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Hound

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  1. Newfie liked a post in a topic by Hound in The MØß Figaz - Invite Only   
    1. What do they call you around here sonny?
    Hound
    2. You got a babyface kid, how old are you?
    19
    3. How long have you been on the Island?
    552 Hours
    4. What neighborhood are you from?
    EST
    5. What sorry ass Mutha Fuckas were you runnin with before?
    Crimson War Party, and Siege
    6. Hows your stash doin?
    450k, 2 stocked Houses
    7. What sort of Mob Style experience do you have?
    Every type of drug run, every cartel location, prison breaks, Feds and bank.
    8. You aint a Rat now is ya?
    I ain't no pig.
    9. Have you ever been deported off the Island?
    I did some time in the slammer for printin' money but I'm done with that work.
    10. How much time do you plan to commit to the Family?
    2-4 hours a day average, more or less if I am busy or have free time.
    11. Tell us about yourself kid.
    I bring a strong mentality of teamwork. I know how to listen and work together, and I enjoy shitting on people, figuratively.
    12. Why do you want to be a member of the Mob Figaz?
    I'm returning to the Asylum community and am looking for a competitive gang that likes to win, but also knows how to have fun.
  2. Hound liked a post in a topic by DeSt in How i DESTroy fsa   
    liek dis:
     
     
  3. Big Bird liked a post in a topic by Hound in Velocity Recruitment - [Closed]   
    Name: Hound
    Age: 19
    Timezone: EST
    Hours(screenshot): 954 https://gyazo.com/3d76bc7a0624388442dea433926dc42a
    What can you contribute to Velocity: Peace, love, friendship 
    Previous Gangs: Crimson War Party, Siege, MOB
    Why are you interested in joining Velocity: Looking to be reunited with a group of old mates and wipe some plebs. 
    Anyone Who Could Vouch For You: Newfie 
  4. Le Razoir liked a post in a topic by Hound in Velocity Recruitment - [Closed]   
    Name: Hound
    Age: 19
    Timezone: EST
    Hours(screenshot): 954 https://gyazo.com/3d76bc7a0624388442dea433926dc42a
    What can you contribute to Velocity: Peace, love, friendship 
    Previous Gangs: Crimson War Party, Siege, MOB
    Why are you interested in joining Velocity: Looking to be reunited with a group of old mates and wipe some plebs. 
    Anyone Who Could Vouch For You: Newfie 
  5. Hound liked a post in a topic by FozzyBear in quitting asylum for the gym   
    Nice pic of you >>
  6. Big Bird liked a post in a topic by Hound in I like rubber   
    Stole a HEMTT and looked inside to find 150 rubber. Too bad he came back and VDM'd it and it exploded  #nocomp
    https://gyazo.com/56aafb7dbb49706784263708d01c583c 
    https://gyazo.com/4b523857906b37dd9c8df0c907502ca8
  7. Hound liked a post in a topic by CyanogenCX in Undercover Operation: Golf Red   
    Sorry for the frame drops, you can thank Australia for that xD. We weren't expecting to see a big bounty there, but apparently Tye was wanted for 15k. (He was pardoned, in case anyone is curious)
  8. allan thomas liked a post in a topic by Hound in Please fix the suicide vest (video)   
    While on my mission to get a million dollar bounty, I was captured. My hero, Parker, ran through the door and detonated his suicide vest. (You can't hear me talking) Rip dream
     
  9. Hound liked a post in a topic by Dork in Change Log 6.6.5   
    time must fly alot for you 
  10. Hypo liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  11. Hound liked a post in a topic by Serpico in Please fix the suicide vest (video)   
    private["_test"]; if(vest player != "V_HarnessOGL_brn") exitWith {}; if(vehicle player != player) exitWith {hint "You cannot detonate your vest from within a vehicle."}; if((getPosATL player) select 2 > 1) exitWith {hint "You cannot detonate your vest when not on the ground."}; removeVest player; _test = "Bo_Mk82" createVehicle [0,0,9999]; _test setPos (getPos player); _test setVelocity [100,0,0]; if(alive player) then {player setDamage 1;}; I think the fix is to use getPosATL and setPosATL instead of getPos and setPos
    getPos and setPos get your position relative to the object below you. 
    getPosATL and setPosATL get your position relative to terrain level
    I suspect the that in the indestructible buildings, the bomb spawns in/below the floor. Switching to getPosATL and setPosATL will spawn it in the building and kill people.
    Also a video. 
    Forgot to mention, the vest also works on docks.
  12. Big Bird liked a post in a topic by Hound in Please fix the suicide vest (video)   
    How about you use the same explosion that is already being used, but add two more duplicates, possibly in different positions for them to explode. (on the ground, on the person, etc.). One of the explosions is bound to achieve the desired effect.
    Edit: Or you could also set the vest to detonate 10 grenades while maintaining the current method of teleporting the explosive to the person. Doing this allows for the vest to have a purpose inside domes and indestructible buildings while maintaining its devasting blow outside of those situations.
  13. Hound liked a post in a topic by Smee in When I see the 911 gang   
     
