-
Posts
552 -
Joined
-
Last visited
Everything posted by Trioxide
-
The houses aren’t inside the cap, I don’t think. Also, the southern Wong Triad already does that, but worse. I honestly don’t think it would be that bad with this island. It’s a really big island, you can land your boat somewhere you can’t be shot at. People won’t be everywhere.
-
Not being able to push in ifrits is not a bad thing. It's variety. Boat pushing is easily done from free fire rebel, and there are lots of great places to Orca-drop. The island is basically just oil rig, but actually close to where most cartel fighters are. It's literally right next to everything. It's even more accessible than Church Arms. The Ghost Hotel is right next to a rebel, much closer to everything than Northwest Wongs. My Oil Cartel suggestion is basically just as close to rebel as the current Northwest Wongs, and it's a lot closer when the aircraft carrier is there. Like I said, these locations being more uncommon will increase cartel activity when the cartels spawn at them. People will want to go fight at the special locations, so the ones that are far away will receive the same level of activity as most cartels do now. None of them are farther away or less accessible than some of the current cartel locations. When they added the Crypto Cartel, it had three locations that were all spread out and far away, but people still went to fight it. And, it even had similar functionality to Oil Cartel, so it's a good model for it.
-
There are MANY points to land at in a boat on the island. It's a very big island, and you can push the objective from many different angles. Also, you can turn your boat engine off before you land and they won't know where you landed.
-
Yeah, that's kind of true, but boat pushing is actually reallly easy. Pull a boat out at Free Fire Rebel, and drive it up the east side of the island and climb up those rocks. It actualy seems like a really easy push just from looking at it. It's a very short boat ride. People already push drug in a boat once in a very rare while, but I think boat pushing this cap would actually be the meta. I'll go test it out. I've done some stuff there, and I don't remember it being buggy. Edit: Yep, I just spent a few minutes running around in the hotel, and there's nothing buggy about it.
-
The goal here is to reduce the number of cool POI's on the map that are currently being wasted, and simultaneously add more variety to cartel life. Since these are special locations, and people probably wouldn't like having to fight these locations as often as the others, the cartels should have a reduced chance of spawning at them (maybe 1 in 10). Just the fact that the cartels are only there every once in a while will bring more activity to them when they are there. This post is more about the locations than the designs, which are subject to change. However, I think the designs for oil and drug are keepers. The mission.sqm file is linked at the bottom, which you can use to view them all in the editor. 1. Drug Cartel - Pyrgos Gulf Island Similar to the Oil Rig, this cap forces players to push in either a boat or helicopter. The main challenge in pushing this objective is inserting yourself onto the island, which isn't half as hard as it looks. Once you are there, pushing the cap itself can be done relatively easily from the rocks (which also serve as a good sniping spot) and other places. However, there is plenty of cover for people on the flag. The flag zone does cover the entire 2-story building on the right in the first image, but does not reach the rocks on the left (it stops right before). Don't underestimate boat pushing this cap. It's a very short boat ride from Free Fire Rebel, and you could easily land with cover on the east side of the island and push up those rocks, or go through the cave. 2. Arms Dealer - One of these... I wasn't sure where exactly the third location for Arms Dealer should go, but I thought of these three spots as possibilities. Thronos may be a bit too close to LSD processing, and East Arms and The LighthouseTM are pretty bland and would need new, more interesting designs implemented. People have been asking for another cap at East Arms for a while, but please don't just make it another castle if that location is used. 3. Wong Triad - Altis Ghost Hotel/Old Casino This is literally the coolest location on the entire map and it is being completely wasted now that the casino is gone (it was being wasted even when the casino WAS there). It is the perfect location for a cartel, assuming people don't cry about having to fight inside a large building. Clearing rooms isn't hard, and it would be a very interesting fight. I don't know about everyone else, but it looks pretty fun to me. 4. Oil Cartel - Far Northeast Molos Bay Port In my opinion, this is a great design and location. It's out-of-the-way enough from anything important, but about the same distance to rebel as the current Northwest Wong Triad (much closer with the aircraft carrier in Sofia). There are many ways to push and defend. Players cannot cap from the boat. Map: mission.sqm File: https://drive.google.com/uc?export=download&id=1K2OMadcyzxPN_W1pgBgg-Dl5cYdWxps3
-
This looks amazing; please do this for all drug gathering locations. P.S. If you lower the trees into the ground so that only the leaves are showing, they will look like actual coke plants. it might look worse tho, try it out and see.
-
In the last update, the commonality of events was tweaked, but it's now totally broken. We just had 4 shipwreck events happen in a single restart, and two of them spawned on top of each other. Earthquakes seem to never happen anymore. This is how common the events should be: (how many should spawn per restart on average) Shipwrecks: 1/2 Earthquakes: 1/1 Rebel airdrops: 2/1 Plane Crashes: 1/2 UFOs: 1/8 *No event should be guaranteed to spawn every restart, it should stay random as it is
-
You haven’t. You can’t add roads in the editor.
-
its not a database lol. its temporary, just to collect data on which vehicles are used the most so they can be ordered in that way... I'm really confused... why don't you want hatchbacks to be your most important vehicle? Quadbikes could be ommitted if they came up too high on the list. What?? It'd be better not to scroll past a dozen vehicles to get to my hatchbacks... no one else?
-
You said it wouldn't be possible to allow players to organize their vehicles like they can with items in houses, but what if there was a set vehicle priority for everyone? You could implement some code into the server that would record whenever someone pulls out a vehicle, and count how many times each vehicle gets pulled out. After a couple days, you would have enough data for a distribution of how often different vehicles were used. Then, you could order everyone's vehicles in their garages to match that distribution. Hatchbacks first, etc. If not this, at least put hatchbacks at the top...
-
yes, you'd be surprised
-
Title -- makes it a pain in the ass to demote 10 people
-
ok make them 20k a piece
-
What if .50 Type 115 mags were available for around $10k $20k a piece at rebel? Storing them inside houses could be disabled to prevent players from refilling them, and the "Refill Magazines" option could be very expensive for them.
-
How do y’all prefer A over B?
-
okay cool, didn't know that. it makes sense that way.
-
If no member of a gang logs into the server for a month, the gang is disbanded and any money in the gang account goes into the account of the gang leader. Basically the way house expirations works, but for gangs.
-
All cartels and red turfs should be war kills, not sure why they're not...
-
Bitch Edit: Fine, if this one has turned out to be worse, change it back. I still think the old one was mediocre and could use a redesign, though. Just to clarify, my design has a total of 4 military pillboxes/deerstands. Plenty of cover, and all you did was sit in a tower in the old design, too.
-
yeah we know. calm your titties
-
You're welcome, everyone. Jk -- thanks to the devs
-
whoa buddy, shut the fuck up