Jump to content

Sleeper Don

APD Corporal
  • Posts

    88
  • Joined

  • Last visited

Posts posted by Sleeper Don

  1. IMO type 115 is meta for 6.5 cal and would love to be able to craft it for fighting. All 6.5 cal require opium so would make sense to have this cost opium and iron ore as usual but IDK what the recipe should be... Base mk 1 recipe requires  59 virt space. katiba requires 30 virtual space. Type is somewhere in the middle of these two so make it worth 50-45 virtual space. My rough recipe would be about 12 opium and 3 iron ore.

  2. This event is intended to be civilian vs civilian because sometimes cops are not online / or too many cops are online to do events for newer players.

    Roleplay: With the new shipments of pixie dust coming into Altis Hugo and Ivan sought discreet stash houses for smuggling their shipments onto the island. Rebel players have devised a plan to infiltrate and rob these stash houses, aiming to capitalize on this lucrative contraband. Due to stash houses containing illegal contraband the Brothers can't rely on the APD to defend their stash houses like GasMart. Instead the Russian mafia hires players throughout the island as muscle to fortify and secure their valuable goods against their new rivals. 

    Concept: 

    Rebel Raiders Side: Players will need to  disable an exterior security systems similar to fed reserve before entering the brothers' stash house compound or they will be tazed or killed similar to gunboat or fed. (Don't want rebel players getting into stash house area early and spawn killing defenders) After this is disabled they may now enter and a message will be broadcasted across the server  "Ivan's / Hugo's stash house is being robbed!". After this message rebel players have 5-10 mins to get inside and drill open the safe before the system comes back on and the event ends.  Rebel Raiders will fight other "hired" defending players inside then finally drill the brothers drug safe room. Inside it will contain processed pixie dust and/or other illegal items. They will then leave the area and a high security cooldown will be given. 

    Ivan/Hugo hired muscle side: Once Rebel players begin disabling the security system outside defending players will be hired. Similar to the jury system players will receive a message saying 'Ivan/Hugo needs help defending their stash house! Press 8 to accept and join!"  This message will only go out to players not in raiding rebels group and/or gang.  (Tbh not sure how many players to recruit to defend maybe 1.5x the size of the robbers group or just a set number of players idk you can decide how this works) Players will wait for enough players to join the queue similar to Jury and Once enough players have accepted they will all autojoin a group to get hexs. Defenders will then spawn with a random loadout similar to cops @ fed reserve and take position to defend. Defenders all have a Russian flag color jump suit or some bright color to help identify teammates and not team kill bcz idk if auto-joining a group feature can be implemented. If defenders die they may comeback and continue to defend but with their own gear. After 5-10 min timer if safe isnt broken into defenders get a large check idk how much but enough to where rebels cant bribe. If failed to defend they get a smaller check and blacklisted from defending the rest of the restart. If there are not enough players that signup or available (Blacklisted or to low of pop ) to defend the disabling of the security system in the beginning  of the event will fail. Rebels can retry disabling after begging more people to join/defend. 

     

    Just wanted to get the idea out there. The location of this event and what the compound looks like is this undetermined, but if approved I can help expand more into this area. If suggestion is going to be denied then there's not point in wasting time developing this part. TY for the read ❤️

  3. Drill time for gas market robbery is too long. 😕  10 min timer just like bank makes no sense... I was able to  make it to gas mart from Kav HQ in under 2  min in a hatch. That plus a 30 sec respawn timer = 3 to 4 cop pushes.  Why would new players do gas mart when bank is easier to defend for the same amount of time and bank pays about double the money...  Gas needs a smaller timer ( 5 min ~ 7.5 min) and/or some improvement that spawns a vehicle full of loot that will be tracked for X amount of time.

    Bob Danaloo and Fried Rice like this
  4. I have recently started a gang specifically to recruit new players. We'll do weed runs, but after that we find ourselves not sure what to do after earning a couple 100K. Can't fight cartels bcz they are new players/ potatoes and cant fight fed events bcz same reason. I came to the conclusion that we need some sort of player vs ai money making method to train combat for newer players while still having fun making money.  

     

    1st: Need to figure out somewhere new where players sit in respawn screen because this Idea involves using spawn island. 

    Scenario Roleplay Overview:

    Atsalis Island (aka spawn island), situated off the coast of Altis, has become a notorious hub for illegal activities. Thánatos, a cunning and elusive figure, leads a formidable smuggling syndicate using the island as a refueling station and port to move contraband into Altis and to the rest of the EU nations. Players, have received intel suggesting massive weapons caches throughout the island and  briefcases full of illegal goods are located on the island.

