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The Monopoly Man

Retired APD Captain
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  1. Big Bird liked a post in a topic by The Monopoly Man in Every Gang ever.   
    Asylum in a nutshell...
  2. DreamC liked a post in a topic by The Monopoly Man in Corruption = Rebels Taking Over Police HQ/Increases Gear Cost   
    You have obviously never seen my infamous 10-15 strider rebel raids...
  3. Olivia liked a post in a topic by The Monopoly Man in Corruption = Rebels Taking Over Police HQ/Increases Gear Cost   
    You have obviously never seen my infamous 10-15 strider rebel raids...
  4. The Monopoly Man liked a post in a topic by Relic in Corruption = Rebels Taking Over Police HQ/Increases Gear Cost   
    Rebels can and already do that.
    If they take over an HQ we can't spawn in it without getting domed in 3 seconds.
  5. The Monopoly Man liked a post in a topic by Samuel in Oh Bully, how I miss you.   
     
     
    My favorite 
  6. The Monopoly Man liked a post in a topic by Ronald in Oh Bully, how I miss you.   
     
     @What zit tooya
  7. The Monopoly Man liked a post in a topic by Gatorade in Chopping Prices?   
    1
  8. Olivia liked a post in a topic by The Monopoly Man in Smart individuals join the APD   
    Last year the captains decided to mass promote a group of corporals to sergeant. The reason for this was to help counter the large "super gangs" out there. They needed more leadership on the field as well as better tools such as hunters and helis. Now I agree there are a lot of people promoted in the APD who I believe shouldn't, but its become more lenient. 
    The APD recruits people based on their knowledge of the guidebook, not their RP nor combat skills. So please don't criticize the APDs combat skills when these new recruits have only played 20 hours in arma 3. Sure having a sense of great RP can help you get promoted in the APD, it is not necessary. I have always tried to make suggestions to increase the difficulty it takes to become a part of the APD so issues of RP will greatly decrease. 
    Asylum will always have little to RP whatsoever because that is what makes asylum popular. People hop on here for quick action and fun. If asylum were to change its RP standards into a more strict state, Asylum population would die off greatly. Asylum will always be in a little to no RP state because thats what makes it popular. 
  9. Reavantos liked a post in a topic by The Monopoly Man in Smart individuals join the APD   
    Last year the captains decided to mass promote a group of corporals to sergeant. The reason for this was to help counter the large "super gangs" out there. They needed more leadership on the field as well as better tools such as hunters and helis. Now I agree there are a lot of people promoted in the APD who I believe shouldn't, but its become more lenient. 
    The APD recruits people based on their knowledge of the guidebook, not their RP nor combat skills. So please don't criticize the APDs combat skills when these new recruits have only played 20 hours in arma 3. Sure having a sense of great RP can help you get promoted in the APD, it is not necessary. I have always tried to make suggestions to increase the difficulty it takes to become a part of the APD so issues of RP will greatly decrease. 
    Asylum will always have little to RP whatsoever because that is what makes asylum popular. People hop on here for quick action and fun. If asylum were to change its RP standards into a more strict state, Asylum population would die off greatly. Asylum will always be in a little to no RP state because thats what makes it popular. 
  10. Capt Pepper liked a post in a topic by The Monopoly Man in APD FAQ/Grey Area   
    At that point the only option available is to have the civilian log and be sent to prison. 
  11. The Monopoly Man liked a post in a topic by rngr in Smart individuals join the APD   
    You have a Captain who with a few hundred hours in Arma total.
    You have no tactics from the high ups and people who are unwilling to listen when idea are put forward.  The entire process is like herding cats.  You've seen the cops, they complain but their strategy is to snipe from 800m out with a TRG. The locations are difficult for the cops, but the strategies attempted are worse.
  12. The Monopoly Man liked a post in a topic by Reavantos in Smart individuals join the APD   
    I liked the old system, you didnt apply to be a SGT+, you were CHOSEN.
  13. DreamC liked a post in a topic by The Monopoly Man in Bring back Feds!!!   
    Well, I was getting tired of seeing all of those the Fed tower montages.
  14. The Monopoly Man liked a post in a topic by Abzie in Who are the best 5 shooters on Asylum?   
    It'll still go the same way and why I stay out of threads like these, it's like a sidechat simulator on the forums.
  15. The Monopoly Man liked a post in a topic by Cassettes in Who are the best 5 shooters on Asylum?   
    These kind of topics just end up turning into who's got the bigger e-peen. Arma is more of a cooperative game, especially in Asylum. Instead of asking who's the best shot, let's ask which gangs are best at coordinated shots. Which ones can take you out before you know their position, which one can get the drop on you faster even when you were waiting for them, had the higher ground etc. When I was in a gang 4-6 months ago, there were only a few gangs that would make me anxious just from their presence alone, guys with killer shots, gang members who've played together for a long time and are experienced at the game . I think these are better discussions.
     
  16. The Monopoly Man liked a post in a topic by Tiefman in No Fucks   
    So I was on my way to Kavala, completely stoned, and I had forgotten that I just made 2 mk18s and that well, they're illegal. Here's what happens when I rolled up to a manned checkpoint.
     
     
     
  17. The Monopoly Man liked a post in a topic by Paratus in Change Log 6.6.0   
    6.6.0
    You can now collect salt water by standing/swimming in ocean. You can now gather corn, rye and barley from appropriate plants in the world. Yeast is available at the market. Ingredients can now be combined at a new processing location to create base alcohol including moonshine, scotch and two types of whiskey. You may purchase aging barrels at home furniture stores which can be placed in your home and used to improve the value of different alcoholic drinks. Any type of house which could have a storage container can now have one additional container; however, you may wish to use this slot for an aging barrel. Contents of an aging barrel will improve with each server restart. Scotch will improve slower than whiskey in large quantities, while moonshine isn't aged at all. Added charges for possession of illegal liquor. Time will now pass much slower; it will likely not become night. Many vehicles which could not be chopped now work as expected. Recipes
    Because I forgot to put a nice UI in the game to tell people how to make different things, here you go for now.
    Moonshine: Corn, Water, Yeast Whiskey: Corn or Rye, Water, Yeast, Barley Scotch: Water, Yeast, Barley Hotfix
    Large houses can now properly hold 3 containers. The jewelry store will allow sales again. You can no longer gather environment objects from within a vehicle. The possession of illegal liquor charge now works properly.
  18. The Monopoly Man liked a post in a topic by Bikstok in Redneck&Free #Smell of burning tires   
    The guy whining about people using ahk to toggle a game setting posts a montage looking through walls..
    ¯\_(ツ)_/¯
  19. Rock Hardick liked a post in a topic by The Monopoly Man in We shall rebuild   
    Good to see ya back Rock Hardick
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