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shxdow

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  1. CoIt liked a post in a topic by shxdow in Asylum suggestions   
    womp womp bread
  2. shxdow liked a post in a topic by Silver-Spy in Asylum suggestions   
    +1 
  3. shxdow liked a post in a topic by snoop in Asylum suggestions   
    Below you will find many suggestions that myself and other members of asylums player base have thought of that would make the server better ranging from pvp,making money,new buffs,events,taking stuff out,adding new things in etc. at first it will look like a lot to read but once you start reading you may see a lot of valid points and ideas again this is a suggestion form so some of these may be added and some may not be added and even some of things may already be in the works most of these ideas are open to changes if you think you know something better explain it down below. For the trolls who say its too much to read don't read it your opinion doesn't matter for the ones who do read post your feedback down below.
     
    Asylum suggestions by AHOANationRedemption/SwiftFamily        
    Authors SNOOP/ZEUS/JEFF 
    INFAMY REWORK
    -As it stands the amount of infamy you gain from doing Events Cartels making drugs etc. just isn't enough me and my group have a very large number of hours put into this server and have all partaken in the ways you can gain infamy and yet 95% of us don't have a full tree done yet some of the changes that should be done are below.
    50% increase on infamy gain
    Infamy gain from cop kills since many of the fights on the server involve cops 5 to 10 infamy per cop kill
    Selling drugs should also give you infamy maybe 3 infamy for every 5 drugs.
    Cigars should also give you infamy from gathering tobacco making cigars and selling them.
    Chopping or claiming vehicles should also give 50.
    Infamy per
    -Infamy gain for doing Nikolai’s and National HQ/Ivans and Hugos Gas Mart
    -Using any type of explosive should give you min 75 to 100 infamy excluding RPGS/GRENADES
    -Restart Quests should also give you a chance to gain infamy instead of all money kill 10 cops gain a set amount of infamy
    -Life time Quest that gives you 2000k infamy once you have completed FBI’S MOST WANTED MUST BREAKOUT OF PRISON 5 TIMES WITH THE SAME BOUNTY OVER 500K 1 PER Restart ALSO GAINS BREAKOUT ARTIST TITLE
    -Life time Quest that gives you 20000k infamy once you have completed King of the south MUST GAIN 2500 WAR KILLS ALSO GAINS KING OF THE SOUTH TITLE

    -Civs should be gaining infamy for these things because the longer we play the more of advantage we should gain for our commitment to playing theses are just some of the very many ways to make Civ life better and more fun for the Veteran player base or even for newer people that have just join Asylum.

    Nikolai’s suggestions
    -As Nikolai’s is a new event there's many things that can be done to make it better the current payout should stay the same because at first it is hard for cops to push but once the boat spawns it becomes easier for cops to disable and capture the boat before Civs can make it back to save the boat some of the changes are down below.
    -Cops need a safer spot to spawn or remove the silos that that are above the cops spawn|
    -Put a barrier to hide the person breaching the vault from being shot on dome being shot from dome is the same as the cops being shot as they spawn.
    -Change the boat that spawns to a minigun boat we can all buy minigun boats so it wouldn't matter if the boat that spawns is a minigun boat/ jewelry gives a minigun so should Nikolai’s
    -Increase of Elite Weapon Semiconductors to 5 to 8 because it costs a lot to even craft the weapons that take the semiconductors and the same weapons we want to craft can be lost in a heartbeat.

    Turf suggestions
    -Restore the turfs to the former timer. Being able to cap a turf right after it is capped makes sense for cartels, not for turfs min 15 to 30 min timer for turfs.
    -Rotating turfs effects every restart stops people from being able to camp turfs and cap as soon as it pops.
    -Give war rating for kills inside of turfs these are pretty much war-torn towns we should be getting war rating for our kills

    African warlord suggestions
    -make a 30 meter red circle around the sell station
    -rotating African warlord the warlord is constantly on the move to avoid APD capture he moves between his current location to different cities and locations on the map some of those being Dorida,Poliakko, and between Tonos bay and
    Ammolofi bay reference to screenshots for warlord locations.
    |
    Purification factory suggestions
    -Add another factory North east of the map at DP 17
    -add a new item black tar heroin sells for 1100$ bring to purification to make adds incentive to farm and make heroin
    -With the second puri location it gives meth runners more incentive for such little return

    Rebel Aircraft carrier suggestion
    -remove the spawn location next to Sofia there's no way to get there no boat spawns or helis spawns to get there.
    -Make a Perm boat location in the middle of Pyrgos bay
    -Add a second rotating boat

    National HQ Suggestions
    -Since NHQ is an endgame event it should be harder to combat vesting mobile HQ.
    -Add a temp HQ 1km from NHQ that cannot be destroyed location marked on map reference screenshot for location

    LSD Suggestions
    -Remove LSD all together it takes to long it pays out fuck all remove it use the location it is at for something else.
    -Or revamp it to make it worth it

    Spirit distillery suggestions
    There are currently 3 cuts from wongs when making scotch. 1 When you make new make scotch. 1 When you make 15 year scotch and 1 more when you take it to puri to make 25 year scotch. The fact that wongs takes 3 cuts when making scotch turns away players because so much of what they make is going to a cartel. It also pays less than most drugs in terms of time and effort. Please remove any 2 of the cuts.

