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John Oasis

APD Corporal
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  1. John Oasis liked a post in a topic by IFKNLOVEHONEY in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    Dear Governor, Great news! Your shipment of Efstratios Queen Bees (Apis mellifera cecropia) packed by our wonderful busy bees at Efstratios Honey is pending pick up by our courier at Agia Marina. As soon as it  is picked up and scanned by our courier we will send the air-tracking information including an estimated time of arrival at your office in Pygros.
    We at Efstratios Honey wish you the best of luck in your repopulation efforts!
    -----------------------------------------------------------------------------------------------------------------------------------------------
     

    Honey
    A beginner/intermediate money maker
     
     
    TABLE OF CONTENTS
    1. Conception
    1.1. Roleplay implications/story influences
    2. Potential balancing
    2.1. Product Specifics
    2.2. Pricing
    3. Epilogue
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Conception
    Honey, is an intermediate legal money maker with illegal implications. Honey would be a field-gatherable item (Raw Honey) able to be produced into three distinct products. 
    On the legal end of the spectrum we have Lemnos Honey. This functions as the beginner route - much like legal Weed Field into Dispensary. This would require the partitioning or introduction of an additional building (or NPC such as PCP) to operate as a processing facility. This would net the smallest profit out of the three but provide a new beginner money-maker alongside Weed Field.
    Illegally, we have two potential end products.
    1. Mad Honey; and
    2. Mead
    Mad Honey functions as our narcotic alternative utilising an already established drug field alongside the new Honey Field. Mad Honey is a mixture of Dark Fungi and our Raw Honey to make a potent psychoactive drug favoured for its easy consumption - a consequence of the rich honey farmed. In order to avoid the need to add more objects, this should be processable at the LSD Sheet Factory as another scroll-menu option (not unlike the multiple options offered at Spirit Distillery). I imagine this being the highest upfront profit product able to be produced. Unlike LSD however, being a 'food' item this should be sellable to Wong's keeping in line with his theme.
    Mead functions as our 'passive' money maker. This proposal would remove the long-forgotten Whiskey varieties offered in the game currently. Its unique identifiers being a two-component alcohol - being only Water and Honey and an extremely long aging time to balance the two-component nature of the alcohol. Obviously, Mead, not being a Spirit would not make much sense to be distilled at the Spirit Distillery, however, in line with being a replacement for Whiskey and not wanting to create more entities than needed should still be 'distilled' at the Spirit Distillery. Keeping in line with the theme of Spirit Distillery a name change to Fortified Mead or Honey Jack may be appropriate here.
    I see Mead (Fortified Mead/Honey Jack) aging as such (aging quantity same as Whiskey):
    Stage 1: Young Mead
    Stage 2: Developing Mead
    Stage 3: Drinkable Mead
    Stage 4: Maturing Mead
    Stage 5: Mature Mead
    Stage 6: Aged Mead
     
    Roleplay implications/Story influences
    The conception behind this money-maker came with a chance tasting of a peculiar honey varietal: Honey Hasapis, a monovarietal thyme honey, produced in Altis' real life counterpart Lemnos. At the time not knowing about Lemnos nor its connection to Arma 3 I investigated Honey Hasapis and learnt of its origin point's connection to the game we all hate. So, with that the cogs began to turn.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Potential Balancing
    Quick side note: I am not in anyway shape or form a developer or have prior experience with such, as thus, everything suggested is that - a suggestion. The Asylum development team is more than capable of balancing and ensuring everything runs smoothly and earnestly deserve a little more respect in this regard.
     
