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Pladimir Vutin

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  1. Pladimir Vutin liked a post in a topic by Ebola in What tf happened   
    Guess you can say the server went "rogue" haha get it cause rogue owns it lol
  2. Pladimir Vutin liked a post in a topic by Travis. in Search indicator   
    These are things that are supposed to be indicated to the civs anyways, so shouldn't change gameplay. When you are searched by an officer while restrained, it should give you a popup (your character can tell when they are frisked+they are supposed to inform you when they do)
    When your vehicle is searched within  eyesight (~50m), it should give a popup. If you are in cop restraints, it should give at any range.
  3. Pladimir Vutin liked a post in a topic by Travis. in APD started Federal Event   
    Whenever the APD  arrest a bounty worth 250k or more, SGT+ have the ability to start a federal event with said person. The person gets a yes/no consent popup if they would like to participate.
    Event would work very similarly to shipping robbery, going from the HQ to the prison (Pyrgos and air HQ excluded). Delay before prisoner transport spawns (Hemtt), potentially higher spawn timer for higher bounties (similar to shipping, IE 250-499k=3 minutes, 500k-750k=5, 1m+=10)
    Successfully driving it to prison give the APD a % of bounty bonus divided by officers online
    Securing the transport as a rebel and driving it to a rebel outpost frees the prisoner and rewards the bonus % in cash to the rebels.
    Destroying the vehicle ends the event with no rewards for either side.
     
    The prisoner sticking around or not does not affect the event, event is based around the vehicle that spawns and they are free to disconnect if they would like.
    If they stick around, their prison time starts when the event does (time served) and if they get rescued they are free with their existing bounty. If they disconnect (or decline yes/no popup) they are sent to prison as normal.
  4. Trist liked a post in a topic by Pladimir Vutin in N/A   
    Me when I get banned on discord for 24hrs for sending 
  5. Travis. liked a post in a topic by Pladimir Vutin in N/A   
    Akula pls un timeout me
     
  6. Akula liked a post in a topic by Pladimir Vutin in N/A   
    Me when I get banned on discord for 24hrs for sending 
  7. Slime liked a post in a topic by Pladimir Vutin in N/A   
    Me when I get banned on discord for 24hrs for sending 
  8. Pladimir Vutin liked a post in a topic by Stretch in N/A   
    How he felt after this reply 


  9. Pladimir Vutin liked a post in a topic by Travis. in N/A   
    H0owdy guys
  10. warmbeatle liked a post in a topic by Pladimir Vutin in N/A   
    Me when I get banned on discord for 24hrs for sending 
  11. Pladimir Vutin liked a post in a topic by Slime in N/A   
    Great weather we're having @Akula.
     
