Jump to content

Trioxide

Member
  • Posts

    543
  • Joined

  • Last visited

Posts posted by Trioxide

  1. If it's a totally legal method of making money, why is the Chop Shop involved? You do know a chop shop is a place to sell stolen vehicles for parts... right?

    Don't get me wrong, it's a good idea, but that part needs some re-thinking.

    8 hours ago, KPD Captain Brandice said:

    Also, if all components are kept at the suggested price, bandits might be tempted to kill repairmen to sell their parts back for the repairman's initial buy in.

    No one is gonna rob someone to make $300 to $1050.

  2. 5 hours ago, Ebola said:
    19 hours ago, Sgt_kupcake said:

    I was reading the April patch notes and saw a global discount for having 10M+ I was wondering why there is a discount instead of an increase in taxes??? I think the more money you have the more you should get taxed, and it would be added on additionally to how the governor can change taxes in game?

    I know this will not be a popular post because of older players having massive amounts of money and not wanting to lose it, however I see this as a better gold sink and idea than a server restart.

    Welp I know who you voted for this past election.....where is @Liberal Tears when we need him

    wait so you don't even support flat tax rates??

  3. 10 hours ago, Sgt_kupcake said:

    I know this will not be a popular post because of older players having massive amounts of money and not wanting to lose it

    I’m an older player with a massive amount of money, and I agree. I think there should be much less money on the server in general. Leroy Jenkins somehow gets himself another 100M every few months. It should be difficult to become and stay rich; the game would be more fun.

    Vash likes this
  4. 6 minutes ago, 王 rando 王 said:

    It was removed before because no one liked it. Ig some people either forgot or weren’t around for it back then.

    Well, it takes very little effort to add (like 20 minutes of scripting), and most people say they want it. If it turns out that everyone thinks it sucks and changes their minds, they can just remove it again. Arma 3 weather has been updated since then. It likely isn’t the same as what you are remembering.

  5. 44 minutes ago, 王 rando 王 said:

    Who the fuck voted yes, have these retards seen rain in this game. I remember when there was weather on the server and it sucked ass

    What don’t you like about the game? The sound it makes? It’s going to change the game and the way it’s played. It’s not just supposed to be aesthetic. People might silently sneak onto a cap under the cover of rain. They might use the cover of fog to remain unseen. It would be cool.

  6. I redesigned the northwest dunes Wong Triad. I thought this would be more interesting and unique as opposed to another tower cap. There aren't currently any capture locations that contain much foliage, and variety is nice. I also think it blends with the map much better.

    Screenshots: https://imgur.com/a/kxHUBWG

    mission.sqm File:

