partner (buyer) if necessary. Also this comes with a pilot, although R* would need to rework the autopilot feature because the NPCs fly so janky and rocky, needs to be smoothed out, but there is also the ability for a player to fly the helicopter too. 

 

Mansions would be necessary for this to be complete. The apartments are so 2013, and that’s all we’ve gotten since, stilt houses are boring. 

 

A chauffeur would be a nice addition for the CEO to utilize to traverse the map if they so choose. 

 

Might be difficult to implement but maybe selling a very large shipment to a session wide buyer can be cool, kinda like business battles. Multiple CEOs trying to sell their goods to the docks before the time runs out that nets them large payouts and other incentives. Could be interesting, makes having associates and bodyguards worth it. 

 

Closing

 

Everything in the game already can be utilized to implement these new details, it’s just that the current features need to be reworked to fit the story of being a CEO or MC President. 

 

Obviously it is too late now to implement a system where the player sells to other characters and needs to please them to keep business good and make money, but man rockstar missed a big opportunity here. With the increasing roleplay servers, this could be a way for Rockstar to combat that in GTA 6. 

 

I hope this was easy to understand, my brain went in all different directions and into tiny details while writing, I tried to condense and keep it easy to follow.

 

I don’t know about you but man I wish this was how the businesses worked. 

 

Thanks for taking the time to read through this monstrosity. Maybe GTA 6 Online will be able to implement a system like this. 

 

 

 

Let me know your thoughts on a system like this and should Rockstar take this route in GTA 6 Online?

Edited by IceMan56
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Might very well have been quite interesting and engaging that way. 

 

Unfortunately, R* has a rigid No Fun Allowed policy. Your idea would require more than the minimum effort possible, and we as a playerbase have taught R* that there's no point serving us Eggs Benedict when we'll gobble up scrambled eggs just as fast. 

 

Never forget, we're just cattle to them. Our enjoyment, our entertainment are not even concerns - their goal is "get players addicted, then frustrate them into paying".

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FrugalDangerMan

Hiring NPCs to pickup stuff is basically what buying supplies is only better because you don't have a bunch of braindead AI programs trying to deal with a lobby full of mouth breathing sociopaths bent on proving they have the biggest e-peen.

 

Remember, R* can't make their AI smarter, so they just pump up the NPC armor & health and increase the accuracy & range of their weapons to make things harder for us.

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demoralize13
On 6/3/2021 at 10:50 PM, IceMan56 said:

So recently I've been thinking about the businesses within the game, Crates, Vehicle cargo, MC Businesses, etc. and where Rockstar went wrong with the mechanics and gameplay of these businesses. This is my idea and how I would have done the business mechanics and gameplay, to improve where Rockstar failed to keep the businesses fresh and enjoyable.

 

If you're like me, the businesses were fun at first, a fresh set of missions to complete, made you some quick cash and occasionally a big payday. But over time they felt more like a dread to complete. It gets exhausting having to constantly run around the map driving slow vehicles and avoiding the griefers. They were repetitive missions and sometimes the same mission needed to be done twice to fill a full warehouse. Overall the businesses lacked a certain aspect, something to keep the player interested. They needed some other level of detail to keep them afloat and players coming back to the business. 

 

They lacked a story and a connection to the player. Imagine instead of dropping off the cargo to just random places on the map and calling it a day, you had to deliver the cargo to a buyer, a character. Here's how the businesses should have been implemented. Again this is just my idea on how it should’ve gone. 

 

First off

 

Remove the current “the player does all the work” system. You're a “CEO”, why are you doing all the work, especially the solo players. Have the ability, like the nightclub, to pay NPCs to get the crates, vehicles, etc. for you. Now maybe occasionally create a scenario “This mission requires a more delicate touch” sort of thing to get the player involved in the business. Sell missions would remain the same. The ingame player sale bonus will also remain the same, 2x $ also remains the same. 

 

The CEO Model

 

Imagine selling your cargo, vehicle cargo, weapons, etc. to a buyer who was an actual “character,” a buyer, someone to please and do real business with. It would add so much more depth to businesses if we had to sell to certain buyers and have competition between business partners (buyers). 

