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Showing results for 'Vehicles'.
Found 41868 results
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:( What about a bicycle? I heard a rumor that bikes would be implemented before actual vehicles. Any truth to that?
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Yes, there are plans for vehicles, and no, there will not be a save feature. Moved to 'New Player Discussion'. EDIT: This is on purpose, it is by design. It is supposed to be that way, and it is the reason so many people play this game. It makes it tense. It gives you something to lose and something to protect.
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It died long ago, the only thing there is to do atm is kill, in the Mod there were tents and vehicles which provided an endgame goal, to hoard all the loot you can find for no apparent reason. In the SA the only endgame is killing
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If the player isn't aware of the degree of free parts available, then what you said is redundant as people will search for the parts anyway without knowning that the limit has been reached (all parts found and owned). It doesn't stop server hopping unless you've got this notification, which i'd argue detracts from immersion. Also assuming the cap had been reached, it may encourage server hopping to find the people who already own the parts. Also consider the situation from a complete-vehicle perspective. If global parts are fixed, and people have made vehicles, then it can be said that the vehicle is 'locked' to that server (unless able to be disassembled). This may encourage vehicle hoarding, with vehicle rich servers and resultant vehicle poor servers. One possible remedy to this is to have parts degrade upon taking damage, and instead of turning 'ruined' they fail and disintigrate (removed from server) and then are 'up for grabs' again, re-entering the zero-sum global fixed free part value. This may lead to the next situation however: What of half-completed vehicles? Again taking the above parts value fixed = vehicles value fixed theory, it's more likely for partially completed (read immobile/non-functional) vehicles to exist than a fully complete vehicle (unless people are just hoarding parts, which is unlikely/uneconomic from a functional/fun point of view, given inventory restriction. Clans may minimise this effect, but I would argue it would still be detrimental as clanners should be cooperating on a small number of servers anyway). This means that most players (and servers) out there will have three-tenth's-of-sweet-f***-all. Considering the above, if global parts and inferred global vehicles are restricted to a fixed value, everyone's getting a little bit of nothing. If Dean really wants to restrict whole/functional vehicles from being available this may be one mechanism, but I'd argue it's a poor system (without able to provide a solution ;) ) but I see this just adding to a disparity in have/have not across servers/regions as a whole, or lending to a redundant system where everyone has a part of the whole without access to the functionality that the part should provide. These things would be like 'greys' in MMO's. Clutter/filler/sawdust items. Adding to the redundancy I see in this system, if the fixed value is too high, then there's no point having a 'fixed limit'. If the value is too low, then I see my above points being more likely to happen unless the value is distributed across a (different) fixed value of servers, ie: Xval parts per Yval servers. Fine-tuning the sweetspot seems like too much effort for too little gain in my opinion, given that SA still hasn't reached mod standard, and that the ratio may need to be altered if global/regional server numbers rise/fall into the future... I see far too many flaws in this kind of system. Just lock the number parts/vehicles available/theoretical per server if you want to make it restrictive. Hell, you could even make these parts spawn only inside vehicles (like curently existing carcasses of sedan/combi/police cars/trucks) in urban areas (or ultra low drops off heli-crash sites), make sure there's enough vehicles scattered about the map and give the parts a real low drop rate (Xcars total in map * Ydroprate= Zmax available usable vehicles/server), so that people would need to scour the whole map (read move out of berez) and the chance of finding parts is still relatively low... I also expect a rotor assemblage to take up more space than 4 cans of beans...
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Thema: NEW Origins Server - TMA Steiermark // We want you, on our Server!
