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Sky

Retired Staff
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Posts posted by Sky

  1. Promotion Process

     

    EMR - (Emergency Medical Responder)

    • In order to be whitelisted as an EMR, applicants must first submit an application here with the required format. Once the application is accepted, they are required to go in teamspeak for an interview with a Paramedic to be whitelisted. 

    EMT - (Emergency Medical Technician)

    • EMRs have a training period to go through prior to being accepted as an EMT. In order to be promoted from EMR to EMT, they must be an EMR for at least 72 hours (3 days), have a total playtime of at least 8 hours (480 minutes), AND pass the EMT Exam. The exam will be based on Official AFD Policy and will be conducted by a Paramedic or higher.

    AEMT - (Advanced Emergency Medical Technician)

    • To be promoted to AEMT, an EMT must remain active, provide enjoyable roleplay, uphold AFD values, and be able to lead when required. Applications are required. Promotions to AEMT will be offered as seen fit during the first week of the month. Applicants will be voted on by the Active Paramedics. If you are looking to apply for the position click here.

    Paramedic

    • To be promoted to Paramedic, an AEMT must remain active, prove him or herself able to uphold the standards of the AFD, promote enjoyable roleplay, and be able to maintain a level head. Paramedics are expected to lead when necessary. Paramedics are the core of the AFD staff and will assist the Chiefs in administrating the faction. If you are looking to apply for the position click here.

     

    Inactivity

    • EMTs who do not play medic for 60 days will be subject to demotion. Inactive EMTs who decide to return within 5 months of being removed for inactivity can retake the EMR interview and the EMT test on the same day to get reinstated to EMT.
    wilber38, Donald, Ajaxs and 17 others like this
  2. 1 hour ago, Sean That Irish Guy said:

    I just feel like it would've been better to bring in more people outside of the current cliche that have been added currently at the beginning so that there would be different opinions all round and not the same one from the same group. Right now there is pretty much only cops, career or ex higher ups,  and i feel like some outside influences would benefit just as well.

    I absolutely agree and I had vouched for more players outside of the usual clique when we voted for the first wave, but they wanted to go with people that they know to be trustworthy and active. I see their POV as well and I'm okay with it 'cause it's not like we intend to prioritize APD perspectives. It's a game, we're all in it for the fun. People from from entire spectrum of Asylum's playerbase will get in, so I'm sure development and policies can be altered based on what people contribute to the conversation. Just because the outside influences are delayed a bit doesn't mean their opinions will be valued any less than those of anybody else. 

    I'll propose some more names to add to the initial wave, but can't guarantee it will happen just yet.  

  3. 18 minutes ago, Sean That Irish Guy said:

    All ive seen so far is friends of friends getting in thus far. I know its early days still and its not even implemented fully but yeah, someones gotta say it.

    May seem like it, but I hate everyone equally. I agree with you and it's already been acknowledged, but like you said this is the early stage. We just wanted a few trustworthy guys to be able to seek out and bear the hiccups, then advise devs on what kinks should be ironed out. Applicants who were accepted so far (who are not part of asylum staff) are at the 2 lowest levels, and my hope is that they will remain there until we get the majority of applicants in. Then we'll focus on seeking out new blood to climb up rather than letting the washed up folks (like myself) hog the role. 

     

    TL:DR We don't intend to let the AFD become a circlejerk for friends. 

    Jake likes this
  4. 27 minutes ago, HomeUser said:

    A few days. That is cute, try over a month.
    8ffd0dae1d9d95e470304c1b77f6618d.png

    No movement with AFD really till it's in and stable. Regardless, anyone who applied is bound to get in unless he or she is obnoxious. Just a matter of when. Except for homeuser, he's never getting in but we'll let him think he will. 

    Jake and Yuki Hayami like this
  5. 43 minutes ago, Destrah said:

    What they need to do is to use that book to knock some sense into all these dumbasses out here. 

    Hard to knock sense into drunks. Just a few weeks ago I encountered a frequent flyer in a panera bread who smelled like a bakery on steroids because he was getting shitfaced off of vanilla extract. We were flagged down to take him, he refused and got angry, had to call PD to cuff him to the bed. I wouldn't fight him mainly 'cause I'm a pussy, but also because I would quickly get dismissed. 

  6. Care to revive and revise this proposal with the new DLC incoming? @BaDaBiNg_10-8

    Plenty of suggestions around here to polish up on a final plan, most of which revolve around the same ideas and principles. 

    If it doesn't work this time around with the DLC inbound, then I'd say it's a lost cause. 

  7. 2 hours ago, Juan Lei said:

    i do... kappa 

    But yeah when my friends took a break from arma to play the division i also went full cop for awhile made it to sgt got to know a few fun / cool ppl so might be worth trying out

    :)))) i knew you liked me

    And like King Gatorade said, look around for new gangs. S3 has a couple that are fairly welcoming of new/ lesser known players. 

