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Sleeper Don

APD Corporal
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  1. Sleeper Don liked a post in a topic by .Shy in 2   
    It's kind of lit.
  2. william liked a post in a topic by Sleeper Don in Counterfeit Cash   
    Counterfeit Cash

    My Idea:
    Counterfeit money refers to a fraudulent currency that has been illegally replicated to imitate genuine banknotes. The downside to counterfeit cash is it cannot be directly deposited into banks due to rigorous authentication processes. To introduce fake money into circulation, criminals resort to a mix of legal and illicit transactions such as purchasing drugs, weapons, and other illegal commodities, which is why they frequently carry significant amounts of cash to facilitate this process.
    My suggestion would be to have these bills as unstorable and unbankable Y inventory that may be used to pay for whatever you’d like at rebel, drug dealers, or gang turfs (maybe even anywhere on the map). Not too sure how balancing would work though… Either a 1:1 ratio between dollar and counterfeit or have counterfeit bills be worth half meaning a $3,000 tac vest would require 6,000 counterfeit bills at rebel.
    Adding Counterfeit notes will mainly benefit intermediate & expert level players. 
    For our intermediate players counterfeit cash will be an illegal item that can be created through either the black market or a new illegal area called "Forgery" 
    For our expert-level players (Cartel Fighters) there could possibly be a counterfeit cartel or gang turf that produces a set amount of counterfeit bills and players collect from a flag similar to oil cartel.
    How it is made: 
    1. Counterfeit Cash production;  Creating counterfeit banknotes typically requires a combination of specialized skills, equipment, and materials. The two main ingredients of creating basic counterfeit are specialized paper and inks and dyes. The Ink will be made from processed oil. (Legitimate money uses a blend of cotton and linens but luckily we don't need to  implement two new items because... ) Counterfeit money typically uses hardwood-based paper meaning our counterfeit bills will use hardwood planks.   
     
    2. Counterfeit Cartel or gang turf (maybe):  Produces a set amount of counterfeit bills and players collect from flag similar to oil cartel. It would help naturally circulate these bills into the economy.
    MONEY MAKING ASPECT
    Again... not sure how to balance this bcz I have no dev experience or concept of the economy so I leave this for you to alter as much as you please... 
    If counterfeit bills  were a 1:1 ratio with dollar bills i would suggest:
    1 hardwood plank=$280(weight 3) 
    1 processed oil= $210 (weight 2)
    2 processed oil + 1 hardwood plank (weight 5) will create 1,400 or 1,500 counterfeit cash
    (roughly26,600 or 28.500 a full backpack) Value of items is basically doubled for risk of not being able to store in bank.
    Justification:
    Incorporating a cash-carrying mechanic in gameplay can heighten the risk-reward dynamic, and enhances the satisfaction after a gunfight. Requiring players to physically carry cash earned adds an extra layer of strategic decision-making, as they must weigh the potential gains against the threat of losing their hard-earned resources upon defeat. This dynamic injects a palpable sense of tension into encounters, fostering a deeper emotional investment and a genuine feeling of accomplishment when emerging victorious similar to the Tarkov experience.  If we craft this at black markets it would also generate more traffic in West Kavala rebel. Which may help players transition easier between legal to illegal money-making methods. Collect legal items like wood and oil to get cash to buy rebel gear.
     
  3. Sleeper Don liked a post in a topic by Joel Marley in Blue Money   
    IMO:
    I think its a good idea for all those 15v4 banks or any other (difficult/maybe unwinnable) where cops just log off the server because there's no point and nothing to gain.
    It gives an incentive for those situations for cops to NOT log off and instead have a bit of a safety. 


    This is the second post I seen you post non-constructive criticism about a suggestion anyway. "Innate"
    Example: "Blue money" suggestion & "Section F" 

    You failed to even read the first sentence of his "Section F suggestion" literally says for extreme situations but everyone thought it was a for every single small thing.

    >I would like a SECTION F option for all officers to be able to exercise in extreme situations where we, the APD see an officer(s) unfit to represent us in the APD regardless of rank.

    This isn't for for officers who have 1 or 2 bad days, but instead this is for those said officers that regularly give us a bad name and represent us in a bad manner.


    EDIT: OR MAYBE YOU ARE JUST TROLLIN LIKE EVERYONE ELSE
     
  4. Sleeper Don liked a post in a topic by Canna in Blue Money   
    Blue Money - Much like the civs/rebels blood money, blue money would be a currency you get as an apd officer from various activities one accomplishes.

    Example - You stop a bank - xxx blue money. Make it so there is a nice perk for being the guy who stops the bank.
    Send APB to jail - reward them with some blue money.

    I'll leave the detailed details to those with ideas.

    I think it would be fun.

    I get we don't have to spend as much money as civs, but not all of us are rich boys. I barley see over a mil any more. I don't do much civ life stuff and I like to spend money on my uc loadouts.  Regardless of how rich you are. Even rich rebels us blood money.
  5. Wadudu liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  6. zdeat liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  7. Sleeper Don liked a post in a topic by |Cam| in qol apd stuff   
    Checkpoints are non-existent for the most part. An update with them would be nice to see. 
  8. Sleeper Don liked a post in a topic by Nicolas March in Voting for lethal/deadly force   
    I love killing civilians like you 🤤. I love going around by myself and then having a vote for lethels, because its my god given right to lethel rude civilians like you who go against the law of altis
  9. 王 rando 王 liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  10. Sleeper Don liked a post in a topic by ObiWoki in Pawnee   
    Approved
    If you reach 500 million you will be able to buy a pawnee for 500 million. (if you reach 500 mill before the update you are going to have to wait till after the update)
  11. Sleeper Don liked a post in a topic by ObiWoki in Drum mags for Car95 & Spar 16   
    Car95 drum for rebels seems fair we don't want BH's running around with drums, For the spar 16 drum still no
  12. TommyY liked a post in a topic by Sleeper Don in Drum mags for Car95 & Spar 16   
    Because cops run 10+ players deep and are heavily nerfed to typically lose fights... My point was if cops typically have weapons that civs can also have why cant civs have drum mags for these two guns. Rebels are meant to have weaponry greater than or equal to APD so why can't they have drum mags to these two guns? Even with drums these guns wont be used a lot and wont become meta. Tbh I just want to have other options other than Lim, mk200 and ak 75rnd...
  13. Sleeper Don liked a post in a topic by Leroy Jenkins in Pawnee   
    The ability to buy $500K Pawnee's for any players reaching 500-freakin'-million dollars in Asylum!!!!

  14. Chris Peacock liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  15. Junke liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  16. Mitch (IFRIT) liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  17. Bag Of Funyuns liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  18. Donald liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  19. MoLu. liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  20. Aluka liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  21. Savage. liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  22. Akula liked a post in a topic by Sleeper Don in "Repair All" option in Vehicle garage   
    Can you add a repair all option to vehicle garage that way I can fill gas/repair damage to all my vehicles without having to do one car at a time. TY
  23. Sleeper Don liked a post in a topic by jeans in Drug runner progress bar fix   
    It disappears when you do an action like bloodbag. Just like it did before it was fixed at cartels. 
     
     
  24. Sleeper Don liked a post in a topic by lukee in Wipe event feedback thread   
    keep it how it is thx, just got a good shed
  25. Sleeper Don liked a post in a topic by Kraken in Remove cop ifrits   
    Remove Frits for Civs as well if you want to make it fair. While your at it give all ranks MK1s so everyone is on the same playing field.
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