 

How this would work is the player logs in to the computer in the CEO office, typical, but you come to a menu similar to the nightclub menu where you can buy staff to source the cargo, purchase upgrades, purchase warehouses, and sell page. The big change here is in the sell page. Here it will house multiple buyers to sell your inventory to. Each buyer will have a different sell price and potentially an incentive to choose that person as the buyer. Next to the buyer name will be a progress bar displaying your “business relationship” with that buyer. The fuller the bar the more money you make from the sell mission. An empty bar means the buyer is paying the minimum price for the goods, that minimum will vary from buyer to buyer. 

 

The “business relationship” will increase 2 to 10% every successful sell mission but only increase 2 to 7% every side mission (more detail later), depending on the side mission. A 15% decrease for a failed sell mission. 

 

Sell Screen Example:

 

Inventory:

50 crates (special and airfreight), 4 vehicle cargo, and 50% capacity on weapons from gunrunning. 



 

Buyer 1 (45% bar)

700K for 50 crates

Total: 700K

 

Buyer 2 (25% bar)

450K for the 50 crates plus an additional business opportunity for them, ex. Assassination mission to get paid an additional 75K or so. 

1 car for 150K

Total: 600K plus an additional 50K to 120K

 

Buyer 3 (0% bar)

100K for the 10 crates plus 

450K for 50% weapons 

Total: 550K

 

All the way to buyer 10 or whatever, to give the player options and each buyer might not want the same thing. One might want vehicles and the other, weapons. The buyers can also rotate what they want to purchase, one sell mission you can sell them crates, the next, cars. It will be possible to make over a million dollars per sell mission. Sell missions can also be broken into multiple parts, a box truck for crates, and either drive the car or a special car trailer for the vehicles. You can choose what to sell first, and each type of product can be done in it’s own sell mission and on different days, although the buyer will want the goods by a certain time (within 3 days or so). You can sell your inventory to multiple buyers, for example, cars to buyer 1, crates to buyer 2, divide the inventory to make the most money. Failure to complete a full sell mission will result in a decrease in the business relationship with that buyer. 

 

The buyers would have names, obviously, and full dialogue for their business dealings with the player. A house within the game, in case you need to pay them a visit, a distinct set of outfits for each buyer, and a car. High end buyers may have a security team, other low end buyers may be street gangs. 

 

Now you would still complete the sell mission as normal, but if the buyer provides an additional business opportunity you'll get a phone call at the drop off from the buyer stating he’ll be in touch with you for the mission. As some game time passes he contacts you about the mission. If you successfully complete the mission, the “business relationship” bar will increase, failure to complete the mission the “business relationship” will decrease. This “Business relationship” feature would work similar to the nightclub popularity mission, the more you please the buyer the more he will pay for the goods. Now there will be ways to repair the damaged relationship between you and the buyer, outside of sell missions, by completing side missions such as completing other work the buyer needs done, completing activities such as golf and tennis with the buyer, going to the casino, holding nightclub and yacht parties, taking a trip to Cayo Perico, holding business meetings in the office to negotiate prices or other business opportunities, and becoming his personal chauffeur for a trip or two, all with the buyer. These missions can only be started by the buyer and they will call you offering work or to participate in an activity with them occasionally. 

 

Completing sell missions and side missions will build a relationship with the buyer to increase how much the buyer would pay for the goods. This in turn would also give players a reason to participate in these activities, cause frankly, they’re pretty boring after the first day, there is no reason to visit Cayo Perico outside of the heist, golf and tennis are dead, nightclub parties are dead, yacht’s should’ve been able hold parties but even then they would be useless, and going to the casino to lose more money then you gain is not smart. This gives us players a reason to go to these places and participate in these activities. 

 

Having to sell to buyers would add so much more depth to being a “CEO” of a business, actually give you a reason to have your Maze Bank office. Choosing the buyer and working with NPCs to sell your goods to and having NPCs collect the goods to sell, instead of the player driving the same slow vehicles across the map to maybe fill up your warehouse or bunker, will add a whole new level of gameplay and roleplay aspect.