    Spoiler
    version=54;
    class EditorData
    {
    	moveGridStep=1;
    	angleGridStep=0.2617994;
    	scaleGridStep=1;
    	autoGroupingDist=10;
    	toggles=9;
    	class ItemIDProvider
    	{
    		nextID=223;
    	};
    	class LayerIndexProvider
    	{
    		nextID=12;
    	};
    	class Camera
    	{
    		pos[]={8035.5659,96.936432,22413.65};
    		dir[]={0.18058124,-0.26895452,0.94608867};
    		up[]={0.050426971,0.96315038,0.26419321};
    		aside[]={0.98228216,5.8906153e-008,-0.18749017};
    	};
    };
    binarizationWanted=0;
    sourceName="NewWongs";
    addons[]=
    {
    	"A3_Structures_F_Mil_Flags",
    	"A3_Structures_F_Mil_Fortification",
    	"A3_Structures_F_Mil_Cargo",
    	"A3_Rocks_F_Blunt",
    	"A3_Structures_F_Walls",
    	"A3_Structures_F_Wrecks"
    };
    class AddonsMetaData
    {
    	class List
    	{
    		items=4;
    		class Item0
    		{
    			className="A3_Structures_F_Mil";
    			name="Arma 3 - Military Buildings and Structures";
    			author="Bohemia Interactive";
    			url="https://www.arma3.com";
    		};
    		class Item1
    		{
    			className="A3_Rocks_F";
    			name="Arma 3 - Rocks and Stones";
    			author="Bohemia Interactive";
    			url="https://www.arma3.com";
    		};
    		class Item2
    		{
    			className="A3_Structures_F";
    			name="Arma 3 - Buildings and Structures";
    			author="Bohemia Interactive";
    			url="https://www.arma3.com";
    		};
    		class Item3
    		{
    			className="A3_Structures_F_Wrecks";
    			name="Arma 3 - Vehicle Wrecks";
    			author="Bohemia Interactive";
    			url="https://www.arma3.com";
    		};
    	};
    };
    randomSeed=11225899;
    class ScenarioData
    {
    	author="Piter De Vries";
    };
    class Mission
    {
    	class Intel
    	{
    		timeOfChanges=1800.0002;
    		startWeather=0.30000001;
    		startWind=0.1;
    		startWaves=0.1;
    		forecastWeather=0.30000001;
    		forecastWind=0.1;
    		forecastWaves=0.1;
    		forecastLightnings=0.1;
    		year=2035;
    		month=6;
    		day=24;
    		hour=12;
    		minute=0;
    		startFogDecay=0.014;
    		forecastFogDecay=0.014;
    	};
    	class Entities
    	{
    		items=28;
    		class Item0
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8061.7095,76.57505,22533.5};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=0;
    			type="Flag_Blue_F";
    		};
    		class Item1
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8083.0718,73.622864,22540.695};
    				angles[]={6.1981621,4.5212736,0.027993103};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=1;
    			type="Land_HBarrier_Big_F";
    			atlOffset=-0.43398285;
    		};
    		class Item2
    		{
    			dataType="Layer";
    			name="Camp Audacity";
    			id=58;
    			atlOffset=185.97;
    		};
    		class Item3
    		{
    			dataType="Layer";
    			name="Camp Bravery";
    			id=108;
    			atlOffset=185.97;
    		};
    		class Item4
    		{
    			dataType="Layer";
    			name="Camp Courage";
    			id=161;
    			atlOffset=185.97;
    		};
    		class Item5
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8082.6489,73.224075,22532.275};
    				angles[]={0.034654226,5.0799546,6.2471995};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=162;
    			type="Land_HBarrier_3_F";
    		};
    		class Item6
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8079.0947,73.739693,22549.557};
    				angles[]={6.2215281,4.0411177,0.11780515};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=163;
    			type="Land_HBarrier_5_F";
    			atlOffset=-0.16500854;
    		};
    		class Item7
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8081.4497,79.700981,22512.533};
    				angles[]={0,5.1672621,0};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=164;
    			type="Land_Cargo_Patrol_V2_F";
    			atlOffset=-0.013328552;
    		};
    		class Item8
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8026.7051,73.538277,22536.947};
    				angles[]={6.1131072,4.4615774,0.10905161};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=165;
    			type="Land_Cargo_House_V2_F";
    			atlOffset=-0.080528259;
    		};
    		class Item9
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8047.2271,72.904121,22523.09};
    				angles[]={6.1709409,0.98546582,0.034490578};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=169;
    			type="Land_HBarrier_5_F";
    		};
    		class Item10
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8043.2065,80.33728,22551.551};
    				angles[]={0,2.284678,0};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=171;
    			type="Land_Cargo_Patrol_V2_F";
    			atlOffset=0.0083999634;
    		};
    		class Item11
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8053.998,73.097549,22516.459};
    				angles[]={6.2778587,0.58896315,0.050623242};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=173;
    			type="Land_HBarrier_5_F";
    		};
    		class Item12
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8175.1968,79.357582,22506.926};
    				angles[]={0,1.823541,0};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=176;
    			type="Land_Cargo_Patrol_V2_F";
    			atlOffset=-0.50395203;
    		};
    		class Item13
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8066.1182,74.328209,22559.199};
    				angles[]={6.2312312,0,6.2007074};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=185;
    			type="Land_BluntStone_02";
    		};
    		class Item14
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8076.0137,73.305481,22485.273};
    				angles[]={6.0027742,0,0.12336899};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=190;
    			type="Land_BluntStone_02";
    			atlOffset=-0.22930145;
    		};
    		class Item15
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8053.4565,76.537743,22563.146};
    				angles[]={6.2347341,3.2058084,6.207902};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=191;
    			type="Land_HBarrier_Big_F";
    			atlOffset=-0.41635132;
    		};
    		class Item16
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8046.8149,76.594009,22563.025};
    				angles[]={0.0069699869,2.8452637,0.049465459};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=192;
    			type="Land_HBarrier_3_F";
    			atlOffset=-0.081764221;
    		};
    		class Item17
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8071.5854,72.705635,22537.637};
    				angles[]={0,1.51811,0};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=193;
    			type="Land_Cargo_House_V2_F";
    			atlOffset=-0.11231995;
    		};
    		class Item18
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8051.2388,73.142296,22504.266};
    				angles[]={6.21731,0.4375641,0.11893153};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=198;
    			type="Land_Mil_WiredFence_F";
    		};
    		class Item19
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8058.312,73.996376,22500.996};
    				angles[]={0.044145711,0.43751544,0.11571313};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=200;
    			type="Land_Mil_WiredFence_F";
    			atlOffset=-0.071662903;
    		};
    		class Item20
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8065.7788,74.47039,22499.596};
    				angles[]={0,6.2389531,-0};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=201;
    			type="Land_Mil_WiredFence_F";
    			atlOffset=-0.29729462;
    		};
    		class Item21
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8073.5581,74.736816,22499.689};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=203;
    			type="Land_Mil_WiredFenceD_F";
    			atlOffset=0.00045013428;
    		};
    		class Item22
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8080.6152,75.26931,22502.084};
    				angles[]={0,5.6821461,0.10544387};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=204;
    			type="Land_Mil_WiredFence_F";
    			atlOffset=0.00025177002;
    		};
    		class Item23
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8086.3086,76.096657,22507.227};
    				angles[]={0,5.3506489,-0};
    			};
    			side="Empty";
    			flags=5;
    			class Attributes
    			{
    			};
    			id=209;
    			type="Land_Mil_WiredFenceD_F";
    		};
    		class Item24
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8073.6138,75.078812,22575.166};
    				angles[]={6.161129,1.1653174,6.165071};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=213;
    			type="Land_Wreck_Slammer_hull_F";
    			atlOffset=-0.42073059;
    		};
    		class Item25
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8108.1675,79.240051,22636.793};
    				angles[]={0.0093860505,0.0020931775,0.13624039};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=220;
    			type="Land_Wreck_BMP2_F";
    			atlOffset=-0.85391998;
    		};
    		class Item26
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8019.5005,60.79953,22473.857};
    				angles[]={6.13234,0,0.093063653};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=221;
    			type="Land_Wreck_Slammer_F";
    			atlOffset=-0.53066254;
    		};
    		class Item27
    		{
    			dataType="Object";
    			class PositionInfo
    			{
    				position[]={8059.9009,74.670761,22514.166};
    				angles[]={6.215291,0,0.30242887};
    			};
    			side="Empty";
    			flags=4;
    			class Attributes
    			{
    			};
    			id=222;
    			type="Land_HBarrier_3_F";
    			atlOffset=-0.00025939941;
    		};
    	};
    };

