Jump to content

Maaqs

APD Officer
  • Content Count

    717
  • Joined

  • Last visited

3 Followers

About Maaqs

Profile Information

  • Gender
    Male
  • Location
    Skiptracer

Recent Profile Visitors

3,022 profile views
  1. @Jesse jk pls don't hit me with the swift ban But really, HypeHypeHypeHypeHype
  2. But are corporal's able to ignore the cooldown if they are the one reviving and have the talent?
  3. Looks like you don't have the oil processing license. You can pick that up at the Oil Processor (*Not DMV!). (highlighted) And if I'm not mistaken, I believe the talent only works for running oil via the boat (as that's the only way to get rubber) but I could be mistaken; not sure owning the talent actually makes your vehicle gather faster. Perhaps @Azeh or even @Ron Johnson might know for sure.
  4. My favorite part is where @DankBud gets 1 tapped followed closely by @Mason being destroyed
  5. When are we getting a dislike button @Mason
  6. People have said this before, and usually got hit with Gnash's "every donation has a different reward, that's enough." locked thread. Yes, medical at rebel is great, however, it's also an incredible buff to rebels when it's active as you don't have to interact with a town at all. It's meant to be strong but it's also meant to be an "extra cherry on top." IMO, there would have to be setbacks if this was implemented permanently and not require Community Goals / 50k infamy. While a rework is potentially coming in the future where plates decrease your time rather than bail price, again, the devs need to put some nice things behind a paywall to entice people to donate. The things you listed are quite strong and likely reasons people donate via community goals. You kinda nitpicked at the better/juicier Community Goals and advocated they be implemented permanently, which, IMO (apart from extra talent points) would render community goals useless (ie: I'd rather spend money on crates or my personal donator level).
  7. That poor guy on the quad bike
  8. What was your name when you were in DS?
  9. I've made this suggestion before, as a way to please those who wish to own turf houses but also to give others a fighting chance. Example: Rodopoli Pops. Walt owns a house on the outskirts of town, but inside the circle. Walt, however, is running scotch. Walt has 2 choices: Walt runs to his house, stores his scotch, his kit, and suicides. Respawns in his Rodi house. His Rodi house is now put on a 15min cooldown. He has chosen to spend his "1 respawn" to get to Rodi immediately. If he dies at any point during the 15min period Rodo is up for grabs, he will NOT be able to spawn in the house. Walt runs to his house, stores his scotch, and then decides to drive from DP5 to Rodi. He makes his way into Rodi, hops on the flag, and gets killed by someone who is already setup defending the flag. Walt can now spend his "1 respawn" to get back into the fight immediately. However, his house is now put on a 15min cooldown. I think a system like this could work. the APD already have a similar cooldown thing with spawning at HQs, so I would hope it'd be doable for civ side with houses. Once the turf pops red, any houses within the turf circle allow the owner 1 respawn to use (including gang houses, 1 total respawn, not 1 respawn per player). That player can choose to stop what they're doing immediately, suicide to turf, gear up in their house, and fight. Or, that player can drive to turf, "yolo the flag" to see if anyone is nearby, (let's say the person gets killed on flag), they can now spend their 1 respawn to get back into the fight immediately. This will allow turf houses to become wanted again, but won't be game-breaking either. It will allow people the opportunity to be tactical with how they want to fight turfs. Would this be code-able @Gen. Henry Arnold @Jesse ? @Mitch (IFRIT) could this be a potential solution to turf houses?
×
×
  • Create New...