chrispag93 posted a topic in Mod Servers & Private Hives
Welcome in the harsh world of DayZ! Our fresh started DayZ Origins Server need to be filled up with lots of new Players! We are a experienced Admin Team from Austria and welcome all Surivors, Bandits, Builders, Car-Fanatics ect.! Server ip: 37.187.143.216:5467 Information about our Server: - Hosted on lagfreeservers.com, with an ssd, for the best gaming experience! - New Database! Nearly all Vehicles are vacant at the moment. - No admin abuse! Rules: - Bases are safezones! Dont kill people or steal vehicles that are less than 200m from their base! - Every Player can keep up to 4 vehicles. incl one heli! - No bad language and no talking in sidechat! - English and German only! It would be nice to welcome some english players ;) TS: ts57.nitrado.net:17750 -
You can't stop modding just because some people will abuse it, if that was the case then DayZ wouldn't have been made, and netiher would have DotA in Warcraft 3 which lead to big titles such as LoL, HoN, Dota 2, Smite, etc. People won't stay on garbage servers with crap admins they will quickly move on you need to build a community around it. I didn't really want to elaborate because people are predictable and they will start a flaming if they don't agree, even though no one wants to take official servers away from them. But some key areas for me are: Pop up screen/message on server joining outlining all the changes so people get adjusted right away.Different Spawning methodsLoot, loot locations and %'s, same for vehicles.Some decent ingame map by pressing "m" so people don't need to use Shift-Tab and to open dayz map on steam web.Grouping and ally symbols make it easier to not friendly fire, grouped players can then talk ingame from anywhere so no need for TeamSpeak or inviting new people TS (another idea i have is if you kill someone in a group they spawn and drop a radio next to their corpse which you can use to listen into their coms until said player spawns back into game after timer)Guns should ware out when you shoot so you not incline to KoS everything.Killing a player that had no kind of weapon on him and that did no damage to you, should add a status of "guilt" your player goes around for 5mins playing mix of sounds from moaning, I shouldn't have done that, etc so it gives away your position to a certain radius and also people will know that you killed an innocent.Little changes like this and many more... you get the idea... God mode too, and ability to fly with my_people_need_me.mp3
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I can't wait to see what the modding community comes up with when the game is released! New maps, like Taviana, Panthera, Namalsk, Lingor, Altis, Stratis... New gear and building objects. Some of you will now start to complain about high powered weapons, high end gear and vehicles, but remember that you do not have to press that server " join" button. If I am feeling vanilla and survivalist I'll join one of my favorite vanilla servers, if you feel like playing death match, then you can join one of the modded to kill servers. Imagine someone adding Altis Life mods to this and going full RP! This is totally in the tradition of BI and one of the reasons I bought into the game even in alpha stage. To watch it grow, be part of the community in the alpha stage and to see it being developed into 100's of modded variations. This is not H1Z1 or WarZ were you get One game that only the developers can change, this will be the most awesome experience in the survival gaming genre ever!
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I am massive supporting OP on this and really looking forward to it. Also, for the reason we are apparantly getting- its too early , updates will break the mods etc... well modders are very talented and adjust to new updates very fast. On the stable we are only having one update a month (if that), so I'm quite sure modders could keep up with this 'progress'. So waiting another 6 months+ just seems over the top... looking forward to private servers and modded servers because most of the community Kill on sight and that ruins any potential interaction, co-operation, or fun situations where you don't know if someone was friendly or enemy, now typically 99% of the community will press shoot instead of push to talk. Just having a server on its own private hive means people won't be ghosting into areas fully equipped, they will have to make home on one server and not hop to get gear... So this helps a lot...Also you can block people who are complete pricks or cheating... Finally not everyone wants easy mode.. My dream server would be something like.. an increased zombie threat server , it would be increased zombies (x10) , zombies die from head trauma only (take all damage off their body and limbs, just head damage), 4 hour restarts with day and night (alternating each restart), As for vehicles i know their not avaible yet but just to say i would only like about 10-20 ground vechicles eventually for the server imo- approx 10 bicycles,3 moto's and 7 cars, couple of Urals or trucks, and 2 Heli's for the whole server (one little bird one big Merlin)... So basically,,, would like an increased zombie threat server to encourage more team work and make it harder...And also the bonuses of private hive been No Ghosting/ Hive so people are all a fresh spawn when they join it.. And opportunity to ban people who cheat or abuse .
