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Crossfade

APD Officer
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  1. bread_ liked a post in a topic by Crossfade in Medic storage in house   
    I feel like medic items in houses are a huge waste of space, defibs 20weight, blood bags are 3, trying to kit out of houses is super heinous because of it especially if you are using them to make money etc
    - would be cool if medics could install a medic box in houses keeping all the medic items in within the box doesn't add any weight to the house. installation of this box would require a medic to do and at a high cost to the home owner. 250-500k per box, 1 box per house allowing the storage of 10 defibs, 20 blood bags, 30 adrenalines, 50 faks.  (numbers are just a suggestion) 
  2. Crossfade liked a post in a topic by Silver-Spy in Brookesy Logging Company Official Commercial   
    You got any paper ?
  3. Crossfade liked a post in a topic by snoop in Asylum suggestions   
    i dont think ridealongs should take prio over fed events with the 5 or less thing it would depend on where the civs are at 
    please point out the so call retarded ones and say what you think would better.
  4. Crossfade liked a post in a topic by snoop in Asylum suggestions   
    Below you will find many suggestions that myself and other members of asylums player base have thought of that would make the server better ranging from pvp,making money,new buffs,events,taking stuff out,adding new things in etc. at first it will look like a lot to read but once you start reading you may see a lot of valid points and ideas again this is a suggestion form so some of these may be added and some may not be added and even some of things may already be in the works most of these ideas are open to changes if you think you know something better explain it down below. For the trolls who say its too much to read don't read it your opinion doesn't matter for the ones who do read post your feedback down below.
     
    Asylum suggestions by AHOANationRedemption/SwiftFamily        
    Authors SNOOP/ZEUS/JEFF 
    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.

    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|
    -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.
    -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
    -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.

    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.
    -Rotating turfs effects every restart stops people from being able to camp turfs and cap as soon as it pops.
    -Give war rating for kills inside of turfs these are pretty much war-torn towns we should be getting war rating for our kills

    African warlord suggestions
    -make a 30 meter red circle around the sell station
    -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.
    |
    Purification factory suggestions
    -Add another factory North east of the map at DP 17
    -add a new item black tar heroin sells for 1100$ bring to purification to make adds incentive to farm and make heroin
    -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.
    -Make a Perm boat location in the middle of Pyrgos bay
    -Add a second rotating boat

    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

    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

    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.

    Removal of certain NPCS and Locations
    -remove jewelry store NPC at african warlord no one uses it
    -remove oil barrel processing next to nikolai’s
    -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.
    -remove firearms factory next to sofia replace with textile factory
    -remove the mineral processor next to federal reserve replace with the firearms factory
    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.

    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.
    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.
    -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.
    -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. 
    -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.

    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.
    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.

    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

    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.

    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.

    (READ THE SUGGESTION ABOUT NHQ TO UNDERSTAND SCREENSHOT BELOW)
    https://gyazo.com/2fef26c62ec4adf3d2892fa28baf14c1
    (READ THE SUGGESTION ABOUT AFRICAN WARLORD TO UNDERSTAND SCREENSHOT BELOW)
    https://gyazo.com/feeb84dae1b5bd560bc3895c416b71d2
  5. Donald liked a post in a topic by Crossfade in Medic storage in house   
    I feel like medic items in houses are a huge waste of space, defibs 20weight, blood bags are 3, trying to kit out of houses is super heinous because of it especially if you are using them to make money etc
    - would be cool if medics could install a medic box in houses keeping all the medic items in within the box doesn't add any weight to the house. installation of this box would require a medic to do and at a high cost to the home owner. 250-500k per box, 1 box per house allowing the storage of 10 defibs, 20 blood bags, 30 adrenalines, 50 faks.  (numbers are just a suggestion) 
  6. keNNzo liked a post in a topic by Crossfade in Medic storage in house   
    I feel like medic items in houses are a huge waste of space, defibs 20weight, blood bags are 3, trying to kit out of houses is super heinous because of it especially if you are using them to make money etc
    - would be cool if medics could install a medic box in houses keeping all the medic items in within the box doesn't add any weight to the house. installation of this box would require a medic to do and at a high cost to the home owner. 250-500k per box, 1 box per house allowing the storage of 10 defibs, 20 blood bags, 30 adrenalines, 50 faks.  (numbers are just a suggestion) 
  7. GravL liked a post in a topic by Crossfade in Medic storage in house   
    I feel like medic items in houses are a huge waste of space, defibs 20weight, blood bags are 3, trying to kit out of houses is super heinous because of it especially if you are using them to make money etc
    - would be cool if medics could install a medic box in houses keeping all the medic items in within the box doesn't add any weight to the house. installation of this box would require a medic to do and at a high cost to the home owner. 250-500k per box, 1 box per house allowing the storage of 10 defibs, 20 blood bags, 30 adrenalines, 50 faks.  (numbers are just a suggestion) 
  8. Big fart liked a post in a topic by Crossfade in house inventory update when?   
    when are we gonna see what we have in our houses? sick of seeing this shiet