     

    MoLu. and TheBigBatCat like this
  7. I think boat drug runner missions were great. Sure, they could use some tweaking (give less time, give less money), but I don't see why they should be removed. A simple money-making system that anyone can do without resources or experience is great for new players. It was a very effective way of making money before, but it doesn't have to be. Maybe it being a somewhat efficient money-making method would be better. There has to be a place it can be tweaked to to make it good to have on the server.

  8. 4 hours ago, Patato said:

    So you want me to spend my time taking away a QOL thing. To then put a talent in the game to re-add that exact QOL thing but it costs them a talent point and bloats the list needlessly?

    There's lots of talents that already do this, such as the ones that you require to lockpick helicopters and mraps. 

  9. 11 hours ago, Patato said:

    You arn't meant to have every single talent point at one time.

    Yeah, I agree with that. I wasn't suggesting the proportion of max talent points and total talents change.

    11 hours ago, Patato said:

    On civ you already spawn with a debit card and this is no longer a donator perk(Thanks bohemia)
    Debit cards are free at ATM's? (Should you put yours in a car or somehow bug)

    Yeah I know, but I was suggesting removing the spawning with debit card feature and requiring a talent for it. The talent would be convenient to not have to make an extra trip to an ATM when spawning.

     

    My point isn't that these specific talents need to be added. It's that more talents would be better, and it's really easy to think of new ones to add.

  10. 3 hours ago, Alshiq Fatarra said:

    -1

    None of this makes any sense imo

    My suggestions for new talents may be bad, but I don’t see anything wrong with the idea of adding more.

    5 hours ago, Don Julio said:

    Last time i checked debit cards were free for everyone?

    It was just an example. I was saying to change that and require a talent to spawn with them.

  11. For every regular player, game progression stagnates. The game is still fun, but there is no progression. One way many games (KOTH for example) fix this is by adding levels. Players gain XP and level up. Asylum doesn’t have this, but it has something that could be made just as good. The talent system has not been touched for a long time. Right now, talent points are completely obsolete. Almost every player, excepting those who have played very little, has max talent points. They occasionally adjust which talents they have to do different things, but the actual number of talent points doesn’t matter because it is always the same. Imagine if the number of talents and talent points were doubled or tripled, and XP was made more challenging to gain. This wouldn’t hurt anyone, and it would give everyone yet another aspect of the game to enjoy; some actual, straight progression. There are already many ideas for new talents. People have discussed adding a GPS and binoculars to the Night Eyes talent. I say adding two whole new talents for them, and making it a little tree.

    Here are some of my ideas for new talents:

    - Spawn with debit card (add debit card back to ATMs

    - Less likely to develop drug addictions / happens slower

    - 5 second shorter respawn delay

    - 5% chance to spawn with a rook when you spawn in a city (this would be the top of the Night Eyes talent tree I mentioned)

    - Hunters spawn with smoke shells

    - Your vehicles are harder to lockpick


     

     

    austin273 likes this
×
×
  • Create New...