Add additional job at Lifeinvader - however this one would be locked behind a license that must be obtained - Boating License.
Queuing the job after accepting it at Lifeinvader could be a command for a UI that pops a tablet up, OR, a clipboard you receive/purchase at the docks which gives you "ferrying jobs" you can access at any time (similar to the concept of getting a chop radio).
Like boosting, Ferrying could be a possible job set-up where X amount of jobs come through every X amount of minutes, or just randomly. Either way, the payouts could be wavering from lower end $500 job for one dock to another is LS, or higher paying jobs from city to cayo or even visa versa (pick-up in cayo, drop off in city).
"Legal" and "Illegal" cargo you could accept to ferry -
Legal Cargo - would be listed as "Lumber, Coal, Art" etc - each one has a generally assigned value (Lumber is a lower end payout, Coal medium, Art higher tier payout - all randomly generated/issued)
Illegal Cargo - would contain a disclaimer as "high risk/illegal" and have cargo such as "Stolen Goods, Ammunition, Guns" etc - each one also has a generally assigned value (Stolen goods lower, Ammunition medium, Guns higher tier payout) - None of the cargo is accessible, its just what is "on the ferry" - This would also be a slightly more elevated payout due to illegal cargo being transported, more details explained in "Roleplay Aspect."
Bonus - an opportunity for a ferrying job to populate in the ferrying queue that is listed as "Unknown Transport" or "Unknown Cargo" - This job would list no details as to if it is a legal or illegal shipment, nor destination. Accepting the job means you are taking a risk in which way it could lean. Once accepted, the destination is given. This would be considered a elevated transport with better payout, but also an additional explained feature below in "Roleplay Aspect".
Flow could look as follows:
Accepting the job on your "ferrying" app would drop a marker on the pick-up location for you to travel to. It would also issue you a "receipt" or "paperwork" you would carry in your pocket with info on the shipment confirming you are the one transporting it, what the shipment contains, your port of destination, etc.
Walk up to the dock, approach a clipboard to "begin" the ferrying job
Small cargo vessel would spawn [a boat exclusive to the job, similar to a ferry or barge, not fast in speed]
Enter the vehicle which would set a market to the drop-off location. Navigate there without hitting debris, rocks, etc - Optional, could also be timed like Oxy? Example - Dock in Paleto to a dock in Cayo, if you miss the 15min time window your payout gets cut in half or forfeited all together
IF "Bonus/Mystery" shipment, there could be a "PD" pop as well? "Questionable Cargo on the move" without giving the exact location (would be very OP if it did) - but this could prompt PD to search the ocean if they wanted, and also but a greater risk in the "Mystery shipment"
Deliver the ferry to a drop off spot visually designated on your map next to the dock, similar to boost delivery - anchor the boat, vacate the boat and area, then your payment gets wired to your bank.
Roleplay Aspect:
With this new job introduced, there is opportunity for new roleplay elements for both Civs, Criminals, and PD alike -
The intent for this job would be a fun optional layer of RP available for all. Ideally, this would add an option for PD to utilize their boats / helicopters to patrol the ocean, surveying for cargo loads traveling, and deploying a boat to perform inspections to ensure the cargo being moved is in check and of course, legal. This could be a command such as /search_cargo in conjunction with the "receipt" the individual received confirming they are suppose to be transporting the load, which would now trigger a pop-up in the top left corner of the screen in the command/chat box telling them if they see anything suspicious or not. This feature cannot be spammed either, as intent would be to use it for all legal, illegal, and "bonus" shipments - There is a percentage chance on illegal and bonus shipments that the police will /search_cargo and find something illegal (it would inform them if it is stolen goods, ammo, guns etc) prompting arrest RP (or attempting to bribe them, however the RP goes). If Legal cargo, cops would see that and send them on their way.
Details can be changed, but general idea is there and could be a potentially fun new activity.
If this is not able to be locked behind having a boating license due to conflict in coding, this could work without requiring the boating license, but just be an extra charge for those operating the ferry without a license if caught.
Reason
This new job is the middle ground between "job" and "heist" to a degree - People have been asking for more criminal activity, however with this you would be generating new Civ AND Crim RP opportunity. Illegal Cargo would provide crims a new job that is not WL locked, but also provide civs an opportunity to potentially get risky with their clean record and cross over to the criminal side of life. Legal cargo would be an additional job and safe option for those who may like the ideal of trucking, but just on the water and at a slower pace.
This also adds a new RP piece for PD that isn't on the mainland - This would also be a slower paced and timed activity, putting some risk in the job expiring or paying out lower than expected.
Imo putting this to life invader isn't a good idea coz it would be a limitation to people who work or own businesses instead doing something like an oxy run or bazar kind of mechanism would be more fun.
