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Andre
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:46 pm

What's the max amount of money that could be spent on these runs?

woot
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:46 pm

1 unit costs $1.
1 crate contains 5000 units.
1 crate costs $5000.

A trailer can hold a maximum of 100.000 units. That are (100000/ 5000) 20 crates. 20 crates cost (20 * 5000) = 100k. Buy 10 crates of lead for 50k, buy 10 crates of metal for 50k. Out of 50k metal and 50k lead you make 50k materials. 50k materials are 200 deagles.
:D

VincentGambino
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:47 pm

Has anyone mentioned the rules for this yet? Obviously there need to be some or people will just camp the ship or quarry all day looking to hijack/DM and its gonna be a giant mess

'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:48 pm

musama1 wrote:
Aleyazor wrote:
musama1 wrote:
Aleyazor wrote:
musama1 wrote:isn't it a lot because we spend about 50m for 5k mateirals if we buy 5000units per each 5000$ and it will cost about 5b to buy 100.000 units of lead and + another 100.000 units of metal for 5b. in total 10b who has that kind of money
No. You misunderstood it.
In total, you can have 100.000 units; both metal and lead.
yeah but I mean doing 2 runs first metla then I go for lead and the question is meant for the costs
You're not forced to buy 100K of metal/weed.
You can buy as much as you can afford :)
yeah but where is the RP in that when one m4 will cost about 8m?? who will afford to do those runs I will go do better burritos then the metals and weed
just stop talking, there will be no way that ONLY one m4 will cost 8m lol

Aleya BANNED

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:48 pm

VincentGambino wrote:Has anyone mentioned the rules for this yet? Obviously there need to be some or people will just camp the ship or quarry all day looking to hijack/DM and its gonna be a giant mess
You're right. I think it's going to be like a Moneyvan hi-jack.

musama1
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Game name: Kuzum_Kan, Dante_Sonnero

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:52 pm

'Suppressed Pistol' wrote:
musama1 wrote:
Aleyazor wrote:
musama1 wrote:
Aleyazor wrote:
musama1 wrote:isn't it a lot because we spend about 50m for 5k mateirals if we buy 5000units per each 5000$ and it will cost about 5b to buy 100.000 units of lead and + another 100.000 units of metal for 5b. in total 10b who has that kind of money
No. You misunderstood it.
In total, you can have 100.000 units; both metal and lead.
yeah but I mean doing 2 runs first metla then I go for lead and the question is meant for the costs
You're not forced to buy 100K of metal/weed.
You can buy as much as you can afford :)
yeah but where is the RP in that when one m4 will cost about 8m?? who will afford to do those runs I will go do better burritos then the metals and weed
just stop talking, there will be no way that ONLY one m4 will cost 8m lol
ok but as I understand I did the math (I go to turnaments math etc.) and you need about 800metals and 800lead and if each unit coted about 5k it will be 8m but tnx to woot he made evrything clear
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Freya
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:53 pm

Aleyazor wrote:
Lynx wrote:Big problem for unofficials !
How so?
How are they supposed to get guns when only officials can own the warehouses?

Rap
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:54 pm

Im sure woot will introduce some rules and more info when V6.5 comes out.
:evil: :twisted: :evil:

'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:54 pm

Lynx wrote:
Aleyazor wrote:
Lynx wrote:Big problem for unofficials !
How so?
How are they supposed to get guns when only officials can own the warehouses?
get a brain

officials sell guns to civilians and unofficials.

Aleya BANNED

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:55 pm

Lynx wrote:
Aleyazor wrote:
Lynx wrote:Big problem for unofficials !
How so?
How are they supposed to get guns when only officials can own the warehouses?
I don't see what's hard in that, or what the difference between officials/civilians. Once a warehouse is locked, none can take from it. Once a warehouse is opened, everyone can take from it. As stated tier 0s are the only ones allowed to lock/unlock their faction warehouse. A civilian simply has to wait until a warehouse is open. It's not problem, even if it is, it's for everyone.
Hopefully you understood what I've meant.

Andre
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:56 pm

Aleyazor wrote:
VincentGambino wrote:Has anyone mentioned the rules for this yet? Obviously there need to be some or people will just camp the ship or quarry all day looking to hijack/DM and its gonna be a giant mess
You're right. I think it's going to be like a Moneyvan hi-jack.
Same as Squallos, let factions fight each other. Is there rules for doing Squallos, no.

K3
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:56 pm

You can't hijack vans without RP, and blowing them up won't be beneficial for anyone and it'd just be DM.
Simple.

'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 11th, 2013, 11:57 pm

Aleyazor wrote:
Lynx wrote:
Aleyazor wrote:
Lynx wrote:Big problem for unofficials !
How so?
How are they supposed to get guns when only officials can own the warehouses?
I don't see what's hard in that, or what the difference between officials/civilians. Once a warehouse is locked, none can take from it. Once a warehouse is opened, everyone can take from it. As stated tier 0s are the only ones allowed to lock/unlock their faction warehouse. A civilian simply has to wait until a warehouse is open. It's not problem, even if it is, it's for everyone.
Hopefully you understood what I've meant.
You got it wrong, the guns which officials make, they sell to the civilians.