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Full kitted character after spawn, 500 vehicles, self bloodbaging and so on.... you should know the trend by now :P
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Eventually... Not much points to mods right now, no private hives to have them on, and all public hive servers need to be vanilla. You'd 'break' a mod every time an update comes out. That and you'd also give the real hackers a tool to develop hacks. I mean yeah they'll make their own, but you'd just be handing them a tool in that case. They want things to be as secure as they can reasonably be before the start releasing files. That and I can just see all the redundant mods that would come out that do lazy shit like import stuff from the Mod (vehicles, tents, ect). 'I download dis mod and now i get de golba ban. I wan refund!!!1'
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Scripts Cannibalism,Tent Healing, Build Snapping,Convoys,300+ Vehicles, Custom Vehicles,Self BB Safe Zones 24/7 Day, Refueling Teamspeak if you have questions: tmg.myteamspeak.net Ask Crazyshot aka Brandon For help he is support Guy XD And if you Experence Any Problems Contact Crazy or TheRealSpud he is owner If any questions Eaither Get on teamSpeak or You can add crazy on skype Crazyshot098 or steam Crazyshot098 on steam picture of squidwardXD
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Do you want moderation of the mods on DayZ?
igor-vk replied to leefriendfield's topic in General Discussion
There should be 1000000 vehicles, 567899 baracs servers. Then all CoD kids move there. You dont want to play with those people on normal servers anyway. Epoch should not be called "Dayz mod", survival and zombies are on 15th place in that mod. It shoud be called BuildZ! -
Hello guys! We recently started an Overpoch Chernarus server and we want YOU to join us! Come visit our server and we will make sure you enjoy your experience! Server features include: Infistar Antihack Wicked AI Custom Missions Militarised Vehicles Deployable Bags Self BB Take Clothes Indestructable Building Build Snapping and many more! We have active admins usually with an admin on 80% of the time, we are also available on steam so expect a fast response if you encounter any problems! The admins are fair and any sort of abuse is strictly forbidden and will be dealt with. Use direct IP or simply search for Mantis on your server browser 103.224.118.211:2402 Server is hosted in SEA. Ping will not be higher than 100 for SEA, Asia and Oceania Players.
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Do you want moderation of the mods on DayZ?
Capo replied to leefriendfield's topic in General Discussion
As long as 3000 vehicles, donor loadouts, spawn with weapons, and increased weapon spawns are banned, I don't mind. Increased weapon spawns includes adding barracks' to places barracks' shouldn't be. For the most part, those were all scripts, not mods, but as far as I know, that's what everyone means. -
There are pros and cons to both. The Mod is a pain in the ass for a first time user to set up (especially if you're coming from a console background) and steam doesn't handle it well (i use DayZCommander to mitigate some of the headaches) there are also mods of the mod, Epoch, Overwatch, etc. and different servers to filter through depending on which mod you use. The mod also has possibly the worst inventory interface ive ever used, and until you are used to it it will be a complete nightmare, this is also throwing in all the additional controls you'll need to quickly get used to using (I've got an MMO7 mouse and a G13 gameboard all configured and use most of my binds in tandem with the keyboard, so there are a LOT of controls to get your head around) Both are badly optimized, so don't expect it to run great at this point. The Standalone wins here because its still being actively developed so performance "should" increase eventually. The Standalones interface is also far better, still clunky but far more usable and intuitive. Where the standalone falls down is content, there really isn't much, so you're gaming phases at this point is 1: get healthy 2: get geared. 3: pvp rinse repeat. Where as in certain mods you can focus on establishing a base, or building vehicles, or trading. Those are not in the SA yet. For a new user coming from a console, id suggest the Standalone, simply because its actively developed and its far less painful to set up and use, giving you time to focus on getting used to the control interface. sure theres less to do in the grand scheme but that is all set to change.