 

**There will be cross player rivalry or business competition between buyers, the buyers are the same for each player but the benefits might be different, the same “destroy player’s cargo etc” remains. However, failure to complete a sell mission will result in a decrease in “business relationship”.**



 

The MC Model

 

Similar to the CEO model, but instead of selling to business partners you’re selling to other biker gangs and street gangs. Selling weed to one gang, but selling weed to another gang might cause a gang war to break out and cause tension there that could add depth to being a “biker gang.” The MC needs to keep the peace between gangs and protect their own business from the “rival” npc gangs. There could be a level of danger with just driving around, you drive past a rival gang and there’s potential to get jumped, hence gang attacks, wrong place wrong time, you’re getting jumped. 

 

(I don’t have many ideas for the MC, never was my thing)

 

Extras

 

Also this would be the perfect time for Rockstar to add the AW-139 helicopter as a new luxury helicopter that is fully customizable. For example, gold fittings, leather seats, interior color, and accent lighting, few different seating arrangements, the ability to add a mobile computer to do business from, and to transport you and the business partner (buyer) if necessary. Also this comes with a pilot, although R* would need to rework the autopilot feature because the NPCs fly so janky and rocky, needs to be smoothed out, but there is also the ability for a player to fly the helicopter too. 

 

Mansions would be necessary for this to be complete. The apartments are so 2013, and that’s all we’ve gotten since, stilt houses are boring. 

 

A chauffeur would be a nice addition for the CEO to utilize to traverse the map if they so choose. 

 

Might be difficult to implement but maybe selling a very large shipment to a session wide buyer can be cool, kinda like business battles. Multiple CEOs trying to sell their goods to the docks before the time runs out that nets them large payouts and other incentives. Could be interesting, makes having associates and bodyguards worth it. 

 

Closing

 

Everything in the game already can be utilized to implement these new details, it’s just that the current features need to be reworked to fit the story of being a CEO or MC President. 

 

Obviously it is too late now to implement a system where the player sells to other characters and needs to please them to keep business good and make money, but man rockstar missed a big opportunity here. With the increasing roleplay servers, this could be a way for Rockstar to combat that in GTA 6. 

 

I hope this was easy to understand, my brain went in all different directions and into tiny details while writing, I tried to condense and keep it easy to follow.

 

I don’t know about you but man I wish this was how the businesses worked. 

 

Thanks for taking the time to read through this monstrosity. Maybe GTA 6 Online will be able to implement a system like this. 

 

 

 

Let me know your thoughts on a system like this and should Rockstar take this route in GTA 6 Online?

I think MC busisneses could have some import/export mechanic. What do i mean by this, if a lot of players are doing and selling coke, coke price on the market will fall, and therefore other busisness will be worth more. Than players will switch to producing meth because coke is already cheap, which will cause meth price to fall and another busisness to be most valuable. Of course if players stop to produce coke, the price will start to raise. It could make MC market feels more alive.

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Make simple stuff... I don't think "story" is a problem, what suk are missions itselves

Everything off radar, lobby is advertised you're selling 

Reward: you get some mission level money like 30k if you manage to stop them

 

I just played this mission on my secondary account and it gaves me flashback how the whole "do that for discretion"(ref. PostVans, or here with "Fly Low to avoid cops detection" was BS. Imagine we get such missions full off radar, so many Cargo griefers would be complaining about the off radar aspect. 

 

Myself, as opponent, I could just sit on Maze bank with explo sniper and spot a giant ass plan flying low, plus now there is thermal, its piss easy to spot irregular traffic(human players) whole flying with thermal. Someone unable to spot a Titan flying low just lacks braincells, period.  

 

 

Desktop-Screenshot-2021-06-05-03-50-39-92

 

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23 hours ago, Hécate-II said:

Everything off radar, lobby is advertised you're selling 

Reward: you get some mission level money like 30k if you manage to stop them

Here's an idea, every sell mission is off radar. The only way for players to find out is through a contact who somehow monitors the sell missions, through traffic lights or flight radar etc, and knows when something's up. They contact you occasionally throughout the sell mission of a possible location. You would have to pay for this service like a monthly fee to keep watch on sell missions. 

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