    The mission: to raid the island, collect the contraband, and exfil from the island.

    DIRECTIONS:

    VERSION 1 of raid system

    1 Drive a boat to the island to begin raid.

    2 Island loot resets every restart or can have it replenish over time and have guards respawn too. IDK...

    3 Island is a no fly zone similar to gang boat.

    4 Collect loot and fight

    5 Once full of loot find one of the many new boat shops added to spawn island. Pull boat and return to altis

    6 Smugglers island is a redzone. Players can also work together/ make groups.

    VERSION 2 of RAID SYSTEM: (I PREFER THIS BUT WILL BE MORE WORK )

    1.  Players will find any boat shop on altis and click scroll wheel option (Raid Smugglers (Pay $10,000) )

    2. All players weapons/physical inventory will be stripped. (they keep Y inv) Then player will spawn with a random loadout at a random boat shop on smugglers island. Random Weapon can only be a legal firearm, random clothes and always get a carryall. Players will kill guards and use guard gear to complete raid of the island. 

    Multiple benefits to this system:

    All players spawning in will be on equal terms. No juiced MK 1 squads wiping island before noobs have a chance.

    Limited ammo from guards results in players choosing fights carefully

    Players don't have to  make a 10+min boat drive. 

    Will  increase the longevity of loot staying on the island allowing equal opportunity. 

    3. For this system players will find boat shop and scroll option "return to Altis" 

    4. Not too sure where players should be returned too. I'm thinking maybe the original boat shop they left from or a major port city (Kav or Pygros) 

    5. Island has a death area around it to prevent players from flying/boating/swimming in with unacceptable gear

    Map Layout:

    https://gyazo.com/55593eb042c21641c3a8e12f07d1ed18

    This idea/map can be altered however you see fit. As you can see there is plenty of room left on island to add more objective points or just put more Lvl 1 guard shacks with weapon boxes/virtual inventory inside.

    Objectives:

    Fight guards and collect goods from high value areas such as:

    (Level 1 Guards) Random Shacks throughout island(easy)https://gyazo.com/5ba6cf119272cbdce7001971ec9a3214

    (Level 1-2 Guards) Stilt house slums(Medium-Hard)https://gyazo.com/3792e5d201a1e8606a270bbe2fd0088d

    (Level 2 Guards) Shipyard(Hard)https://gyazo.com/67f16d761df068fa52e465f77f56d837

    (Level 2 Guards) Training Grounds(Hard) https://gyazo.com/1b84f88a439a641499d7b1515b2eca15

    (Level 2-3 Guards) Drug Farm(Hardhttps://gyazo.com/67dfb543f8b2ef27625b573741ad0f90

    (Level 3 Guards & Thánatos)Smuggler's HQ: Pt 1(Expert) https://gyazo.com/070070b7632d97b3e5b46a90bf84e8d8

    Pt 2: https://gyazo.com/b1f63867386e2ad4041c97647d89f994

    Guard Level List: 

    Lvl 1(Pistol no armor): https://gyazo.com/36555833773f99323ce01981c1e82522

    Lvl 2(Armor and weapons w/ no sights): https://gyazo.com/6733fbef8e6beb26c5ad95c11f1c8e0d

    Lvl 3(Armor and weapons w/ sights):https://gyazo.com/27c20527d64682f356acf2ccf498e3f6

    Thánatoshttps://gyazo.com/8665605002c1a8abc346c71aa49cae95

    sidenote: if possible make Ai lootable but if its too much work nvm. 

     

    WHAT TO LOOK FOR?

    Any crates or dead AI to loot (EX. rebel drop crate, small weapons crate, white briefcase) All types of weapons and Y inventory drugs will be found within these crates...

    Loot Crate examples: https://gyazo.com/6f524d9cb80589a03ec99ea893ae9ff0

    LOOT FOR LOCATIONS:

    Random Shacks throughout island(easy):  Mix between low caliber weapons and low tier drugs (9mm/ 45 acp guns and ammo and weed) 

    Stilt house slums(Medium-Hard) Balance between mid caliber weapons with no optics& Tac Vest(5.45, 556, 762x39) and mid tier drugs (Opium/Pills) 

    Shipyard(Hard) Balance between mid caliber weapons(5.45, 556, 762x39) and mid tier drugs (Opium/Pills) Double the amount of loot compared to slums.

