I'll go through these 1 by 1 and y'all can decide whether you want to rework or add things based off the response. I just want to say fuck you snoop, the formatting looks nice but sucks to respond to.
INFAMY REWORK -As it stands the amount of infamy you gain from doing Events Cartels making drugs etc. just isn't enough me and my group have a very large number of hours put into this server and have all partaken in the ways you can gain infamy and yet 95% of us don't have a full tree done yet some of the changes that should be done are below.
50% increase on infamy gain
Infamy gain from cop kills since many of the fights on the server involve cops 5 to 10 infamy per cop kill
Selling drugs should also give you infamy maybe 3 infamy for every 5 drugs.
Cigars should also give you infamy from gathering tobacco making cigars and selling them.
Chopping or claiming vehicles should also give 50.
Infamy per -Infamy gain for doing Nikolai’s and National HQ/Ivans and Hugos Gas Mart -Using any type of explosive should give you min 75 to 100 infamy excluding RPGS/GRENADES -Restart Quests should also give you a chance to gain infamy instead of all money kill 10 cops gain a set amount of infamy -Life time Quest that gives you 2000k infamy once you have completed FBI’S MOST WANTED MUST BREAKOUT OF PRISON 5 TIMES WITH THE SAME BOUNTY OVER 500K 1 PER Restart ALSO GAINS BREAKOUT ARTIST TITLE -Life time Quest that gives you 20000k infamy once you have completed King of the south MUST GAIN 2500 WAR KILLS ALSO GAINS KING OF THE SOUTH TITLE -Civs should be gaining infamy for these things because the longer we play the more of advantage we should gain for our commitment to playing theses are just some of the very many ways to make Civ life better and more fun for the Veteran player base or even for newer people that have just join Asylum.
Yeah sure, Infamy gain is pretty bad, and for cigars and stuff I just didn't turn them on for it, the explosive ones makes sense, and selling the drugs too,
Nikolai’s suggestions -As Nikolai’s is a new event there's many things that can be done to make it better the current payout should stay the same because at first it is hard for cops to push but once the boat spawns it becomes easier for cops to disable and capture the boat before Civs can make it back to save the boat some of the changes are down below. -Cops need a safer spot to spawn or remove the silos that that are above the cops spawn|
Uh maybe, I havent seen enough of them to say but if something like that needs to happen then sure -Put a barrier to hide the person breaching the vault from being shot on dome being shot from dome is the same as the cops being shot as they spawn.
No, if you want to do the thing you need to have control of the thing, maybe add something, but not a bunker -Change the boat that spawns to a minigun boat we can all buy minigun boats so it wouldn't matter if the boat that spawns is a minigun boat/ jewelry gives a minigun so should Nikolai’s
Yeah this will be done -Increase of Elite Weapon Semiconductors to 5 to 8 because it costs a lot to even craft the weapons that take the semiconductors and the same weapons we want to craft can be lost in a heartbeat.
No, at least not now, the # of conductors is because of # of events needed to be able to have it. This is hard on purpose
Turf suggestions -Restore the turfs to the former timer. Being able to cap a turf right after it is capped makes sense for cartels, not for turfs min 15 to 30 min timer for turfs.
There already is a 30 min timer. We're gonna be adding new stuff to cap and reworking turfs, but so far its been positive -Rotating turfs effects every restart stops people from being able to camp turfs and cap as soon as it pops.
No -Give war rating for kills inside of turfs these are pretty much war-torn towns we should be getting war rating for our kills Sure
African warlord suggestions -make a 30 meter red circle around the sell station
Yeah I just keep forgetting to do it, it'll be done for next patch -rotating African warlord the warlord is constantly on the move to avoid APD capture he moves between his current location to different cities and locations on the map some of those being Dorida,Poliakko, and between Tonos bay and Ammolofi bay reference to screenshots for warlord locations.
While it'd be cool people seem to have a lot of objections to moving dealers and stuff, we can talk about it Purification factory suggestions -Add another factory North east of the map at DP 17
No, Puri is supposed to be the extra risk v reward piece of it, at least for now I don't want to de-centralize it, I wouldn't be opposed to having puri move around though. -add a new item black tar heroin sells for 1100$ bring to purification to make adds incentive to farm and make heroin
Yeah -With the second puri location it gives meth runners more incentive for such little return
Rebel Aircraft carrier suggestion -remove the spawn location next to Sofia there's no way to get there no boat spawns or helis spawns to get there.
Uh I guess, kinda like it though, might just add a boat shop -Make a Perm boat location in the middle of Pyrgos bay
Theres also a lot of rebels around here though idk, maybe -Add a second rotating boat Maybe, theres already a lot of rebels and stuff
National HQ Suggestions -Since NHQ is an endgame event it should be harder to combat vesting mobile HQ. -Add a temp HQ 1km from NHQ that cannot be destroyed location marked on map reference screenshot for location Yeah we're looking at a bunch of different ways to change this again. LSD Suggestions -Remove LSD all together it takes to long it pays out fuck all remove it use the location it is at for something else. -Or revamp it to make it worth it Yeah that part of the map is just tough, before it was fucking broken, the methods that take risk make money, the ones that dont dont, idk we'll see
Spirit distillery suggestions There are currently 3 cuts from wongs when making scotch. 1 When you make new make scotch. 1 When you make 15 year scotch and 1 more when you take it to puri to make 25 year scotch. The fact that wongs takes 3 cuts when making scotch turns away players because so much of what they make is going to a cartel. It also pays less than most drugs in terms of time and effort. Please remove any 2 of the cuts.