    Product Specifics
    - Raw Honey and Lemnos Honey
    In the vein of being beginner friendly I think risk here should be mitigated, however, potentially making this another field that can be made illegal by the Governor like Weed may add some much needed risky element Additionally, maybe making the Governor make a conscious decision between making Weed legal or Honey legal may add some interesting gameplay elements and action economy to becoming a governor - Mad Honey
    Outside of requiring two components, one being in an easily ambushable KOS zone, I think Mad Honey can be additionally balanced by requiring two process cycles at LSD Factory. The first cycle producing Unsafe Mad Honey (unable to be sold, representing an unrefined version of the final product) and a second process producing Mad Honey. - Mead (Fortified Mead/Honey Jack)
    I think Mead will be controversial in the sense that it is a two-component alcohol, meaning;  - 1: You can produce more of it due to weight; and  - 2: It will be cheaper to produce, no longer requiring the most expensive component to alcohol In an effort to combat the first option, we can make honey weigh 2 per item. Bringing the completed item weight to 3 per, bringing it back in line with other alcohol varieties. As for the second issue, I'm unsure of how to balance this without removing thematic and unique elements to the alcohol. Most notably, honey in an unrefined, unfiltered raw version can harbor wild yeasts which allow for the fermentation.
    However, we can potentially add another balancing factor in the form of bolstering the final product price to compete with or exceed 25 Year Scotch but implement a failure aspect like when you break a lockpick. During the distillation or during the aging, the wild yeasts could 'fail' causing the product to be lost or maybe de-aged to the previous stage.
     
    Pricing
    All prices are suggestions and may not represent an understanding of the economical ramifications to the money maker.
    Lemnos Honey:
    $300 (sold to Market)
    Justification
    Lemnos Honey is designed to be a more beginner friendly money-maker. Ideally to work alongside Weed but not overtake it. At $300 and a weight of 2, a carryall backpack (96 weight / 2 = 48 x 300) equals $14,400 per backpack - enough to get you on your feet and enough to scale out if sold in bulk.
    Mad  Honey
    $850 (sold to Wong's)
    Justification
    Mad Honey is quite literally the mixture of Dark Fungi and Raw Honey. Representing this by taking the current price of LSD Pills ($550) and Lemnos Honey ($300) and combining the two ($850) seems reasonable enough for a double-processed drug that requires you to delve into the Dark Fungi mine/pit.
    Mead (Fortified Mead/Honey Jack)
    $100 (Stage 1)
    $150 (Stage 2)
    $200 (Stage 3)
    $400 (Stage 4)
    $550 (Stage 5)
    $980 (Stage 6); or
    $1000 (Stage 6 alternative)
    Justification
    As explained above I believe Mead (Fortified Mead/Honey Jack) to be a fitting replacement to Whiskey and as such I don't see the prices needing to change much from that.
    However, as also mentioned, if a failure state was to be added prices should be bolstered to compete with 25 Year Scotch or to exceed to balance out the extra work requiring to be put in.
     
    Epilogue
    You've reached the end... congrats! Look, evident by my name I love honey - I'm an enthusiast, a homebrewer and all around bee guy. I think this gives the opportunity to explore some new ways we can use pre-existing money makers and give the opportunity to fill out some of the more undeveloped areas of the map (such as the North Eastern quarter containing Sofia). Plus, who doesn't love exploring a new money maker when they come around on Asylum?
     
    -IFKNLOVEHONEY.

  2. John Oasis liked a post in a topic by Vista in ****APD Policy Update 11/2/2022****   
    EFFECTIVE IMMEDIATELY
    Combat Suiciding:
    If a civilian is found suiciding in an attempt to avoid police custody, a SGT+ who directly witnessed the combat suicide may send that subject to straight to jail if taken into custody during the same restart. Only the SGT+ that witnessed the combat suicide is allowed to send the subject directly to jail. No other officer is allowed to send the individual directly to jail.
    Combat suicide is defined by the APD as:
    Suicide via grenade (not to include rpg/suicide vests)
    Suicide via exiting a moving vehicle/helicopter
    Intentionally drowning
    Intentionally jumping off an elevated position

    Additionally, the following changes are in a testing phase and are to be conducted by Captains only.
     