  12. Pladimir Vutin liked a post in a topic by Slime in N/A   
  13. Travis. liked a post in a topic by Pladimir Vutin in N/A   
    Me when I get banned on discord for 24hrs for sending 
  14. Stretch liked a post in a topic by Pladimir Vutin in N/A   
    Me when I get banned on discord for 24hrs for sending 
  15. Pladimir Vutin liked a post in a topic by manhua in New Professional Security Company   
    He is a new faction. A subordinate unit under the police. He has no enforcement power. Just helping the police fight.
    His numbers cannot trigger bank and federal events.
    This profession requires a simple interview, as long as you know the rules, you can pass.
    Supreme Officer: Captain of the Security Company
    Reason: On the evening of American time, the combat effectiveness of the police was too poor and the number was too small. When the team robs a bank, the risk is higher. Avoiding certain teams from killing police for fun.
  16. snoop liked a post in a topic by Pladimir Vutin in New Fed Event?   
    I have very little faith in this suggestion's approval, but let me cook anyway.
    Overall Idea:
    I suggest a new Federal Event centered around a National Guard/Military logistics depot where rebels aim to raid it and the APD defends and counter-attacks it.
    Specifics:
    - As for the location of this event, I suggest the Northeastern tip of Altis (around the Galana Nera Bay). It's mountainous, far-enough from both rebel outposts and police HQs, and opens many possibilities for getaways.
    - The Depot itself should consist of two sections: a communications post and the depot.
    - Rebels would need a Trojan USB or something similar to basically disable the comms post as the first stage of this event, and this will trigger the alarm (but for plot purposes, will remove the base's ability to radio in the military).
    - The event should require a minimum of 8 officers, who will be given the opportunity to deploy once or twice into the depot as a first line of defense when the depot's comms are disabled (similar to the first stage of the Evidence Lockup).
    - The Depot should be located 400-500m away from the comms post to allow for an actual armored push against defending cops. This should also allow for some medium-range battles.
    - If the rebels are able to reach the depot itself, they must set a drill on a dome and wait a 10 minute period. Once it opens, they will have access to military-grade weapons in a container and vehicles (of course, nothing that is not present on Asylum).
    - I think that the "reward" weapons should include 5-10 grenades, 2-3 RPGs, potentially a Zafir, Mk1s, AK-12s, Type-115s,  etc. Of course magazines and optics. I am certainly not bothered about exactly what/how many weapons are put within the container. Based on the developers' discretion this value should definitely increase/decrease.
    - It would also be nice to have "reward" vehicles. Maybe an armed vehicle and one armored vehicle would add a nice dimension to the getaway process.
    - Maybe cap this to once per restart/twice per day?
    More Info/Explanation:
    - The comms post shouldn't consist of more than two deerstands, a command center, and a radio tower. The fighting will not be centered around it, but it could be used as a staging area for pushes and counter-pushes.
    - The depot should be a mid-sized base (I can provide an editor-built example if need be, I just don't want to spend time on something that will get denied). Dome in the center, multiple escape routes, maybe some broken-down houses around it to provide cover for attackers.
    The APD is very militarized. It should be quite interesting to pit them against a rebel push and then reverse these roles in a place where air, land, and sea can be used as approaches. Stealing weapons should be enough of an incentive for rebels to want to fight cops in a perfect balance between the static banks and the dynamic shipping heists. Plus, this type of event will reward thinking outside of the box, as planes, boats, or the reward vehicles themselves can be used to extract weapons. Plus, it is not pure CQC like the start of the Evidence Lockup, which gives both sides to plan out attacking and defensive strategies.
    Very happy to change anything if it works better, and again, no high hopes for this to be accepted. Just wanted to throw an idea out there.
  17. MarchingBands liked a post in a topic by Pladimir Vutin in New Fed Event?   
    I have very little faith in this suggestion's approval, but let me cook anyway.
    Overall Idea:
    I suggest a new Federal Event centered around a National Guard/Military logistics depot where rebels aim to raid it and the APD defends and counter-attacks it.
    Specifics:
    - As for the location of this event, I suggest the Northeastern tip of Altis (around the Galana Nera Bay). It's mountainous, far-enough from both rebel outposts and police HQs, and opens many possibilities for getaways.
    - The Depot itself should consist of two sections: a communications post and the depot.
    - Rebels would need a Trojan USB or something similar to basically disable the comms post as the first stage of this event, and this will trigger the alarm (but for plot purposes, will remove the base's ability to radio in the military).
    - The event should require a minimum of 8 officers, who will be given the opportunity to deploy once or twice into the depot as a first line of defense when the depot's comms are disabled (similar to the first stage of the Evidence Lockup).
    - The Depot should be located 400-500m away from the comms post to allow for an actual armored push against defending cops. This should also allow for some medium-range battles.
    - If the rebels are able to reach the depot itself, they must set a drill on a dome and wait a 10 minute period. Once it opens, they will have access to military-grade weapons in a container and vehicles (of course, nothing that is not present on Asylum).
    - I think that the "reward" weapons should include 5-10 grenades, 2-3 RPGs, potentially a Zafir, Mk1s, AK-12s, Type-115s,  etc. Of course magazines and optics. I am certainly not bothered about exactly what/how many weapons are put within the container. Based on the developers' discretion this value should definitely increase/decrease.