     
  14. Le Razoir liked a post in a topic by Hound in When I see the 911 gang   
    Roll up in Kavala at 5 in the morning like
     
     
     
     
  15. Le Razoir liked a post in a topic by Hound in Please fix the suicide vest (video)   
    Right, it should be changed to affect players because as seen in the video it doesn't make much sense for it not to. 
  16. explicit liked a post in a topic by Hound in Please fix the suicide vest (video)   
    Right, it should be changed to affect players because as seen in the video it doesn't make much sense for it not to. 
  17. Big Bird liked a post in a topic by Hound in Please fix the suicide vest (video)   
    While on my mission to get a million dollar bounty, I was captured. My hero, Parker, ran through the door and detonated his suicide vest. (You can't hear me talking) Rip dream
     
  18. Boss liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  19. Monster liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  20. Big Bird liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  21. Olivia liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  22. BioHazard liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  23. Reckout liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
  24. Frizzy liked a post in a topic by Hound in Potential New Aspect for Asylum Rebels   
    Taking into account the recent understanding within our community that things are getting a bit stale for Rebels, I sat down for about 2 minutes (as we all should) and thought of a quick idea that incentivizes gangs to fight for a cartel whilst adding another activity for rebels.
    The idea is essentially some sort of "Cartel Leader." After capturing Arms or Drug cartel, a gang will have the ability to interact with the "NPC" and be assigned a mission relevant to that cartel. (Similar to DP missions, but illegal and for rebels). An example of a mission could be that after your gang has captured drug cartel and you selected to be assigned a mission, a randomized message would pop up stating "I need you to get these drugs to "X" location. If you make it there, I'll make sure you're rewarded." And a unique HEMTT could spawn in, full of Meth. No one would be able to access the HEMTT unless it enters the randomly assigned area, like one of those pointless cities that just have houses, or a random DP that's near a major city, like DP2. After you get the HEMTT to the location you could potentially have to protect for X minutes until it disappears and the person assigned the mission receives X amount of money.
    In order to spice things up with the missions, cops could be able to receive some sort of "intel" report that notifies them of a cartel operation. The notification should serve more as a "hint" as opposed to a very specific location for the cops to immediately head towards. 
    All of the aspects of this idea could be replaced in order to create a variety of missions, such as replacing the HEMTT with another vehicle(s),  or spawning in a crate full of an item(s) that is relevant to your mission. 
    I thought of this shit as I was typing it, so if you want to -1 and say it's shit, go ahead, but I'm just trying to think of things to revive our gang community, which is a pillar of Asylum. I think the idea has some workability with it and with some creative minds, I'm sure we can think of something.
    Below I've listed two other quick ideas that I've been thinking about. Let me know what you think
    -Increase the time before another gang can capture a cartel. maybe instead of 15 minutes (Or whatever the hell it is), change it to 30. 10 fully geared guys just died for that cartel, at least let it mean something. Especially for gangs that wish to use the cartel for economic reasons when doing drug/weapon runs. Capturing drug and planning to do a meth run is a bit pointless when a gang just contests it as you roll up to meth lab. 
    -Create a civ to cop ratio. Not sure of the feasibility of the coding for it though. i.e 1 cop for every 5 civs online. (If there were 84 civs online, 16 cop slots would be available). As of lately, there have been "cop armies" on every server due to an influx of cops. It ruins the fun when two guys that are new to the server go to rob a gas station when there are 40 civs on, and 2 minutes later 12 cops are surrounding the place. 
    These are just some ideas based on my opinion of how some things should be changed/added. I encourage everyone to take a minute and think of some stuff they think would help revive the community, as opposed to complaining about being bored/quitting the server. 
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