    The testing phase is now over, please refer to the link below for the official policy that is followed by all ranks.
    Straight to Jail Offenses:
    Captains may now send a subject straight to jail for having 4 or more federal event charges.  Federal Event charges include:
    Bank Robbery
    Federal Reserve Robbery
    Jewelry Emporium Robbery
    Raiding the Evidence Lockup
    Prison Break
    Shipping Robbery
    Mental Asylum Robbery
     
    If you have any questions or concerns regarding this policy, or would like to discuss a policy change, feel free to contact a Captain.
  3. John Oasis liked a post in a topic by skimancole in Parole   
    Admins don't control APD. @King has the option to put a poll when he makes the post.
     

    New Gen LT's smh
    Parole - Less than 100k bounty can get parole. After a hour of no crimes he gets pardoned automatically. If he breaks this rule, he's shown on the map as his "ankle monitor" is going off and sent straight to jail.
  4. John Oasis liked a post in a topic by King in Parole   
    Bring back parole that shit was fire
  5. John Oasis liked a post in a topic by Michael L in What the APD should listen to   
    I agree, also I think between the ridealong and Constable there should be a 2 hour essay paper exam which can be faxed to the Captains and they can score it. Anything less than 95% is a fail and permanent blacklist. Also, prior to becoming a Cadet you should undergo a mental evaluation with a US-certified psychiatrist for 5 hours to ensure you are of fit mental state to roleplay as a police officer on this online game.
    In addition every week Constables should have an 80-question quiz on grey areas of the guidebook. Any less than 75/80 and you are blacklisted.
    @PaytonR doesn’t even have 70……
    Ah nevermind he wasn’t included
  6. John Oasis liked a post in a topic by ObiWoki in Changelog October   
    Added:
    Asylum duel arena Can contain one fight at a time Players can invite at the duel arena With bets that are variable from $50.000 - $999.999 Invited players can accept at a courthouse (60 seconds to accept) On acception the players get teleported to the arena On teleportation half of the betting amount will be subtracted from your account (500k bet on the game, each player puts 250k in the pot) Both parties will battle for the best out of three On win you will get the battle amount On lose you will get nothing (obviously) if your battle partner leaves you will get your input back and as a punishment for leaving your battle partner will lose their input. Once the battle is concluded you get teleported back to your previous spot Interruption of the event from the outside is a bannable offense.. Any interruption is recorded and can / will lead to administrative actions Mobile HQ Cops can use prestige to unlock the mobile HQ (SGT+) Prestige lvl 1 - 45,000 You can buy the mobile HQ Other cops can spawn on the mobile HQ Seizing items is allowed within the vicinity of the hemmt and it will act like a normal HQ You can buy gear at the dedicated NPC Prestige lvl 2 - 65,000 You get a additional car spawnpoint and a dedicated NPC for car spawns Prestige lvl 3 - 90,000 Your car spawnpoint now also functions as a air vehicle spawn point Cost of buying a mobile HQ is $40,000 Buy it at any cop vehicle NPC You can drive it to anywhere you like and set it up by using the 'Setup mobile HQ' Once deployed you can not move it to another location Need a free space around the HEMMT of 30 meters Blowing up the center vehicle results in destruction of the HQ Cops can remove the HQ by impounding the vehicle The HQ despawns automagically 28 minutes after it was placed The HQ can only be placed once every half hour Gang fort scoreboard can now be initialized by typing "!gangfortscore" Changed:
    Gang fort time Gang fort now only lasts for 1 hour (since last patch actually but we never mentioned it) House inventory The house inventory does not unlock for other civilians or medics anymore when you unlock all your doors of your house Cops (lieutenants) can still unlock houses and access the inventory for house raids Prison Performance increase Removed unnecessary data being created Scotch 25 year scotch will now be processed at purification factory A 5% tax will only be taken for 25 year scotch due to it now being more risky Smoke blur Disabled in vehicles Disabled on foot Fixed:
    Tempest device mining returning "The vehicle is full" when trying to mine with a trunk capacity of over 900 An error with some type of ammo not being able to be found Adrenaline shot consuming twice on use Box truck displaying the wrong max weight in garage Quest Ghillie in the mist not giving loot rewards Black market (air) requiring you to hold the full amount of cash whilst having a reduction Gang fort hud disappearing on respawn not displaying the correct score Join when in progress not showing the capture circle Join when in progress not initializing the HUD scripts Removed:
    RPG damage reduction to vehicles Unnecessary variables being transferred across the network when starting some federal events Old evidence files  
     