    Removal of certain NPCS and Locations
    -remove jewelry store NPC at african warlord no one uses it
    -remove oil barrel processing next to nikolai’s
    -remove the old admin event area north west of DP 4 causes lag when you go north west of the map. It is not used at all; the buildings are all bugged anyway; removing these buildings will increase server performance by removing the polygon count across the server.
    -remove firearms factory next to sofia replace with textile factory
    -remove the mineral processor next to federal reserve replace with the firearms factory
    Cop lethals rework
    -In the guide book it states your voice is your primary weapon, that is bullshit cops lethal first and ask questions later. In some cases lethals are warranted and needed.
    -lethals should not be called for groups with 5 or less people in the group unless they are in positions not reachable like for unreachable,backrock lighthouse,shitrock,first ATM at bank.-retired cops should not be able to call for lethals they gave up there rank in the APD therefore they should not be able to make decisions that highly impact civs and their gameplay.
    -when lethals are called the higher up must state how many people are allowed to be lethaled before you must return to downing again. Failure to do so should result in action taken against the higher up.
    -Cops are not rebels, it's time they start acting like it.

    Fed Event buffs
    -buff the payout of federal reserve to 2 mil fed reserve is one of the hardest events to do having a Hq so close to it so the payout should be increased.
    Fed Reserve Doesn't spawn an admin spawned vehicle like Mental Asylum. The fact that we have to provide the means to transport the bars. Individually Crack every dome and Rooms inside the domes and Make it all the way to rebel before any form of Payment is mad Makes most people feel as if federal reserve is not worth the time or effort to do. Between the people roaching from Telos. The 3 gates and 4 different van spots. Not having 10+ people and another 3 people doing the domes makes this fed event take the longest and hardest event besides evidence lockup.
    -increase the payout of Mental Asylum to 1.5mil the fight is hard enough having to load each bar yourself you then have to fight the cops to get out of the front gate once you've done that you must make it to a rebel across the map while fighting cops.
    -Increase the payout of jewelry to 1mil its hard enough as it is having the payout increased will make it bearable it is also very CQB maybe come out with a new design that is bigger.
    -Add better cover you can pretty much be roached from every direction around the fed roof has zero cover it is completely useless over all i think this fed needs a new design and a increased payout. 
    -APD INTELLIGENCE Make APD intelligence have a use more than just selling at Ivans. Make it so if you have a massive bounty you can do A prison event and bring a Piece of APD intelligence with you. With that intel you can look at the computer and wipe your bounty. It would consume the intelligence and take approximately 60 seconds. Once starting to remove a bounty you cannot leave the computer or move. If you do it and fail you would lose your intelligence.

    New Fed event suggestions
    Event name -APD IMPOUND LOT-
    -To start this event you would need 1 APD INTELLIGENCE to hack the front gate once you hack the gate you must break into the main building and upload a virus to the APD impound mainframe once completed go to the impound lot put a thermite charge on the front gate after that the vehicles and money would spawn 10 mins each step
    This idea would include seized and impounded vehicles 
    -Vehicles included are Quilling Minigun,50 Cal Offroad,Ifrit, Strider
    -5 cops. 3 Vehicles 300k
    -7 Cops 5 vehicles 450k
    -10+ cops 7 Vehicles. 600k
    -Once the vehicles spawn they have to be lock picked. Inside the vehicles there would be a respective amount of BANDED Notes inside the vehicles that would have to be broken down and taken to an atm. The vehicles themselves could be Claimed at Little to no cost Or be Chopped for their respective amount at chop Shop.
    -This would incentivize officers to Chase down the vehicles and not just immediately Lethal/Ram the vehicles.
    -This event would be located at the DP 4 putting this event at DP 4 means dump Hq would get used.
    EVENT NAME ALTIS ATC
    092192 Hill west of DP 5 
    Add a computer and have it connected with the APD air shipping route. What this fed would entail… Have the rebels breach a compound and hack a computer that is in direct connection with a plane carrying APD Seized weapons and APD gear. This would include Uniforms. Certain skinned weapons are only given to cops. Attachments such as suppressors. Possibly flashbangs and other goods. Make it so when the rebels hack the computer they can tell the plane where to land. Either on a airstrip or have it crash land and drop crates. "Developers Choice” APD have 15 mins to stop the hack before rebels gain access to the computer and once the plane lands/crashes 10 min timer on the crates
    Since these are APD crates, an all clear is not needed for seizure instead must have 3 cops on location.