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Epoch Chernarus Hardcore PVP server by HGGC ( European sustainable server )
Vladko posted a topic in Mod Servers & Private Hives
Epoch Chernarus PVP server by HGGC ( European sustainable server ) 50 players - Epoch version : 1.0.5.1 – Arma 2 client version : 1.63.125548 ( Steam ID ) We are happy to offer a sustainable PVP server. The server has been developed around four objectives : Sustainable Performance Hardcore Missions Appropriate Custom map Hope to see you soon To join : Server adress : 188.165.251.174:2402 Free teamspeak : Hermes.ts3-serveur.com : 19207 HGGC Website and forum : www.hggc.net 1- Custom map : Hardcore missions (Weapon-Supply-IKEA). Hardcore USS aircraft carrier ( Heavy loot available at each restart – a real challenge ). Hardcore Secret Airfield ( Heavy loot available at each restart - a real challenge). Sawmill ( Supply items spot ). Old Mine. ( Mine veins spot ) And : North West Custom Airfield and North East Custom Airstrip Crate mission with no AI. (treasure, explosives, etc … ) Extra items at traders. Extra building on shore and on other places. Heli crash – Crate Drop – Mass Grave. 2- Features : 3 hours restart (3,6,9,12) UTC -1. No crossair - Third person ON - Nameplate OFF - Death Messages OFF. Debug monitor ( On/Off with End Key). Antihack protection. Custom Weather with NO rain. Full Moon Night. Deploy Bike. Extra Vehicles. Salvage vehicles. Indestructible locked vehicles (when they are locked). Vehicle Towing ( All trucks, All Humvees & Vodniks can tow). Heli lifting (Merlin - Shinook – MV22 - CH53). Impossible to lift locked vehicles (when they are locked ). Undestructible base ( Wood and Cinder ). Light pole without Generator. Force Combo Lock Knock out ( penalty 20s ). Toogle snapping. Self bloodbag. Zombie Ultrasound Shield. No weight sytem. God Mod at Bash & Klen traders. All churchs are open. Special Take clothes from dead bodies (some zombies are included). Loadout ( Machete, 1xBandages, 1xPainkiller, Bag 12 slots) No wrecks on road. Chainsaws add to Bash, Klen and Stary traders. Metal change & Metal Exchange at traders. 3- General rules : It's a PVP server so play fair. ENGLISH ONLY in side channel (its an Europeen Server ). SQUAD.XMLs are banned on HGGC server. NO copying other clan tags or players names to troll them. You will be kicked and asked to change your name. No excessive whining about being killed. No voice over side Channel. No offensive, racial, hateful or vulgar language in side channel. No Hacking / Scripting / Cheating. No exploited bugs or Glitch using. Respect players & admins. Same Tag on Team Speak server and in Game. For support, contact Admins only by HGGC Forum ( except cheater issue) . No admin abuse ( All admins are over 30 years). 4- Server rules : PVP rules : Air to Air Kamikaze is allowed. Kamikaze into Base is NOT allowed. Base raiding is allowed. Taking over bases is NOT allowed, but you must secure your plot plole in order to help keep your base from being raided. No Combat logging. Building rules : All building objects (Modular building items, Basic recipes, Workshop, Building Recipes ) can be maintain. Plot poles are tied to ID so you do not need to replace them after you die. All building objects can be disassemble by plot pole owner and his friends. If you die, you must wait until the next restart to disassemble your items. All building objects must be maintained every 31 days by using plot pole otherwise it's will be deleted. Maintain Bulding items is available directly after restart. Once time by restart. Radius of plot pole = 40 m and the Exclusion zone = 120 m. 400 Items max by plot pole. Only locked Vehicles inside the base. Other type of vehicle will be deleted be admins. 10 locked vehicles max per base (Land + Air). Placing/hiding a plot pole where it cannot be accessed is NOT ALLOWED and it will be removed. No Basebuilding in existing Structures, on the road, in a Town & near to a trading zone 500 m mini to a trading zone. No Basebuilding around military places, hospitals, firestations and supermarkets. 500 m mini . If you built something in those areas it's will be directly removed by admins. ( without warning , without Building Items restitution). Safezone and Traders zone rules: Safe zone at Bash & Klen traders. No destroying vehicles in safezones - do not shoot vehicles from outside a safezone No killing someone in safezone . Vehicles left abandoned at the traders zone or new vehicles purchases will be moved after each restart to the "Vehicle Recovery Center" . 125 m around the trade zone. Vehicle Recovery Center Location : 650 m at North of Novy Sobor. Everyday at 0h00, All vehicles in the Vehicle Recovery Center will be delete. No opening other players backpacks in safezones. No blocking traders from other players by standing too close on purpose. No Air Kamikaze to traders zone . No AFK in a traders zone. No abusing safezones to avoid combat or camping. To join : Server adress : 188.165.251.174:2402 Free teamspeak : Hermes.ts3-serveur.com : 19207 HGGC Website and forum : www.hggc.net -
Hi All I have set up a overpoch server and looking for people who might want to come on and join in the fun . Self Bloodbag / Auto Refuel/Rearm/Repair / AI Missions / Dance around the camp fire / Remove Clothes From Bodies / Trader Safezones / Lift & Tow / Animated Helicrashes / Custom Starting Gear / Snap Build. 22 Slots Server Version 1.0,5.1 112555 Starting Gear when u spawn and plenty of vehicles on the map. Come along have fun build and get them bandits and grab that loot. 81.19.216.159 2310 Will be adding more weapons and vehicles at the traders as the server progresses.. Cya in Cherno CrazyIrish
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Mission Update. Better AI missions as well as an island with npc's and high end loot. Can be found on skalisty island. Traders are now fully working with overwatch items/vehicles/weapons Plot polls added to the new player starting builder kit Note We are fully NOT a pay to win server. We do not sell ingame items for real money, Also my staff team has been told not to spawn anything in from any admin menus Rules updated on main post Our server has been moved to a Dedicated SSD for higher performance Fast Building has been added.
