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Trioxide

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  1. Trioxide liked a post in a topic by Gen. Henry Arnold in Stoves   
    This - Maybe we should start looking to allow campfires being placed in cities instead, and use the same check as dropping items on roads
    Thinking of even having them turn into burning barrels when used inside cities
  2. Trioxide liked a post in a topic by Tyrone Darnell in Ping Limit   
    cry is free
  3. Mitch liked a post in a topic by Trioxide in Vehicle Airdrops   
    A rebel airdrop, but instead of a crate filled with weapons, it's a rare/expensive illegal vehicle that can be claimed for free (or sold) at Chop Shop. The vehicle could be an Ifrit, Strider, .50 Cal, or Quilin Minigun. These airdrops should be less common than rebel airdrops.
  4. operatorjohnny^ liked a post in a topic by Trioxide in Vehicle Airdrops   
    A rebel airdrop, but instead of a crate filled with weapons, it's a rare/expensive illegal vehicle that can be claimed for free (or sold) at Chop Shop. The vehicle could be an Ifrit, Strider, .50 Cal, or Quilin Minigun. These airdrops should be less common than rebel airdrops.
  5. Sandwich liked a post in a topic by Trioxide in Vehicle Airdrops   
    A rebel airdrop, but instead of a crate filled with weapons, it's a rare/expensive illegal vehicle that can be claimed for free (or sold) at Chop Shop. The vehicle could be an Ifrit, Strider, .50 Cal, or Quilin Minigun. These airdrops should be less common than rebel airdrops.
  6. operatorjohnny^ liked a post in a topic by Trioxide in Get Rid Of Passive Money Making   
    Yeah, get rid of all of those, except crank, which isn't passive at all.
  7. Trioxide liked a post in a topic by Travis. in Move North Wong Triad to West Arms with this Design   
    Cartel designs should be voted to be test-implemented
     
    Then a few weeks later be officially polled to remain permanent.
  8. Trioxide liked a post in a topic by operatorjohnny^ in Get Rid Of Passive Money Making   
    fuck weed, shit is op the fact that you can do it all w/o going to weed processor is fucked.
  9. Trioxide liked a post in a topic by King in Get Rid Of Passive Money Making   
    I think LSD and Moonshine(maybe not this)/Crank are okay since both were nerfed but weed in houses need to fucking go asap
  10. Trioxide liked a post in a topic by KrazyKnight in Get Rid Of Passive Money Making   
    The following should be in my opinion removed/changed
    LSD Home Grown Weed/Passive Money Making methods Mobile Distiller and Crank This topic has been mentioned in a few forums, so I felt I should make this more or less official. From what I've observed, there are not a ton of face-to-face interactions when it comes to gathering illegal goods, allowing an easy income rather than having to earn it. I feel as so with LSD; there's a process you have to do up until you need to make sheets (where the money is at.) I feel as so with LSD. Have LSD Sheets be turned over in the purification factory rather than having it roll over in your home like that of scotch. Everything else, in my opinion, should be removed and leave scotch as the primary way to make "passive" income. If this were to become the case, it would increase the risk for all illegal items and allow more interactions. I would love to hear everyone's opinions on the matter.
  11. Trioxide liked a post in a topic by Travis. in House Icon Marker Transparency Options   
    Add own/gang house options to this menu
    Will allow us to make them more transparent but also/more importantly be able to make them invisible so rats don't watch report videos just to meta game your houses/retaliate

  12. 王 rando 王 liked a post in a topic by Trioxide in Sativa/Indica Plants Changes   
    Yeah I know they are cheap, but they could make them more expensive so that weed field would no longer be obsolete.
  13. lukee liked a post in a topic by Trioxide in Verum   
    you live in fucking china, shut the fuck up
  14. Trioxide liked a post in a topic by lukee in Verum   
    Requirements
    Not retarded
    Ability to understand and not scream in the mic (unless necessary)
    1000+ Arma hours
     Not retarded x2
     Active on Asylum
     $500,000+

    16+ (unless ur good u can be younger idrc)

