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Nick

Retired Staff
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  1. Nick liked a post in a topic by Xehons in Keep server 3 up pls   
    Server 3 if by far better than 1 and 4 yet its the one who gets down the most can we please not take it down as it is the most popular and most stable of all? not only that its the only one with optimization as well
     
    @bamf @Gnashes
  2. Sierra liked a post in a topic by Nick in Hiya! I'm Sierra!   
    Welcome.
  3. Nick liked a post in a topic by Sierra in Hiya! I'm Sierra!   
    Heya there!
    I decided since I'm new to the forums I might as well post an intro! My name is Chloe, I'm from the US and got into ARMA through a friend who convinced me to buy the game. I'm a little new to ARMA rp, but generally play a lot of rp, like World of Warcraft and Dungeons and Dragons.
  4. Nick liked a post in a topic by Gatorade in You mean to tell me you want 250$ for a Scoobie Doo Van?   
    You are joking right? A guy makes you free skins to try to help out your servers from being boring as fuck and you slap a 250$ price tag on it?
     
    Like I try to be supportive of you guys but jesus christ. Im all for donating and helping out but you expect me to pay TWO HUNDRED AND FUCKING FIFTY dollars for a scoobie doo van?
  5. Xehons liked a post in a topic by Nick in Sierra Four [PMC]   
    GL. Seems like a great idea to add some flavor to the server.
  6. Nick liked a post in a topic by user223e9d in Sierra Four [PMC]   
    Hey there, 
    I'm looking for anyone who's interested in vigilante work on Server 1.
    Read this, and if you are interested DM me. 
    Players applying should be in EST or able to play on an EST schedule. 
     
    Bounty Hunting itself is not very sustainable, and as such often the reward does not warrant the risk. However, I often see lots of Bounty Hunters go after targets by themselves, only to get torn up in the process. My hope is to move away, yet include bounty hunting in this gang. I however, hope to spread out into selling services to the players in a effort to make money and have some fun on civ. I think adding this element of civilian life will spice up the current mood for a little while if it all goes nicely, but this is my first time so we'll see I guess.
     
    For those interested, my hopes are the gang will follow this main ideal.
    - Work as a for-hire unit for anyone for any reason as long as the payout's just. Anything from personal vendetta's to securing some cops for the highest bidder, as a security for civilians who want protection mining, gathering, drugs, etc. and more. 
     
    Some of the requirements include:
    - Have good cohesion in order to sucessfully acquire bounties and HVTs with ease and discipline.
    - Able to purchase a Hunter and/or Hellcat (or partially compensate another member in the event one is lost/stolen/destroyed/chopped.
    - Be able to sustain themselves. Bounty Hunting itself is not a very profitable business.
    - Be able to (within reason) engage in RP.
    - Be able to engage in combat sufficiently. I don't want shitty shots.
     
    These jobs may often be risky, and cost a Operator his/her license, equipment, vehicles.
    At this point in time, no member will be compensated for anything lost during combat or on their own personal time from me, or the Gang. If we grow, and we start making some money, this will be changed, but frankly, I can't afford it right now. 
     
     
     
     
  7. Nick liked a post in a topic by Guest in Squeaker Patrol V3.0   
    I'll be streaming it. If anyone else involved wants to stream, especially RP situations from Rebels would be pretty cool.
  8. Nick liked a post in a topic by The Monopoly Man in ****APD Policy Update 08/05/17****   
    APD POLICY CHANGES
    With the release of 8.0, there are a few APD policy changes to accommodate, one of the biggest ones is the new portable meth RV and what constitutes as probable cause.
    Seeing an RV with smoke coming out from the top gives probable cause to search the the vehicle and those in the immediate area. Seeing an RV with smoke coming out gives you probable cause to investigate and search regardless of the location. This is similar to how active pursuit operates since you can follow a suspect anywhere as long as you are in pursuit. E.G. Seeing smoke emit from an cartel/rebel, regardless if it is contested or not. There is no life rule to how many times you can respond to these situations, same as an active pursuit, we trust the officers to use their best judgement. If all the officers on scene die while fighting at a rebel/cartel and there is none left at that location, they cannot continue to return unless they obtain a new form of probable cause to head up there.  Seeing an RV with smoke coming out next to a locked house gives you probable cause to search the RV/Suspect but NOT probable cause to conduct a house raid unless you observe him transporting the items from the smoking RV to the locked home or vice versa.  If you catch a suspect who has already sold the illegal items from an RV and he/she is in possession of tainted money, you will charge him with the closest drug field like normal procedures as you are unaware if he/she used it for making meth or transporting different types of drugs.  Officers that encounter a suspect at an RV emitting smoke MUST initiate with sirens/voice/text. Undercover officers are not required to initiate with suspects at an RV with smoke emitting from it. With the new rotating drug fields/processors, we have noticed there is a chance it may spawn next to a cartel.
    If a field/processor spawns next to a cartel, the officer will continue with normal police procedures and check the field/processor while ignoring the cartel. If the officer hears shots from the cartel or sees rebels AT the cartel, he is to ignore it. The only instance where an officer can engage with rebels at the cartel while he/she is checking the field/processor is if the rebels decide to openly engage the officers checking the field/processor.  If the rebels do decide to engage, the officers are allowed to fire back and attempt to apprehend the suspects at the cartel ONLY if they fire at the officers first. 
      Since the olden days, officers were able to explode vehicles next to homes to gain entry to barricaded suspects. Since the update that no longer allowed small arms fire to blow up vehicles, this was forgotten. Since a newer update turned houses in paper mache, officers have been using flashbangs/firearms to blow up locked homes. This new policy change will make it more clear when it is/isn't allowed to do so.
    If a suspect is barricaded inside a locked home that is actively shooting endangering the lives of others, Constables, Corporals and Sergeants, may purchase flashbangs to blow up the locked home to gain entry to the suspect shooting ONLY if there is no LT+ online. This can only be done if the suspect is SHOOTING from the home. If there is a locked suspect in a home who is not shooting at officers or civilians, you do not have cause to blow it up. The officers will have to resume normal procedures for suspects in locked homes or contact an offline LT to gain entry. Officers can ONLY use flashbangs to blow up locked homes to retrieve a suspect actively shooting. If an officer blows up a home using anything else besides a flashbang, it will fall under Misuse of APD equipment.  If an officer blows up a house that does not follow these guidelines, he/she will be given 6 points for Unlawful home entry and removed from the APD. This will be added to the IA section of the WIKI. These points also applies to officers who search/seize the items of a crate/barrel after blowing up the home. Under no circumstance whatsoever is the officer supposed to interact with the crates/barrels. The only time crates can be seized/searched is if an LT conducts proper house raiding procedures.   
    After observing how Senior staff activities are being handled, we decided to increase the LT cap back from 24 to 28.
    New explosive charge update according to gnashes. Big thanks to the apd officers for finding this and bringing it to my attention. 
     