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G4F - Gamers4Fun - DayZ Epoch 1.0.4.2 | Indestructable Bases | Self Blood | Lift/Tow | Tons of Vehicles
daryl2599 replied to glowpowner's topic in Mod Servers & Private Hives
Hello everyone ! If you're looking for a New server to start playing on, look no further. G4F Community ( Dayz Epochpoch Chernarus ) is a fresh server, fully configured with lots of really cool Features. This server is a PvP server. * Restart every 3 hours * 50 player slots * 500+ vehicles Gamers4fun [G4F] - Dayz Overpoch Chernarus ( 1.0.5.1/112555 ) Epochpoch Server IP : 195.154.241.14:2303 Teamspeak IP : ts3.g4fcommunity.eu Website : www.g4fcommunity.eu Here are some Features : * AI missions & AI Bases * Indestructible base building * Building snap * Tow & Lift * Trader city safe zones * Self bloodbag * Dance * Anti-Hack * Active Admins * Events & Event Areas * Building Snap * Custom Spawn menu * heli patrol * No stealing in Safe zones You should come check us out ! :) -
I think you are slightly over exaggerating that one, yes the mod players kill traded too easily in close quarters, but it didn't happen often and I always felt the the time from bullet impact to dead wasn't that bad. Now if you played on modded servers where all sorts of easy mode crap like missions, thousands of vehicles, and spawn with weapons then of course the net code was bad because it couldn't keep up. I'm not sure which version of the mod you played but I never felt the truly bad net code you are describing.
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UK DayZEpoch Chernarus - Latest Epoch Version 1.0.5.1 Tow/Lift Vehicles 300+ Vehicles on Map Self Blood Bag AI Helicopter and Land Patrols AI Missions Auto Refuel & Repair Vehicles at Gas Stations Safe Zones with God Mode and Anti-Backpack stealing Indestructible Bases Full Day/Night Cycle - Time GMT -3 Anti-Hack Protection IP: 149.3.132.163 port: 2402 All welcome
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Possible way to implement vehicles fairly into DayZ
wartzilla replied to SamualACarver's topic in General Discussion
I honestly don't care how rare vehicles are, as long as they add the ridable horses they said they wanted to add before vehicles arrive. Why'd you want a noisy vehicle that wastes rare fuel when you can have a horse that fuels itself on the grass we're all running through all day long when we play? -
Possible way to implement vehicles fairly into DayZ
SamualACarver replied to SamualACarver's topic in General Discussion
I didnt mean for things to just disappear. Just for things to degrade or wear out over time. For example Helis get initially released at a Global limit with for example 50 the first week and 50 the next week. Then a few here and there on a random schedule after the initial release. So if you found a Heli you inspect it and see it needs new plug wires, a fuel pump and a rotor. You find the items with like the plug wires being the easiest to find as there are universal wire sets irl that you cut to length a lot of fuel pumps will work with different engines also. You also find a Rotor for it the Rotors being rare since there is a Global limit on them maybe a few more than the number of Helis that were released with a Global limit. You get the parts in and each part has a random hidden number of hours that it will work. (You should be able to inspect the Heli and notice some parts starting to look worn or the Heli performance degrading.) Once the Rotor reaches its random time limit it finally fails. It doesnt dissapear it just stops working. So you have to find another one. This would be happening Globally to every Heli and rotor and other parts all on there own time frame. The parts would be randomly released at a Global limit so they may release 5 one week 10 the next none the next week etc. The engines would also eventually wear out with the only option being find another Heli and pull the engine. With a system like this no one could hoard and keep all the Helis each heli would have a total lifespan. Over time as old Helis finally get worn out there will have been a steady but random trickle of them being released on random servers. That way the over all total number of Helis in game would be fairly consistant but everyone would have a chance to have one at least for awhile. As the total population of Players increased they could release a few extra every so often to slowly increase the total number. This is very realistic and fair to all Players. It stops the problems of real hardcore Players and Clans always having helis and more casual Players never getting them and it also stops the problem of there being way too many helis in the game. This could be done with all vehicles. -
Petition against globally restricted loot
doctorbadsign replied to coltonlong's topic in General Discussion