'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:01 am

Aleyazor wrote:Civilians can make guns too(?)
No, let me explain you again.

Factions do runs and get mats, from those mats they will turn into sellables, then they can sell those either to himself or to someone else.

Aleya BANNED

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:03 am

'Suppressed Pistol' wrote:
Aleyazor wrote:Civilians can make guns too(?)
No, let me explain you again.

Factions do runs and get mats, from those mats they will turn into sellables, then they can sell those either to himself or to someone else.
That's even more awesome. Thanks for the info.
Last edited by Aleya BANNED on May 12th, 2013, 12:03 am, edited 1 time in total.

Joey_Bonanno

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:03 am

woot wrote:Katana / 1 Ammo / 10 Materials
Flowers / 1 Ammo / 10 Materials
Molotov / 1 Ammo / 800 Materials
Deagle / 75 Ammo / 250 Materials
MP5 / 150 Ammo / 400 Materials
Shotgun / 75 Ammo / 500 Materials
AK47 / 150 Ammo / 800 Materials
M4 / 150 Ammo / 800 Materials
Rifle / 75 Ammo / 750 Materials
Shit, thanks :)

'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:03 am

Aleyazor wrote:
'Suppressed Pistol' wrote:
Aleyazor wrote:Civilians can make guns too(?)
No, let me explain you again.

Factions do runs and get mats, from those mats they will turn into sellables, then they can sell those either to himself or to someone else.
That's even more awesome. Thanks for the info.
I may be wrong XD

Yuri Zakhaev
Enforcer
Posts: 1233
Game name: Ignazio_Bertolini

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:04 am

'Suppressed Pistol' wrote:
Aleyazor wrote:Civilians can make guns too(?)
No, let me explain you again.

Factions do runs and get mats, from those mats they will turn into sellables, then they can sell those either to himself or to someone else.
Nice,that makes some sense..

Aleya BANNED

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:05 am

'Suppressed Pistol' wrote:
Aleyazor wrote:
'Suppressed Pistol' wrote:
Aleyazor wrote:Civilians can make guns too(?)
No, let me explain you again.

Factions do runs and get mats, from those mats they will turn into sellables, then they can sell those either to himself or to someone else.
That's even more awesome. Thanks for the info.
I may be wrong XD
No you're not, just checked /makegundealer command ig and it's removed. Therefore, civilians can no longer deal guns.

'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:05 am

Aleyazor wrote:
'Suppressed Pistol' wrote:
Aleyazor wrote:
'Suppressed Pistol' wrote:
Aleyazor wrote:Civilians can make guns too(?)
No, let me explain you again.

Factions do runs and get mats, from those mats they will turn into sellables, then they can sell those either to himself or to someone else.
That's even more awesome. Thanks for the info.
I may be wrong XD
No you're not, just checked /makegundealer command ig and it's removed. Therefore, civilians can no longer deal guns.
hooray


woot
Consigliere
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Posts: 11986
Game name: Adam_Cooper

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:32 am

Looks like my first post was too unclear. There is no gundealer job anymore. Anyone who has materials also has the ability to use /sellgun and the ability to take/store materials into their houselocker and sell it by doing so.

If you find e.g. 250 materials in a houselocker, you can take them out and use /sellgun while you're a Trucker. You do not need to have any specific job.
:D

Oak
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Posts: 5597
Game name: Sean_Oak, Rufus_McIntyre

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:37 am

Lol it was pretty clear, people just didn't read it trough

aleyeahhhh
SA Police Department
User avatar
Posts: 1864
Game name: Alceo_Visconti

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:37 am

woot wrote:You do not need to have any specific job.
this is the best thing in this update :D
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AKA Howie

Andre
Retired Admin
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Posts: 8893
Game name: Andre_Badal

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:37 am

woot wrote:Looks like my first post was too unclear. There is no gundealer job anymore. Anyone who has materials also has the ability to use /sellgun and the ability to take/store materials into their houselocker and sell it by doing so.

If you find e.g. 250 materials in a houselocker, you can take them out and use /sellgun while you're a Trucker. You do not need to have any specific job.
lol, factions right in war right now. Everyone is hitting each others runs....

Milos Miokovic
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Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:41 am

I'm not sure why are you all spamming this right now... I think everyone gets it how to work with weapons now, and going of the topic for what.. Please lock this thread...
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Aleya BANNED

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:43 am

Somilea wrote:I'm not sure why are you all spamming this right now... I think everyone gets it how to work with weapons now, and going of the topic for what.. Please lock this thread...
Let people ask questions here instead of creating new threads about it. I don't see them going off-topic, regardless your and my post.

Lazzari

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:58 am

I dont like at all. Will comment on this thread next weak again hopefully with better comments

'Suppressed Pistol'

Re: Italy Mafia V6.5 - Weapon / Gun Dealing explained.

May 12th, 2013, 12:59 am

Mario_Lazzari wrote:I dont like at all. Will comment on this thread next weak again hopefully with better comments
Why you don't like it? Because you're not anymore able to DM?

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