Assurance
I have read the
README.md
Summary
Add additional job at Lifeinvader - however this one would be locked behind a license that must be obtained - Boating License.
Queuing the job after accepting it at Lifeinvader could be a command for a UI that pops a tablet up, OR, a clipboard you receive/purchase at the docks which gives you "ferrying jobs" you can access at any time (similar to the concept of getting a chop radio).
Like boosting, Ferrying could be a possible job set-up where X amount of jobs come through every X amount of minutes, or just randomly. Either way, the payouts could be wavering from lower end $500 job for one dock to another is LS, or higher paying jobs from city to cayo or even visa versa (pick-up in cayo, drop off in city).
"Legal" and "Illegal" cargo you could accept to ferry -
Legal Cargo - would be listed as "Lumber, Coal, Art" etc - each one has a generally assigned value (Lumber is a lower end payout, Coal medium, Art higher tier payout - all randomly generated/issued)
Illegal Cargo - would contain a disclaimer as "high risk/illegal" and have cargo such as "Stolen Goods, Ammunition, Guns" etc - each one also has a generally assigned value (Stolen goods lower, Ammunition medium, Guns higher tier payout) - None of the cargo is accessible, its just what is "on the ferry" - This would also be a slightly more elevated payout due to illegal cargo being transported, more details explained in "Roleplay Aspect."
Bonus - an opportunity for a ferrying job to populate in the ferrying queue that is listed as "Unknown Transport" or "Unknown Cargo" - This job would list no details as to if it is a legal or illegal shipment, nor destination. Accepting the job means you are taking a risk in which way it could lean. Once accepted, the destination is given. This would be considered a elevated transport with better payout, but also an additional explained feature below in "Roleplay Aspect".
Flow could look as follows:
Accepting the job on your "ferrying" app would drop a marker on the pick-up location for you to travel to. It would also issue you a "receipt" or "paperwork" you would carry in your pocket with info on the shipment confirming you are the one transporting it, what the shipment contains, your port of destination, etc.
Walk up to the dock, approach a clipboard to "begin" the ferrying job
Small cargo vessel would spawn [a boat exclusive to the job, similar to a ferry or barge, not fast in speed]
Enter the vehicle which would set a market to the drop-off location. Navigate there without hitting debris, rocks, etc - Optional, could also be timed like Oxy? Example - Dock in Paleto to a dock in Cayo, if you miss the 15min time window your payout gets cut in half or forfeited all together
IF "Bonus/Mystery" shipment, there could be a "PD" pop as well? "Questionable Cargo on the move" without giving the exact location (would be very OP if it did) - but this could prompt PD to search the ocean if they wanted, and also but a greater risk in the "Mystery shipment"
Deliver the ferry to a drop off spot visually designated on your map next to the dock, similar to boost delivery - anchor the boat, vacate the boat and area, then your payment gets wired to your bank.
Roleplay Aspect:
With this new job introduced, there is opportunity for new roleplay elements for both Civs, Criminals, and PD alike -
The intent for this job would be a fun optional layer of RP available for all. Ideally, this would add an option for PD to utilize their boats / helicopters to patrol the ocean, surveying for cargo loads traveling, and deploying a boat to perform inspections to ensure the cargo being moved is in check and of course, legal. This could be a command such as /search_cargo in conjunction with the "receipt" the individual received confirming they are suppose to be transporting the load, which would now trigger a pop-up in the top left corner of the screen in the command/chat box telling them if they see anything suspicious or not. This feature cannot be spammed either, as intent would be to use it for all legal, illegal, and "bonus" shipments - There is a percentage chance on illegal and bonus shipments that the police will /search_cargo and find something illegal (it would inform them if it is stolen goods, ammo, guns etc) prompting arrest RP (or attempting to bribe them, however the RP goes). If Legal cargo, cops would see that and send them on their way.
Details can be changed, but general idea is there and could be a potentially fun new activity.
If this is not able to be locked behind having a boating license due to conflict in coding, this could work without requiring the boating license, but just be an extra charge for those operating the ferry without a license if caught.
Reason
This new job is the middle ground between "job" and "heist" to a degree - People have been asking for more criminal activity, however with this you would be generating new Civ AND Crim RP opportunity. Illegal Cargo would provide crims a new job that is not WL locked, but also provide civs an opportunity to potentially get risky with their clean record and cross over to the criminal side of life. Legal cargo would be an additional job and safe option for those who may like the ideal of trucking, but just on the water and at a slower pace.
This also adds a new RP piece for PD that isn't on the mainland - This would also be a slower paced and timed activity, putting some risk in the job expiring or paying out lower than expected.