I don't want individual servers to control the loot. It will wind up as it did in the mod, trying to find a decent server among the "1000+ vehicles / spawn with a mega gun" servers. I don't think any control should be given in that regard to loot. Having said that I also do not think server hopping should actively be encouraged. -
Possible way to implement vehicles fairly into DayZ
SamualACarver posted a topic in General Discussion
I'm new to this game so I dont know how many of which item there should be out there but what they could do is give these items a lifespan of so many hours of use like in real life. All vehicles and parts being release with Global limits. Higher numbers for more real life common vehicles like a standard passenger car. Low numbers for vehicles like Helis and other military vehicles. Like cars and helis and other vehicles they would all start missing certain parts that they need and it could be different for each vehicle. Like you may find one car that is missing some belts spark plug wires etc another missing tires with some of the better vehicles missing harder to get parts. The same for helis and since helis are such premium items they would all start out missing a few common parts and at least one rare part but it would be different parts so that all helis werent missing the rotor as its rare part. One may be missing a rotor and another missing an important and rare engine part. When they emplemented the vehicles a certain number of these different rare parts would be released and globally restricted. The parts could be initially released in phases. For example they release X number of rotors then a couple or few weeks later they release X more until they feel they have the right number out there. Each of these parts would basically come with a timer on them with a random X number of hours of life for each part. There wouldnt be a timer that Players could see or anything. For example you may find a rotor that has 100 hrs of life left or find one that has 50 hours of life left. You wouldnt know. Just like in real life. When you buy say an alternator for your car it basically comes with a timer on it because sooner or later it is going to break and you will need to buy another. Once they make the initial release and have the number of those items out there they stop spawning them. Then every few weeks or so they release a few more. By that point some of the rotors from the initial release would have used up their lifespan and basically broke. If you had managed to get a working heli eventually the rotor fails and you will need to find a new one. Doing it like this would prevent real hardcore Players and Clans from basically hoarding up all of the rare parts. It would also prevent there being a million helis out there. Here is an outline for how it could be emplemented. Like I said I dont know what amount of vehicles or parts is appropriate so I'm just going to use some random numbers. Also this is an example of Helis missing rotors as their rare part. The same thing could be done with helis missing a different rare part and the same for other vehicles. All vehiclee would also be missing some random more common parts and some interchangeable parts like tires. So you could have a car with 2 different size tires different color doors ect. Example: Helis missing Rotors 1) Release 50 Helis missing Rotors as a Global limit. They could release more over time to replace any that have been destroyed or as the Player base increases 2) At the same time release 25 Rotors (all with random number of hours life span maybe between 50-200) 3) 2 weeks later release 25 more rotors. 4) Release more Rotors to replace some of the initial Rotors that would have reached their lifespan. By A: They could either keep track of the number of working Rotors Globally (but I dont know if that is possible or practical) then release an appropriate number Globally. B: They could just wait for a few weeks when they know some of the Rotors would have reached their lifespan then release 5-10 more Globally. Wait a few weeks and release some more. 5) Other parts on the Heli would also wear out over time so in order to keep your Heli flying you would need to periotically replace different parts. Some parts more common others rare. You would have to do a maintenance schedule on your Heli but eventually it would just become worn out over time and not worth the effort to keep it running. Maybe eventually the engine finally goes and is very hard to replace basically only being possible by pulling one from another Heli. This same system could be applied to all vehicles and parts and would be very realistic. It would also prevent some Players and Clans from hoarding all of the best vehicles or everyone having a Heli. This way the vehicles and parts would be circulating around all of the servers and everyone one would get a chance to sometime get a nice vehicle. It would open up trading and give Players and Clans a reason to travel to other servers to acquire replacement parts. The parts and vehicles would also stay rare like they should.