See above, but maybe 1 Removal of certain NPCS and Locations -remove jewelry store NPC at african warlord no one uses it
No -remove oil barrel processing next to nikolai’s
No -remove the old admin event area north west of DP 4 causes lag when you go north west of the map. It is not used at all; the buildings are all bugged anyway; removing these buildings will increase server performance by removing the polygon count across the server.
Not quite but maybe -remove firearms factory next to sofia replace with textile factory
No -remove the mineral processor next to federal reserve replace with the firearms factory
No, maybe both but not removing
Cop lethals rework -In the guide book it states your voice is your primary weapon, that is bullshit cops lethal first and ask questions later. In some cases lethals are warranted and needed. -lethals should not be called for groups with 5 or less people in the group unless they are in positions not reachable like for unreachable,backrock lighthouse,shitrock,first ATM at bank.-retired cops should not be able to call for lethals they gave up there rank in the APD therefore they should not be able to make decisions that highly impact civs and their gameplay. -when lethals are called the higher up must state how many people are allowed to be lethaled before you must return to downing again. Failure to do so should result in action taken against the higher up. -Cops are not rebels, it's time they start acting like it.
^Not my wheelhouse
Fed Event buffs -buff the payout of federal reserve to 2 mil fed reserve is one of the hardest events to do having a Hq so close to it so the payout should be increased.
Sure
Fed Reserve Doesn't spawn an admin spawned vehicle like Mental Asylum. The fact that we have to provide the means to transport the bars. Individually Crack every dome and Rooms inside the domes and Make it all the way to rebel before any form of Payment is mad Makes most people feel as if federal reserve is not worth the time or effort to do. Between the people roaching from Telos. The 3 gates and 4 different van spots. Not having 10+ people and another 3 people doing the domes makes this fed event take the longest and hardest event besides evidence lockup. -increase the payout of Mental Asylum to 1.5mil the fight is hard enough having to load each bar yourself you then have to fight the cops to get out of the front gate once you've done that you must make it to a rebel across the map while fighting cops.
I play cop a lot, and I like feds, but I fucking hate this one, it is possibly the most cancerous compound for cops to push, idk about this one -Increase the payout of jewelry to 1mil its hard enough as it is having the payout increased will make it bearable it is also very CQB maybe come out with a new design that is bigger.
Maybe -Add better cover you can pretty much be roached from every direction around the fed roof has zero cover it is completely useless over all i think this fed needs a new design and a increased payout.
Maybe
-APD INTELLIGENCE Make APD intelligence have a use more than just selling at Ivans. Make it so if you have a massive bounty you can do A prison event and bring a Piece of APD intelligence with you. With that intel you can look at the computer and wipe your bounty. It would consume the intelligence and take approximately 60 seconds. Once starting to remove a bounty you cannot leave the computer or move. If you do it and fail you would lose your intelligence
Something like this sure New Fed event suggestions
Event name -APD IMPOUND LOT- -To start this event you would need 1 APD INTELLIGENCE to hack the front gate once you hack the gate you must break into the main building and upload a virus to the APD impound mainframe once completed go to the impound lot put a thermite charge on the front gate after that the vehicles and money would spawn 10 mins each step This idea would include seized and impounded vehicles
-Vehicles included are Quilling Minigun,50 Cal Offroad,Ifrit, Strider
-5 cops. 3 Vehicles 300k -7 Cops 5 vehicles 450k -10+ cops 7 Vehicles. 600k
-Once the vehicles spawn they have to be lock picked. Inside the vehicles there would be a respective amount of BANDED Notes inside the vehicles that would have to be broken down and taken to an atm. The vehicles themselves could be Claimed at Little to no cost Or be Chopped for their respective amount at chop Shop. -This would incentivize officers to Chase down the vehicles and not just immediately Lethal/Ram the vehicles. -This event would be located at the DP 4 putting this event at DP 4 means dump Hq would get used
Not a bad idea, we have a lot of events already though EVENT NAME ALTIS ATC
092192 Hill west of DP 5
Add a computer and have it connected with the APD air shipping route. What this fed would entail… Have the rebels breach a compound and hack a computer that is in direct connection with a plane carrying APD Seized weapons and APD gear. This would include Uniforms. Certain skinned weapons are only given to cops. Attachments such as suppressors. Possibly flashbangs and other goods. Make it so when the rebels hack the computer they can tell the plane where to land. Either on a airstrip or have it crash land and drop crates. "Developers Choice” APD have 15 mins to stop the hack before rebels gain access to the computer and once the plane lands/crashes 10 min timer on the crates Since these are APD crates, an all clear is not needed for seizure instead must have 3 cops on location. Not a bad idea, we have a lot of events already though New crafting items and locations Textile factory would be at the current firearms location next to Sofia -Being able to craft CSATS/GRANITS/HELMETS -This makes a market for CSATS/GRANITS/HELMETS on the Asylum Exchange. -make it so you can craft SUI vests and RPGS without arms cartel there's no timer for the cartel so being able to go craft before someone takes the cartel back is not feasible Yeah we're taking a look at crafting Uranium Suggestions/Revamp
-Enriched uranium. New process for uranium. Kinda like a final step. The enriched uranium could sell for $1500 and be used as a crafting ingredient with Sui vests to make the crafting of the more lucrative. In order to make enriched uranium you would need to take weapons grade uranium to a centrifugal forge in the southeast part of the map and process it. Once processed it CANNOT be stored in a house. -Processing spot would be at the 100% drop off spot for Altis shipping in the southeast part of the map. Once the Enriched uranium is created you can either sell it immediately or go craft with it. Sure why not, but not putting it in bumblefuck Explosive suggestions -Increase the DMG of projectiles RPG 7/RPG 42 these are meant to be 1 hits and most of the time they are love taps. At least the 42 damage isnt altered, not adding the AP rounds though. The 7 idfk