  9. Crossfade liked a post in a topic by Chris Peacock in Casino safezone   
    Yeah I don’t see much development change happening here. Perhaps a rule change of combat evasion into a safe zone should be illegal but it’s not like u can leave a table of blackjack until the hand is done so u can’t comply to any demands. Also getting bhunted while gambling would be annoying asf
  10. Crossfade liked a post in a topic by GravL in Casino safezone   
    i didnt think of that, good point
  11. Crossfade liked a post in a topic by Wutang in Casino safezone   
    Imagine just playing blackjack locked in and getting initiated on tho. Having a good hand then dead. I think it’s much easier to implement a rule change where if you’re initiated on you can’t purposefully drive to the casino 
  12. Crossfade liked a post in a topic by Ahm2d in Casino safezone   
    If you remove safezone from casino people will get robbed while gambling and a lot of people will camp it and wait for someone to gamble and rob him and will be like rebel outpost in athira and its not a good idea if this is the case they should add a rule after doing any illegal activity you cant go to any safe zone until 5 or 3 minutes passed or else they should get banned.
  13. Crossfade liked a post in a topic by MarchingBands in Add Zubr to Civilian Gun Store (and make it legal)   
    Zubr for marked Sergeant slots
  14. Crossfade liked a post in a topic by 王 rando 王 in Add Zubr to Civilian Gun Store (and make it legal)   
    its a dog shit gun anyway. it should've been legal before the rook
  15. Crossfade liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  16. Crossfade liked a post in a topic by Chris Peacock in Add Zubr to Civilian Gun Store (and make it legal)   
    Fine with either being illegal or legal. But add it. It’s just a troll gun
  17. Crossfade liked a post in a topic by Ebola in Add Zubr to Civilian Gun Store (and make it legal)   
    No reason why it shouldnt be. The rate of fire can be easily countered by a rook, pdw, pm9, sdar
  18. Crossfade liked a post in a topic by Donald in Add Zubr to Civilian Gun Store (and make it legal)   
    I want to walk around Athira LARPing as Jesse James. Vote yes if you love freedom
  19. Crossfade liked a post in a topic by keNNzo in Casino safezone   
    Why dont u just kill and rob them before they make it to casino?
  20. Crossfade liked a post in a topic by Batcan in Store script   
    The virtual item storing script for vehicles should just fill up as much as it can when you double click it and store. Tired of it saying vehicle is full and calculating how much I need to fill it up.
  21. Arcangel liked a post in a topic by Crossfade in Drones   
    I guess I will throw in that both drones can be disabled with a p07
    where can we buy the po7 that shoots 1km up 1km out? need one of those...
  22. Crossfade liked a post in a topic by 王 rando 王 in Drones   
    adding policy is useless. policy and rules are made to be broken, i want it prevented by developers. i have more faith in fitz than any apd officer
  23. Crossfade liked a post in a topic by 王 rando 王 in Drones   
    yea lets report the higher ups to the higher ups 😂
    lmao bro think for 2 seconds, if theyre already willing to break policy for this u think they wont just dismiss a report on themselves.
    developers just need to do some developing and make it not possible. and 1 drone for every sgt and lt is ridiculous, 2 at a time on the map should be the limit. you niggas aint the kgb.
    why altis need more drones then ukraine bro
  24. Crossfade liked a post in a topic by 王 rando 王 in Drones   
    nigga like that retard chief of police just said only 1 active drone is allowed too and yet there’s a picture of 2 active copter drones sitting at African warlord.
    Maybe rub a couple brain cells together holy fuck. Policy doesn’t mean anything. 80% of cops shadow search vehicles without probable cause. And abusing drones is even easier than that to get away with because for a civ there’s no way to see who’s drone it even is.
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