    Training Grounds(Hard) Little to no drugs but large abundance of mid caliber weapons with optics and carryall armor rare grenades spawn ( 7.62x51 hunting rifle with arco, ak12 with arco, NO MK1 Or MK18)

    Drug Farm(Hard) Little to no guns spawn but large abundance of high grade drugs ( Puri Level drugs(Coke Bricks/PCP sheets etc. except for METH) Only Crystal meth will spawn at drug farm.

    Smuggler's HQ(Expert) Boss can drop his Mk200 and  has a balance of training grounds and Drug farm loot. ATTENTION! Boss loot crate in smugglers HQ can have  have 1 high value item  such as Element 115, Patient remains,  Gold Nugs (No gold bar bcz cant run), treasure,  or HOPE DIAMOND!!!

     

     

  5. On 8/24/2023 at 3:53 PM, Farmer Steve said:

    Title: Examining Age Considerations in Virtual Gang Inclusion

     

    Introduction

    The rise of virtual communities and online interactions has brought forth novel avenues for socialization and collaboration, including the emergence of virtual gangs. These digital collectives share similarities with traditional gangs, but they exist in an online space where members communicate, collaborate, and form alliances virtually. The question of whether a 16-year-old should be accepted into a virtual gang requires careful consideration, as it involves a complex interplay of psychological, social, and ethical factors.

    Psychological and Cognitive Development

    One primary reason to carefully evaluate admitting a 16-year-old into a virtual gang revolves around their psychological and cognitive development. Adolescents undergo rapid cognitive changes, but their decision-making processes might not be as mature as those of adults. The prefrontal cortex, responsible for rational decision-making and impulse control, is still developing during adolescence. Engaging in potentially risky virtual gang activities could have detrimental effects on their decision-making capabilities, potentially influencing them to make choices that they may later regret.

    Online Predators and Vulnerability

    Another concern pertains to the vulnerability of adolescents to online predators and manipulative influences. Adolescents may lack the life experience and discernment needed to identify and handle situations involving cyberbullying, grooming, or manipulation by older members of the virtual gang. Accepting a 16-year-old into such an environment could expose them to undue risks, undermining their personal safety and emotional well-being.

    Social and Emotional Maturity

    Virtual gangs, like their real-world counterparts, often involve complex interpersonal dynamics and power struggles. These groups might engage in discussions, debates, and decision-making processes that require a certain level of social and emotional maturity to navigate. At 16, individuals are still developing their interpersonal skills, emotional intelligence, and conflict-resolution abilities. Being part of a virtual gang could place undue stress on the adolescent, potentially hindering their healthy emotional development.

    Legal and Ethical Considerations

    The legal and ethical dimensions of admitting a minor into a virtual gang should not be overlooked. Different jurisdictions have various regulations regarding online activities involving minors. In many places, involving minors in certain online interactions could lead to legal complications for the adult members of the group. Moreover, it raises ethical concerns about whether it is appropriate to expose an underage individual to potentially harmful content or behavior, even in a virtual context.

    Alternative Pathways for Participation

    Rather than outright denial, providing alternative pathways for the 16-year-old's participation could be a more responsible approach. Creating a separate online space designed for individuals of their age group could enable them to experience virtual camaraderie without the potential risks associated with adult interactions. This approach ensures that their participation aligns with their developmental stage and safeguards their well-being.

    Conclusion

    The decision of whether to accept a 16-year-old into a virtual gang necessitates a comprehensive evaluation of psychological, social, legal, and ethical considerations. While it is crucial to acknowledge the potential benefits of virtual communities for adolescents, their unique developmental needs and vulnerabilities must be prioritized. Striking a balance between fostering a sense of belonging and safeguarding their well-being requires creativity and adaptability in designing virtual spaces that are age-appropriate and conducive to healthy growth. With that being said, your application is denied.

    denied

    Sounds like the ILOVFCKINHONEY guy. Maybe he is AI.

  6. 1 hour ago, Patato said:

    The stackable charges were more than compensated via pay cheques.

    2 hours ago, Patato said:

     

      • APD pay (per 5 min)
        • Cadet  $500 -> $350
        • Constable $500  ->  $500
        • Corporal $500 -> $650
        • SGT $500 -> $800
        • LT/Captain $500 -> $1000

     

    Cadets, and Constables (Majority of police force) did not benefit from checks. 

    Corporals  are only making an extra $1,800 an IRL hour....

    All I can say is this....

    giphy-downsized-large.gif

    SGTs = Extra $3,600 an IRL hour (Can't even pay for them buying armor or garage fee for mobile HQ for events with this amount)

    Lts and Capt = Extra $6000 an IRL hour ( Again can't even pay for one frit for events...)  

