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Trioxide

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Posts posted by Trioxide

  1. 7 hours ago, william said:

    theres a reason NW is empty, its butt fuck nowhere and a pain in the ass to get to

    It's one of the coolest parts of the map. And if they added in a turf especially, it would be really popular for money-making. Moonshine, scotch, crank, etc. And it's not like people would never go to cap the turf. Its pretty easy to get to from kav rebel, and depending on the perk, it could be really useful. The location itself already makes it great for money making. The point is, the reason it is the middle of nowhere is because its empty, not the other way around. It wouldnt be the middle of nowhere anymore if they added the turf.

    Ashton. likes this
  2. 14 minutes ago, Crossfade said:

    make owning the cartel pay %10 more when selling at that turf but without owning it you can still sell but you lose the same as before

    Yeah, I also considered this as an option. I just feel like people would go out of their way to sell at the turf instead of at a normal wongs for the same amount of money just so that the cartel gang wouldnt get any money.

  3. The northwest region of the map is completely empty, and needs something. I suggest a new gang turf. It would be located in Oreokastro, and its gang benefit could be increased drug runner mission payouts (boat & plane). If the Turf had a drug dealer, then it would only be useful for crank, and very few people do crank. Instead of a Turf Drug Dealer, I suggest a Turf Wong Trader. You can sell anything that you can usually sell to Wong's Food and Liquor to it. This would be great for scotch, moonshine, etc. The only problem with this is that it would not make sense to have a cut taken from the cartel when selling at your own turf. Therefore, your gang would only be able to access the Turf Wong Trader if you also had ownership of Wong Triad. This fits perfectly, since one of the two spawn locations for Wong Triad is relatively close to Oreokastro.

    https://imgur.com/a/kEeyP1V

    Crossfade, Ashton., Salient and 9 others like this
  4.  

    On 2/21/2021 at 11:04 PM, Dona said:

    5 100 Round 6.5 mags (fits in mx rifles)

    8 150 round spar 16 mags (works with spar 16)

    2 RPG-7s w/ 2 Rockets

    3 Suicide Vests

    9 MXMs

    13 Mk1

    3 LIMs w/ 6 mags

    42 ARCOs

    2 MK 200s w/ 6 mags

    5 Type 115s w/ 67 mags

    pathetic LOL

  5. 9 minutes ago, Sterling said:

    Where in the APD guidebook does it say that we value our lives?

    Just says we should RP. And I would rather die than negotiate with terrorists.

    http://gaming-asylumwiki.com/wiki/General_Policies

    "As a whitelisted player, you are held to a higher standard than others and are expected to know and obey the server rules. If you are found violating the rules of the server you can expect to receive harsher punishment. You are also expected to set an example to others on the server when it comes to roleplay. You should roleplay all situations as an officer to the best of your ability. Value your life like a real officer would."

    10 minutes ago, Sterling said:

    Once you unrestrain they tell their boys where they are on the map and to bring flashbangs for when you inevitably fire a shot.

    I never shoot at police officers at The Lighthouse.

  6. 3 minutes ago, .Max said:

    it dosent mean it in the way u think it does. 

     

    As a cop ur supposed to serve 2 lives at any fed event until u can go back to what you where doing you have to VALUE those lives u cant just go throw and leave like its not like olympus with their shitty 3-1 rule

    on olympus if your a cop and 3 rebels are aiming at you with rebel weapons u have to surrender and that is pog but retarted

    all kids do is go arrround and scream 3-1 3-1 3-1

    It doesnt just mean fed events

  7. 3 minutes ago, .Max said:

    cops dont have to value their life bro ur reading the wiki 

    u can always try to glizz people it dont matter u dont have to value ur life 

    That's the quidebook bruh. Officers are supposed to follow all the policies in there

    2 minutes ago, .Max said:

    spam down u with a 6.5 thru the wall and wait for a LT pretty simple

    I've done this many times, and sometimes that happens, but its pretty hard to continuously down me through a wall until an LT comes. Usually they run out of ammo since the bullets dont do much damage through the wall. And I can just run out of the building when I get up if they aren't quick enough to down me again.

  8. 1 minute ago, Sterling said:

    Except for the fact that when you uncuff you leave the room, meaning they can just unholster and get going for round two.

    They are locked inside a very small room, what are they going to do? As soon as I unrestrain them, I step out of the room and lock the door before they can pull their gun out.

  9. Just now, Sterling said:

    Go ahead and uncuff the cop so he can take his gear off, see what happens.

    Not something you would realistically do, and if you uncuff they have better options. Not an issue.

    I always have them locked in a separate room from me, so they basically have no hope of getting out or shooting me.

  10. 5 hours ago, Gen. Henry Arnold said:

    Maybe 

    I was testing out some stuff and this is what I came up with. I think its pretty balanced
     

    _weaponArrayOne = [
        ["srifle_EBR_F", "20Rnd_762x51_Mag"], 1, //Mk18
        ["arifle_Katiba_F", "30Rnd_65x39_caseless_green"], 2, 
        ["arifle_MXM_F", "30Rnd_65x39_caseless_mag"], 1, 
        ["srifle_DMR_03_multicam_F", "20Rnd_762x51_Mag"], 2, //Mk1
        ["arifle_AK12_F", "30Rnd_762x39_AK12_Mag_F"], 1, 
        ["arifle_ARX_hex_F", "30Rnd_65x39_caseless_green"], 2, //Type 115
        ["SMG_03_TR_khaki", "50Rnd_570x28_SMG_03"], 1, //ADR
        ["", ""], 3];

    for "_i" from 1 to 4 do {
        _weaponAndMag = selectRandomWeighted _weaponArrayOne;
        _weapon = _weaponAndMag select 0;
        _mag = _weaponAndMag select 1;
        AirdropCrate addWeaponCargoGlobal [_weapon, 1];
        AirdropCrate addMagazineCargoGlobal [_mag, 3 + (round random 4)];
    };

    _weaponArrayTwo = [
        ["LMG_Mk200_F", "200Rnd_65x39_cased_Box"], 2, 
        ["LMG_03_F", "200Rnd_556x45_Box_F"], 2, //LIM
        ["launch_RPG7_F", "RPG7_F"], 1, 
        ["V_HarnessOGL_brn", ""], 1, //Sui vest
        ["",""], 4];

    for "_i" from 1 to 2 do {
        _weaponAndMag = selectRandomWeighted _weaponArrayTwo;
        _weapon = _weaponAndMag select 0;
        _mag = _weaponAndMag select 1;
        AirdropCrate addItemCargoGlobal [_weapon, 1];
        AirdropCrate addMagazineCargoGlobal [_mag, 1 + (round random 1)];
    };

    _itemArray = [
        "HandGrenade", 1, 
        "optic_Arco_blk_F", 2
        "optic_Hamr", 2]; //RCO scope

    for "_i" from 1 to 2 do {
        _item = selectRandomWeighted _itemArray;
        if (_item == "HandGrenade") then {
            AirdropCrate addItemCargoGlobal [_item, 1 + (round random 3)];
        }
        else {
            AirdropCrate addItemCargoGlobal [_item, 3 + (round random 2)];
        };
    };

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