     

  8. The ranking system should not be too complicated for a neutral party. EMT-Basic, EMT-Intermediate, and EMT-Paramedic are most likely the most effective levels of the medic slot if it comes to it.

    @BaDaBiNg_10-8, any chance you can get some sort of word from @Paratus as far as his willingness to change major civ capabilities? This whole thread is a flop without some dev input on the situation. This won't work without some major cuts to civ and cops' medical accessibility. 

     

    Lincoln Williams likes this
  9. Here's my layout:

    1. Volunteer Medic (Unwhitelisted, basic gear)  

    2. EMT-I (EMT- Intermediate, prestige, perks, access to hatchback sports) 

    3. EMT-P (EMT- Paramedic, all perks, have charge over other whitelisted medics, armor, medic hunters for combat revives? Quite a stretch, but trying to give some value to the slots. The Hunters would be expensive and inaccessible to any other slot, just like the Hummingbird is) 

    Basic Rules:

    •  Medics will have to softlog to provide at least one life of support to the APD at a bank, fed, or prison break. 
    • Obey paramedic orders if given. If orders are not given, medics are free to revive anyone they feel. 
    • Hunters will not be used to ram other armored vehicles, or automatic removal will result.
    • Be professional. Any evidence of being a troll or toxic is subject for removal.
    • If asked to be helped by a civilian, medic MUST assist unless told otherwise by a higherup or APD officer. 

    In regards to dev team options, increasing the timer for blood transfusions and splints for cops and civs is one that would give medics a bigger role. We'd need word from Paratus himself to see the extent he'd be willing to go to make this work, or if he's willing to at all. 

    Some of what Killswitch put in his thread could work as simple guidelines and perks for medics, though I don't agree with all of them, such as the radius-dependent requests.  

  10. Just now, Brandon said:

    +1 but as a rule ALL medics are not allowed to revive during active firefights ANYWHERE even if it is to assist cops. and if medics are on scene then revives should not be handed out by cops unless ordered to by a medic (wont apply to civ's cause we cant really control them)

    Not realistic. Part of the thrill of being a medic is being able to revive people that are being shot, and any party of a firefight should be able to do what they need to in order to win. 

     

    LennieTheLegend likes this
  11. 5 minutes ago, BaDaBiNg_10-8 said:

    That's my whole reasoning for making this post. Much like changing laws IRL, you need people willing to sign petitions to gain the interest of the lawmakers.

    Increasing payouts depending on the distance of the dead player? Prestige for splints, blood transfusions, and pain killers? Aegon is right, in order to make whitelisting a practical option for medic, civs would have to lose some available equipment, and that will be EXTREMELY tough to suggest to Paratus.     

    AegonTargaryenTv likes this
  12. Just now, BaDaBiNg_10-8 said:

    I think having the separation (whitelisted and un-whitelisted) would encourage more people to strive to become whitelisted. It would essentially lay the foundation.

    All the more reason for it. The whitelisted slots will only encourage and ensure that the slots are being used to the full potential of use and RP to the standards of Asylum. As well, the whitelisting allows for whoever is in charge to see who will not be an absolute dick on medic and let them in on the perks of being whitelisted. 

    In regards to the standards of Asylum, a whitelisted medic should be able to be called upon by the APD for example in situations such as a bank or fed to help out, and in some sort of ranking system for the faction, should be given orders by a higherup (who won't be waving his or her dick around like a helicopter, of course). 

    Just now, massi said:

    I hope there will not be an age requirement

    I don't see why there should be as medics pretty much serve no threat to another player except through VDMing and rubber ducky voices.

    The only thing that is conflicting @BaDaBiNg_10-8 is how active and entertaining can we make the medic faction to the point where whitelisting is a viable option? Because often times the activity is slow for medics outside of Kavala, and when people DO need one, they only allow revs for their friends to pick 'em up. 

    BaDaBiNg_10-8 and Jake like this
  13. Should add more slots to medic so that there is a division between unwhitelisted and whitelsted. The unwhitelisted will have the basic gear that is provided at the moment, and whitelisted will have more perks and tools such as Hatchback Sports, quick heals/ revives, prestige systems and all that. The full whitelist requirement prevents the variety of options available to newcomers which I don't think the devs would appreciate. 

    Kettles, Atra, Steve and 7 others like this
  14. People don't tend to take it kindly when you tell them how to feel about something. As well, this community is toxic and there's no changing it anytime soon. Keep a that positive outlook and feel free to show your appreciation as you will, but I suggest you don't stoop down to potential negativity by fighting with toxicity.

    Most people here will agree that Asylum has provided more fun than most other games. Don't let the rude few players change that for you. 

    drex likes this
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