    I honestly hope I'm wrong but I feel like cops will be losing money. 

    1 hour ago, Patato said:

     And over compensated via the increased sieze prices/profiteer changes. 

    I'm afraid cops won't have time to catch people with drugs if rebels are running events back to back because rebels only need to serve 10 mins or pay lower ticket prices now.

    UberGaming and Junke like this
  7. Awesome update. Love camera idea and shed rules.

    Just feel like cop got a sizable nerf by removing those stackables though. 😕 Did we remove them to make RA easier for cadets? Jokes aside, cops rarely win events and even less often do we catch anyone with notes or bars. Events will be spammed more often because there is less punishment for being caught.  Maybe increase cooldown timer a bit  to reduce spamming and give us an opportunity to patrol around for more REAL RP experiences with newer players. 

    Moneyz and BlackShot like this
  8. 14 hours ago, GravL said:

    I feel like what you’re going for here is a secondary currency (obviously), but blood money is also a thing already. It’s not a bad idea to mix run-based money with something like that, but it’s also very hard to. Some could argue blood money isn’t useful, they never have enough to afford anything useful. And that’s perfectly okay, they’re not fighters. But some (more tbh) people could also argue that if you want to do runs for money, it wouldn’t be worth the time and effort to add a new system when it’s likely your play style doesn’t require potentially constant big purchases, such as multiple orcas, ifrits, vests, etc. the normal money making methods and currency are more than enough to keep you satisfied. My best guess is blood money was added to reduce the money spent by fighters, giving them the option to use another currency that is also gained basically passively. After all, when you get on and purely go for fights, money can drain VERY fast. “Normal” players really have no need for that secondary option. 

    Thanks for your thoughtful explanation and honestly very fair points.  

  9. 13 hours ago, manhua said:

     What is the difference between this and Bitcoin?

    Bitcoin wasn't a Y inventory item that you could lose or rob from others.  Basically this forces player to carry cash again so you can rob or kill and actually make decent money. When you kill someone nowadays you get a $5k bounty and couple redgulls as a reward. I would like more rewards for killing.

    Thanks for reading❤ @manhua

  10. 15 minutes ago, Chris Peacock said:

    no. just keep regular money and blood money... this is stupid

    I left a like on your montage Christopher.... how could you do me dirty like this💔

  11. 43 minutes ago, GravL said:

    And if it’s unstorable or unbankable, what’s the point of it? Assuming you drop it when you die as it’s a Y item, it seems redundant to spawn, do a run of cash, and then do what you actually want to do. Especially if it’s worth half the price of regular money, I don’t think it would be used often if at all

    I was thinking after a run you could buy vehicles or weapons in bulk at rebel then store or also do a large money run to buy expensive rebel items (explosives and arson kits). Maybe even buy then sell vehicles or these high value items at asylum exchange. Another option that would make less money but be less risky would be simply buying then selling vehicles back to rebel garge to convert counterfeit to quick depositable cash.

    I do agree with you though. Having it valued at half would probably make it useless or rarely used. 

    Honestly the hope is to have more risky and rewarding fights where people can't simply deposit money after selling or store their drugs in a house. A lot of money making methods feel pretty safe especially with a house near by, but this would definitely be one of the riskiest money making method that forces players to actually carry money around with them over long distances with a chance of getting robbed otw to rebel or even at rebel or wherever they want to spend their counterfeit bills.

     

    Appreciate the feedback❤️

    GravL likes this
  12. Counterfeit Cash

    Money Printer Go Brr Jerome Powell GIF - Money Printer Go Brr Jerome Powell  Cash - Discover & Share GIFs

    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 productionCreating 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.

     

    william likes this
  13. 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...

    TommyY likes this
  14. Bounty hunting is hard to do as a solo / new player when everyone rolls 5+ deep. I might suck but I have struggled to get honor so I was thinking maybe adding BH quest to restart cycle quest list that award a little bit of honor.

    Maybe something like the following: 

    • Drops 5 bounties
    • Update  bounty tracking 5 times
    • Down and or restrain 1 bounty target
    • Down and/or restrain 1 police or non bounty criminal

    Does not have to be these exact quest but I think it would be good that these BH quest definitely gave you a small amount of honor with maybe some cash or BH gear

     

    Would maybe be cool to have something like this for infamy too.

    • Kill # of cops 
    • Sell # of drugs
    • Craft one illegal vehicle
    • Capture turf or cartel
×
×
  • Create New...