The people in charge of setting up OCs for factions have to do lots of guesswork and research in order to make good decisions about which players to send on which OCs. Right now the only information displayed on the page is the number of offenses they have done which is not really useful especially if someone starts going for certain merits and tanks their nerve bar.
I suggest the page instead shows the players natural nerve bar.
Edit: The reason I would like to see players natural nerve bar is because its the most widely used indicator of crime skill. As far as i'm aware the merit and other modifiers to players nerve don't change a players effectiveness at crimes. Additionally if a players natural nerve bar goes down from being caught at crimes, so does their crime skill.
Edit 2: After reading Ched's response to a similar suggestion: https://www.torn.com/forums.php#/p=threads&f=4&t=16008870&b=0&a=0 Ched said https://www.torn.com/forums.php#/p=threads&t=16008870&to=17959849&start=120: "Yes it'd be very simple to do, but it's just lame...Think of a better solution and I'll take another look."
So @Ched, if you still think this solution is too lame to implement after it's hit 100+ (hopefully a second time here soon), here's some points to try and convince you.
First, there are tons of replies in that other thread that I encourage you to look through. It's pretty obvious to me that this is the only existing stat (aside from actual crime xp) that could help OC managers. It may be lame but it's no more lame than having the offense count when that count does not correlate to crime xp. People lose crime xp when they fail crimes and people do things like go for merits/money all the time dropping their crime xp when they get caught too often etc.
Secondly, as you said it would be incredibly easy to implement, and since it would help every single faction make better decisions about OCs in the current system, we are talking about an easy to make extremely useful quality of life change which seems to me like it far out weighs any small amount of 'lameness' i.e., cost benefit ratio seems to me like it's well worth doing.
Thirdly, natural nerve bar is pretty common knowledge in torn even if you decide to ignore that fact officially. By digging your heels in on this I don't really understand what your hoping to gain.
Lastly, OK, if you still don't agree, some other possible solutions that would accomplish the same thing, but not use the words 'natural nerve bar'. - Show players actual crime skill instead. - Show a percent effectiveness instead. e.g., someone with low crime skill like a NNB of 20 may be 90% effective at kidnapping and 0% effective and political assassinations. Then someone with a NNB of 55 would show 100% effective at kidnapping and like 2% effective at political assassinations etc. etc. This would have an added benefit of letting factions know when they actually have a chance at doing the highest level OCs. - Make OC success be based on the number of offense completed instead of crime skill. (then the current stat on this page would be a valid metric). - Completely overhaul OCs. (though if you decide that this is the best solution, I beg you to implement this suggestion first so that we aren't stuck waiting for years for any improvement while OC updates are developed).
Edit 3: Recently the OC members list has been updated to sort people by crime experience descending. This was a nice step in the right direction, however we still end up guessing players nnb based on their relative positioning to a subset of the other faction members. Additionally, the page has no mention or indicator that it's being sorted at all (let alone by crime xp) which is just confusing.
Edit 4: External tools: - Yes there are external tools that can help show exactly this information. That's all the more reason for the functionality to be moved into to the core game i.e., people want to see this information, and they shouldn't have to force their entire faction to use external tools to get it. External tools are often inadequate as well. They don't work on mobile, they can provide wrong information if someone stops using them, etc.
Just some thoughts on ways to improve job hunting from my past experiences:
1. When searching for jobs I'd like the ability to filter out companies that have 0 vacancies.
This is mainly to avoid wasting my own time or other directors time if they were recently looking for employees in the forums but have already filled etc.
2. I'd also like the ability to apply for a multiple jobs at a time.
I've applied to places multiple times in the past (usually after reading a recent forum post) hoping to get a spot and then the director goes offline. So my choices are to wait or cancel the app.
3. I'd like the ability to apply for jobs while working at a company.
Especially if i'm just working one of the starter jobs. This is mainly to avoid cases where I've got a job that at least gives me something each day, but i'm trying to find my dream job etc.
4. Allow directors to set stat minimums for applying.
Again, this is to save time. If they want stats significantly higher than what I have, i'd like to know that up front so that I know I shouldn't bother trying.
Alternatively, it sounds fairly straight forward to create a weekly report or something just for Chedburn that lists the 100R+ suggestions that he hasn't left feedback on...
Agreed, it's stupid not to put the information in this forum area. I tried rather hard to explain that once and it didn't go anywhere: https://www.torn.com/forums.php#/p=threads&f=19&t=16096823&b=0&a=0&start=0&to=19336585
If you really want to limit people changing their specials often then you also need to consider the people who change factions back and forth. I.e., it seems the big families/alliances of factions could largely circumvent these changes.
I'm ok with scripts that help myself or my faction with quality of life changes related to tedious tasks e.g., figuring out how much to pay members for OCs etc.
I'm not ok with scripts that play the game for people, including getting real time information on players to automatically alert them and give a direct link to attack someone at opportune times.
I agree with the realism aspect, but I suspect this would require a decent amount of rebalancing weapon attachments to have less affect to make up for the added power of having access to 4 attachments.
One nice thing about the current limitation is that players have some options and impactful decisions instead of just equipping all/most of the attachments they can.
This would also double the mission point requirements to maximize a weapon.
The more we add to mini profiles the slower the system will be. Not that this would push anything over the edge, but in general we should have justification for adding things.
I think it'd be useful for you to add some reasons why you need this information "on hand" at any time.
In particular, would this really save much time in the grand scheme of things or would it only be nice to have on rare occasions?
Though it might not be quite this easy. In particular for weapons that need reloading and use a variable amount of ammo.
Similarly, what if you run out of temp items? It almost seems like you'd need a priority list for each round that could easily get complicated.
A possibly simpler alternative is to have a single option for temp weapons that says "use temp weapon on turn X if equipped". Then, fix the sliders so that they always total to 100%. (Or can't be set past a total of 100%).
I'm not going to ping Rhino every time I have a question if that's your point. Is that information documented somewhere that you know of? I'll check the wiki later.
I might edit my post later since you're right that my first paragraph is slightly off topic and possibly already implemented (though I haven't tested it).
However, your reply seems a little over the top. I think your just mad I downvoted your first post above for it's sexist remark. (And now your second post here for being rude af).
I can see users wanting to turn the feature off to reduce spam as well.
The perk is already pretty useless imo, and not exactly difficult to get. I'm sure there are some niche cases where someone used it in a good way, but I highly suspect most anon mails are just gloating/bullying/harassment anyways, being able to reduce that seems like a good thing.
Edited: people have pointed out that blocked people can't send anon so this paragraph can be ignored. I agree that people shouldn't be allowed to send anon mail/cash to someone that has them blocked. Someone doing this seems like they would almost certainly just be trying to circumvent being blocked.