    Hotfix #1
    Not being able to send players to jail at the mobile HQ Not being able to pull vehicles at the mobile HQ The duel arena using the wrong logic resulting in random players getting teleported Some issues on the backend Hotfix #2
    Disabled ammo on hellcat benches Hotfix #3
    Error in lighthouse lamps Gang fort hud memory leak Gang fort marker not spawning on JIP Added your own gang score to top of the hud
  7. John Oasis liked a post in a topic by Vash in Gun Cabinet   
    Add ability to purchase and add a Gun Cabinet to an owned house. The Gun Cabinet would allow you to access the Loadout System, but instead of being able to purchase the items in the saved loadout, it would grab them from the house inventory. If you don't have the necessary items for the loadout you want to pick, then it would be greyed out. 
  8. John Oasis liked a post in a topic by Austin M in High Value Prison Escort Event.   
    What would declare a rebel win? A suicide vest blowing everything up?
    As much as I would love for a cop started event, a convoy would be stopped so fast. With rebels having access to 50 cals and mini guns, it wouldn’t take long for the paper thin hunters to be shredded. 
     
    plus convoy type events are super susceptible to vdmers, ie. Patrick’s wet dream.
  9. John Oasis liked a post in a topic by Trioxide in Changelog September   
    so do y'all not care about the mood of the game at all? You don't think occasional weather is better than it being sunny all day every day?
     
    That isn't what it looks like, and you know it lol.
  10. John Oasis liked a post in a topic by Gen. Henry Arnold in Changelog September   
    New rain in NVGs, in Kavala, 58 FPS
  11. John Oasis liked a post in a topic by Roy in CHOP PRICES   
    IM A STRONG BELIVER AS A GAS GANG MEMBER IF A CAR IS UPGRADED IT SHOULD CHOP FOR MORE!.. thank you
  12. John Oasis liked a post in a topic by ObiWoki in Changelog September   
    Added:
    Federal event extra security When a civilian group succeeds at a federal event they upgrade their security requiring one extra cop to start it All events have limiters to the minimum amount of cops that are required to make sure these numbers don't climb sky high List of the highest reachable numbers Bank - 4 can go up to 7 Shipping robbery Low - 4 Medium - 6 High - 9 Every succesfull shipping adds one cop to these numbers with a max of 3 extra Federal reserve - 5 can go up to 8 Evidence - 12 can go up to 15 Jewelry emporium - 4 can go up to 7 Mental asylum - 7 can go up to 11 Prison - 4 can go up to 7 IR Lazers to all cops Option to stop placing a held object Purge event The gods of Altis can decide to place a purge zone on any of the 5 major city's This implies that all crimes done in this zone are legalized for the duration of the event You will not be charged for crimes commited inside the zone but your records pre purge stay untill you talk to a cop about it RDM is allowed within the red zone Added axe, boombox, beer, redgull virtual items to the Hunting Grounds. Light weather Added overcast and rain to the game Synchronized with server to prevent people having advantages over others Changed/Tweaked:
    Distance checks for object placing Athira is now the top spawn location again\ Gang fort now follows Central Time and starts at 5PM CT again Gang fort not counting players in cars for the disqualify zone Fixed:
    Some houses not working after the 2.10 Arma update Drug runner completion message not stating the correct reward amount Warrants not being able to be dropped if they were also APB Phone calls not resetting properly if ignored Phone calls not disconnecting properly on death Slingload rope breaking when accessing the inventory of the slung vehicle Box Truck having a base inventory capacity of 402 instead of 350 The "Shank'd" quest could not be dropped Bodybags going through the floor "Put in vehicle" action not working with Jeeps Impounding gang garage vehicles Gang fort hud disappearing? King of carnage title being too close to aggressive color Carnage creator title being too close to aggressive color Removed:
    Unused code If you discover any bugs please file a bug report
  13. John Oasis liked a post in a topic by DankBud in Asylum APD Virtual Police force moment   
    LOL what the actual fuck? i get you gotta be stern an shit, but don't need to talk down to someone like that its a game, put the ego aside ,verbal would of been fine since you did the same exact thing,granted you are probs friends with em,but lead by example.
    #takeawayhispoints
    #egotrippinghard
    #gghalfdrunkherowp
  14. John Oasis liked a post in a topic by Luke SwagWalker in Asylum APD Virtual Police force moment   
    he said dont do it again. i am Itiching for a part 2 #TouchGrassGate
     
