yare yare daze...
I agree that it's frustrating that you're only given 150 bullets of the spawn weapons you bought. As you will ever only have 150 bullets on respawn, it's basically a risk to buy more as that money would go wasted if driveby'ers camp the ammu outside.
People would rather be likely to enter ammunation once they join and then just die to refill their weapons without even setting a foot near ammunation. Basically if it wasn't for the armour the new system would be a kind of 'anywhere-ammunation', given the fact that you don't loose all of your money on death anymore. In contrast this way you don't have to put your anyways limited savings at stake just to buy new weapons. But i think this is actually the opposite of what we initially wanted.
I'd like the concept of buying and spawning with spawn weapons in any desired ammount for the corresponding price, as it was before, and in addition to make spawn weapons more expensive to reach the same effect of economy mobilization without the frustrating and aswell highly intransparent money deduction on spawn. Yes, this means that newbies and weekend players won't be able to afford spawn weapons right from the start. Which in return gives them a target to fight and earn money for, like it once used to be, and like a actual basic moneygrub should work.
Spawn weapons were never supposed to be free on LW's DM system. Remember the classic approach and why it had worked in the beginning for so many years. You started with almost no weapons, and fought to be able to buy better weapons from the stolen money. Based on that, spawn weapons should be the next step on the ladder, the long term achievement you're playing for in the long run. This was how it worked in 2009, when i joined, as there were deagle+bat only on spawn. Achievements in existence back then were:
-get better weapons
-therefor get more money
-fill bank account
-join a clan
-be the best
We've practically eliminated the first three by introducing the free uzi+sawns spawn weps. You don't need better weapons as those actually suffice to do decent damage, therefor getting more money is kinda useless as there is not much useful stuff to spend it on except weapons, and with no use of money you don't need to fill your bank. Of course, this was welcomed by the 15-minute-players. But 15-minute-players are not really clan material. They are not taking the game seriously enough and aswell are not active enough to be of any use in a clan. We indirectly eliminated our clans by that, and without clans also the fourth target falls. Well, and without those four - what to be the best in?
LW was sa-mp's first server, and LVDM~Moneygrub sa-mp's very first gamemode and a classic concept for many servers. As sa-mp's first server i think we have an obligation to stay original, yet i also understand that the modern audience calls for updates. We've just been understanding it wrong all the time imho.
Going with time doesn't mean doing all the silly stuff others do to attract more players. It means to stay true to oneself while improving old and rusty features. We just have to look at the basic concept and find out why it worked, and then go retro, and afterwards just add new features instead of touching a running system.
If we're looking to support this 15-minute-funplay-mentality, we've already lost, as all we will ever create is a server where people just play 'for the laughs' or for relaxation between other games, or just for quick fun when they don't have time for a serious game.
What we must strive for in the name of traffic and activity is a server where people will want to play serious games at, where they have a reason to stay for longer than just 15 minutes. This might be less fun for weekend players, but what we really want and need are 12/7 regulars.
We're not sumo or partyserver or fucking lvp, we're littlewhitey's goddamnit.
enough feedback for you kiddo?