    - It would also be nice to have "reward" vehicles. Maybe an armed vehicle and one armored vehicle would add a nice dimension to the getaway process.
    - Maybe cap this to once per restart/twice per day?
    More Info/Explanation:
    - The comms post shouldn't consist of more than two deerstands, a command center, and a radio tower. The fighting will not be centered around it, but it could be used as a staging area for pushes and counter-pushes.
    - The depot should be a mid-sized base (I can provide an editor-built example if need be, I just don't want to spend time on something that will get denied). Dome in the center, multiple escape routes, maybe some broken-down houses around it to provide cover for attackers.
    The APD is very militarized. It should be quite interesting to pit them against a rebel push and then reverse these roles in a place where air, land, and sea can be used as approaches. Stealing weapons should be enough of an incentive for rebels to want to fight cops in a perfect balance between the static banks and the dynamic shipping heists. Plus, this type of event will reward thinking outside of the box, as planes, boats, or the reward vehicles themselves can be used to extract weapons. Plus, it is not pure CQC like the start of the Evidence Lockup, which gives both sides to plan out attacking and defensive strategies.
    Very happy to change anything if it works better, and again, no high hopes for this to be accepted. Just wanted to throw an idea out there.
  18. Stretch liked a post in a topic by Pladimir Vutin in New Fed Event?   
    I have very little faith in this suggestion's approval, but let me cook anyway.
    Overall Idea:
    I suggest a new Federal Event centered around a National Guard/Military logistics depot where rebels aim to raid it and the APD defends and counter-attacks it.
    Specifics:
    - As for the location of this event, I suggest the Northeastern tip of Altis (around the Galana Nera Bay). It's mountainous, far-enough from both rebel outposts and police HQs, and opens many possibilities for getaways.
    - The Depot itself should consist of two sections: a communications post and the depot.
    - Rebels would need a Trojan USB or something similar to basically disable the comms post as the first stage of this event, and this will trigger the alarm (but for plot purposes, will remove the base's ability to radio in the military).
    - The event should require a minimum of 8 officers, who will be given the opportunity to deploy once or twice into the depot as a first line of defense when the depot's comms are disabled (similar to the first stage of the Evidence Lockup).
    - The Depot should be located 400-500m away from the comms post to allow for an actual armored push against defending cops. This should also allow for some medium-range battles.
    - If the rebels are able to reach the depot itself, they must set a drill on a dome and wait a 10 minute period. Once it opens, they will have access to military-grade weapons in a container and vehicles (of course, nothing that is not present on Asylum).
    - I think that the "reward" weapons should include 5-10 grenades, 2-3 RPGs, potentially a Zafir, Mk1s, AK-12s, Type-115s,  etc. Of course magazines and optics. I am certainly not bothered about exactly what/how many weapons are put within the container. Based on the developers' discretion this value should definitely increase/decrease.
    - It would also be nice to have "reward" vehicles. Maybe an armed vehicle and one armored vehicle would add a nice dimension to the getaway process.
    - Maybe cap this to once per restart/twice per day?
    More Info/Explanation:
    - The comms post shouldn't consist of more than two deerstands, a command center, and a radio tower. The fighting will not be centered around it, but it could be used as a staging area for pushes and counter-pushes.
    - The depot should be a mid-sized base (I can provide an editor-built example if need be, I just don't want to spend time on something that will get denied). Dome in the center, multiple escape routes, maybe some broken-down houses around it to provide cover for attackers.
    The APD is very militarized. It should be quite interesting to pit them against a rebel push and then reverse these roles in a place where air, land, and sea can be used as approaches. Stealing weapons should be enough of an incentive for rebels to want to fight cops in a perfect balance between the static banks and the dynamic shipping heists. Plus, this type of event will reward thinking outside of the box, as planes, boats, or the reward vehicles themselves can be used to extract weapons. Plus, it is not pure CQC like the start of the Evidence Lockup, which gives both sides to plan out attacking and defensive strategies.
    Very happy to change anything if it works better, and again, no high hopes for this to be accepted. Just wanted to throw an idea out there.
  19. Stretch liked a post in a topic by Pladimir Vutin in Drones??   
    Short and sweet: civs should have the option to own/operate AR-2 Darters.
     
    Obviously VDM rules and all should apply, and maybe a cap/high price should be placed on them so that they remain rare.
     
    Honestly it would just make for an interesting addition to fights where each gang can have recon/be on the lookout for drones, and should make robberies and chases more interesting.
  20. Pladimir Vutin liked a post in a topic by DS_Billy in If skimancole doesn't get his admin back.   
    I mean you can gaslight all you want fella. I retired was never pressured to leave,nobody wanted me to leave,  integrity intact. 

    You got force retired from admin and demoted in the APD because of an obvious lack of it, and have multiple groups who left the server due to your lack of integrity. 

    Keep beating your own drum though, im sure you can dupe more people will believe you were removed for "literally no reason". 
  21. Pladimir Vutin liked a post in a topic by Stretch in If skimancole doesn't get his admin back.   
    I created this video in honor of Skimancole
    @Slimeis owed all the credit for the amazing music, enjoy.
     
     
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