    @bbgreg17 POV https://i.gyazo.com/ae6d398da574575db6bc6f53306d7eed.jpg
  15. John Oasis liked a post in a topic by Russell in Asylum APD Virtual Police force moment   
    Is this not what he just did, shoot some cunt then he gets shot......
    bloody power hungry and not ashamed to show it well done @bbgreg17
  16. John Oasis liked a post in a topic by Protocol in Asylum APD Virtual Police force moment   
    good to see bbgreg finally attended his cqc training. went from missing shots at point blank to killing his subordinates and handing out points left and right! good work @bbgreg17
  17. John Oasis liked a post in a topic by Cowboy Justin in Asylum APD Virtual Police force moment   
    When will the tyranny end... To protect and serve? Who is he protecting and serving by killing two HEROIC APD officers in cold blood? Half Drunk is a HERO for stopping this mad man in his act of violence and then receives punishment for doing so. This is a misjustice that I for one will not stand for. We DEMAND action or there will be violence, there will be protests, and there will be retribution. 

    #JusticeForHalfDrunk
    #TouchGrassGate
    #Remove Bbgreg 
  18. John Oasis liked a post in a topic by Defragments in Asylum APD Virtual Police force moment   
    Higher ups on the APD are almost all the biggest power-tripping virgins you'll ever meet in an online game. He was right when he said people got "nuked from the APD" for 6 years or whatever. This is why normal people think the APD in this game is a huge joke. There are a few good guys in high up positions, but the retardation is rampant.
  19. John Oasis liked a post in a topic by Donald in Asylum APD Virtual Police force moment   
    "Lucky for you I'm not that strict" 🤓
  20. John Oasis liked a post in a topic by Former Slave in Asylum APD Virtual Police force moment   
    So much for APD captains being bound by the guidebook!!! 
    Who’s gonna punish the captains? 
  21. John Oasis liked a post in a topic by FYNYAS in Asylum APD Virtual Police force moment   
    https://clips.twitch.tv/BlindingJollyLettuceBCouch-TIXEn2VtNllIDUgR
     
     
     
  22. John Oasis liked a post in a topic by Mitch (IFRIT) in New intermittent APD Captain   
    It's with my pleasure to announce that I've appointed @HunterB as the new interm police Captain. Its my hope that a fresh pair of eyes will work to continue the APD's mission. Hunter will assume the captian role until a permanent replacement is selected. 
     
    Mitch 
  23. John Oasis liked a post in a topic by Mitch (IFRIT) in APD Policy Update 06/02/22 "Memo of Understanding"   
    EFFECTIVE IMMEDIATELY
     
    Effectively immediately APD Captain's are bound by the guidebook just as their subordinates are. Their conduct in game and out of game will be enforced by the guidebook. There is no one with an APD rank who should be considered above the guidebook or not required to follow the rules they are bound by as such.
     
    - Mitch
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