    Know how to play as a team and not be a retard
     
    App Format
    Name in game:
    Age:

    Old gangs:

    Hours:

    Dick size:
  15. Trioxide liked a post in a topic by Ebola in Additional Cartel Locations   
    I actually like the middle island idea. Use of ghillies would be imperative and would create a pretty decent cqb-mid range combat as there is alot of points of cover.
  16. Trioxide liked a post in a topic by Aristant in Additional Cartel Locations   
    I will agree that the area for the casino needs to be used for something.
  17. lukee liked a post in a topic by Trioxide in Shipping Robbery Re-Design   
    I see what you did there...
  18. lukee liked a post in a topic by Trioxide in Additional Cartel Locations   
    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.
  19. Trioxide liked a post in a topic by lukee in Shipping Robbery Re-Design   
    this looks better and is cooler fr

    (its also only 26 pieces 😳)

    https://imgur.com/a/9mpqLov

    https://drive.google.com/file/d/1z8ES5U_bWwe029y5WrLm6xz9FEryBkuP/view?usp=sharing
  20. Trioxide liked a post in a topic by 王 rando 王 in BH/Rebel   
    +1
    I don’t think it should be purchasable from a npc shop. Only able to be gained through rebel airdrops or asylum exchange.
    +1
    I think excess honor should be used to cherry pick a specific players bounty. If little jimmy the rdmer is wanted for 100k I should have an option to spend 50k honor to get his bounty.
  21. Trioxide liked a post in a topic by Ebola in BH/Rebel   
    SPAR 16S for rebels/BH without the ability to purchase the 100rnd Mags. Imo this would increase the usage of the Spar due to the slightly better range stats. Would also boost BH QOL as it it is a great variant to add.  9mm/5.56 Suppressors - Make them illegal to possess/expensive to buy but would also be a great addition to the server for all factions. Still can see the tracer rounds that are automatically in the ammunition for the weapons that can have these equipped so you still would be able to see where the rounds are coming from. Would open up the window for some great RP scenarios too. Spar Lethals for BH - Can we please have these added as either a magazine or toggle ability. Should still only be available for those that have unlocked Apex Predator talent. Excess Honor - I currently have 330k in unused honor. Can we turn this is into a BH blood money system or even possible use it to increase the Bounty Cap. Maybe for every 1 honor = .5 of increase for bounty cap. I.E. trade 50k worth of honor to move the 175k limit up by 25k to 200k....Obv cap the bounty cap at reasonable limit like 225k or 250k?  
     
  22. Trioxide liked a post in a topic by manhua in nice , NSF   
  23. Vash liked a post in a topic by Trioxide in Additional Cartel Locations   
    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
  24. no time to die liked a post in a topic by Trioxide in Additional Cartel Locations   
    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
  25. Trioxide liked a post in a topic by operatorjohnny^ in Gang Fortress Rework   
    As many know, gang fortress has been held by envy for months with few week long exceptions. In my opinion, there are many flaws to the current layout of gang fortress. The ONLY way that another gang can win gang fort is by having a sizable house set up with garage(s) in neighboring towns. This discourages many gangs from even attempting to take gang fortress. In its current state, gang fortress is pointless to fight unless you have enough money to blow up houses, and have enough houses survive others blowing them up. 
    The aspect of houses being used to capture gang fortress takes away from the event and allows one gang who own a majority of houses/garages in prime areas to dominate without competition. 
    - Expand radius of gang fortress so that houses within 1.5-2km cannot be used (I don't know exact distances, mainly to far enough to eliminate a majority of Neochori houses) 
    - Allow gangs to own turfs and gang fortress at the same time
    - Reduce capture time from 1.5 hours to 1 hour
    - Add timer for gangs that are fighting gang fortress to accurately track time
    - Have gang fortress pop ONCE a week (Sunday - 7:00PM EST instead of Wednesday and Sunday)
    I hope each of these suggestions are considered by not only the devs, but the community. I do not expect all of them to get implemented, but adding one or two could really balance out gang fortress. 
     
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