    Kidnapping charge has been changed
    Kidnapping is only to be added to those who escort someone in restraints. This also applies to those we drive/fly/sail people in restraints as well. With these policy updates, there may be a few gray areas here and there. If you are uncertain, it is always best to ask an Captain/LT first before doing the wrong thing and getting points for it. 
     
    Any further questions/concerns, feel free to contact a Captain
    Thank you
  9. Nick liked a post in a topic by Coyote in New drug locations   
    Yet, you can buy a 20K RV, go to the middle of no where, and make a down-graded version of meth without worrying (too much) about being caught.
     
    Get over it :l
     
    Also, no. No need to bump up crank. Again, its more or less worry free as far as getting caught, unless you have a bounty and get tracked by BHs or through APBs.
  10. Nick liked a post in a topic by Hanzo/Dirty Scrubz in Suggestions for 8.0 and beyond   
    So I was having a conversation on TS w/someone about how we've grown a bit bored of Asylum due to the lack of new features and 8.0 was brought up and what I thought would make the server a bit more interesting. Here's some things we discussed:
    Make gas stations be player owned: A player can lease a gas station (e.g. for 50k per restart) and then all % of inventory sales + 100% of gas sales from the attendant goes into a store account (similar to a gang account) which is withdrawn 20-30 mins before a server restart. However, the gas must be supplied by the player who is tasked with running oil and refining it and then filling up the gas station. In addition, other players could rob gas stations like they do now but if they succeed, then a % of the money they steal comes from the pool of money that was being saved for the owner so it gives incentive for the owner to defend their property and downing mags would be preferred so they don't end up with manslaughter charges. Of course, vehicle gas usage would have to increase for this to be more feasible. Bring back Asylum Exchange: Since we're on 64-bit now, tweak it a bit and bring back a dynamic economy based on player crafted items.   Gun manufacturing: Add another firearm manufacturing plant and payout. Then make legal guns based on demand again and whoever is crafting a gun will be able to see which city needs which gun the most and if for example a city like Kavala is low on rooks, a player can craft those and sell them at the gun store for increased profits vs a city that is flush with rooks.  Fed Reserve & Bank: Players savings should earn interest from the fed reserve & bank. For example, if money is placed in the fed reserve account, you earn a higher interest rate (e.g. 5%) but if someone robs it successfully and you do not have insurance, then you lose a % of your money (e.g. up to 10%). The bank would work the same way but with a lower interest rate return and less loss in a successful robbery where you do not have insurance. The money robbed from the bank and fed reserve should be based on a % of the total amt of money that the players online have stored there. So if you have a 100 player server, a lot more money will be stored in the fed reserve/bank and you get a bigger payout. Of course, both would have to increase in difficulty if player money is at stake.  Prison breaks: This one's simple, if a successful prison break occurs and you escape from prison for 10-15 minutes, the system should wipe your charges. If you softlog, you get sent right back to prison. This would encourage more people to do prison breaks to get their friends out. Of course, put the prison back on Pyrgos and make the system a bit more simple.  Cartels: I know this is a touchy subject and I've brought this up before so I'll do it again: In addition to adding in better locations + designs, add in a money laundering facility as an option to get 50% more payout. For example, if you go to a cartel and get $100k, you can take it straight to rebel outpost and get 100% of the value since its not laundered but if you fly/drive to a money laundering facility on the map, you can launder it (with a processing bar) for 150% value. This enables people to rob you if you want the extra 50% + gives APD something to do if the money laundering facility is illegal.  APD smokes: A simple request but give the APD more than just white for smoke.  APD lights: Add in destrahs APD lights, everyone wants them. 
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