    New crafting items and locations
    Textile factory would be at the current firearms location next to Sofia
    -Being able to craft CSATS/GRANITS/HELMETS
    -This makes a market for CSATS/GRANITS/HELMETS on the Asylum Exchange.
    -make it so you can craft SUI vests and RPGS without arms cartel there's no timer for the cartel so being able to go craft before someone takes the cartel back is not feasible

    Uranium Suggestions/Revamp
    -Enriched uranium. New process for uranium. Kinda like a final step. The enriched uranium could sell for $1500 and be used as a crafting ingredient with Sui vests to make the crafting of the more lucrative. In order to make enriched uranium you would need to take weapons grade uranium to a centrifugal forge in the southeast part of the map and process it. Once processed it CANNOT be stored in a house. -Processing spot would be at the 100% drop off spot for Altis shipping in the southeast part of the map. Once the Enriched uranium is created you can either sell it immediately or go craft with it.

    Explosive suggestions
    -Increase the DMG of projectiles RPG 7/RPG 42 these are meant to be 1 hits and most of the time they are love taps.

    (READ THE SUGGESTION ABOUT NHQ TO UNDERSTAND SCREENSHOT BELOW)
    https://gyazo.com/2fef26c62ec4adf3d2892fa28baf14c1
    (READ THE SUGGESTION ABOUT AFRICAN WARLORD TO UNDERSTAND SCREENSHOT BELOW)
    https://gyazo.com/feeb84dae1b5bd560bc3895c416b71d2
  4. shxdow liked a post in a topic by Carterr in Carter II   
  5. shxdow liked a post in a topic by Akula in 2024 Asylum Thank You Mega-Giveaway ($2,000+ In-game Rewards)!   
    Howdy Everyone!
    We know it's been a wild couple of months here on Asylum.  We've made a lot of changes and are continuing to do so to enhance the Asylum experience.  As we look towards a better Asylum community, we want to thank all of our loyal players for sticking around to make this place what it is.  
    In the last 10+ years we have had a lot of ups and downs, from dealing with the depths of the pandemic, to Turkish lawyers, and rough days at work, this community has always been a place for people to come together to be away from the outside world.  We just want to thank everyone for being a part of this crazy community we call Asylum.
    In honor of this we are going to be running a slate of giveaways to reward all of you, all in all we are giving away $2,000+ of Asylum gold rewards, and $20 mill of in-game content.
    They will be running for the next 2 weeks; you must be an active member of the server to be eligible to receive the rewards.
    Must not be banned at the time of winning Must have been reasonably active on the server within the last 30 days at time of winning In order to enter the giveaway, please like this post, and make sure you have your player id linked to your forum account.
    Asylum Gold Items:
    2 Winners x 6 Months of Asylum Plus  4 Winners x 3 Months of Asylum Plus  15 Winners x 1 month of Asylum Plus  Donor levels (the value of that donor level gets added to your account) 1 Winner x Donor Level 8 1 Winner x Donor level 7 1 Winner x Donor level 6 1 Winner x Donor level 5 1 Winner x Donor level 4 1 Winner x Donor level 3 1 Winner x Donor level 2 1 Winner x Donor level 1 15 Winners x 10 crate keys of your choice 5 Winners x 2200 Asylum Gold 10 Winners x Camo bundle of your choosing 4 Winners x 25,000 Asylum Points
    In Game Items:
    2 Winners x Mar-10 2 Winners x SPMG 1 Winner x M320 LRR + MOS scope 1 Winner x lynx + MOS scope 2 Winners x Cyrus 10 Winners x Ifrit 5 Winners x 750k Cash 10 Winners x 100k Blood Money 3 Winners x Ghosthawk, civ, cop, or medic (rank doesn’t matter) 5 Winners x 1 next token of their choice 5 Winners x 50,000 prestige on cop 5 Winners x 25,000 honor 5 Winners x 25,000 Infamy Thank you all for being a part of this community, and good luck! 
    -Asylum Staff
  6. shxdow liked a post in a topic by Ed. in Suspect Detainment and Questioning   
    Introduction
    This guide will provide the Asylum Police Department (APD) with basic policies on proper police procedure. Please direct any questions to Sergeants and above.

    Basic Police Conduct
    Always keep weapon lowered when there is no threat. (Hit L-CTRL twice) Always be respectful to civilians and other officers. Always follow server rules and police procedures. Always stay in character.

    Probable Cause
    Probable cause is the reason for an officer to take action. (The standard by which an constable or agent of the law has the grounds to obtain a warrant for, or as an exception to the warrant requirements for, making an arrest or conducting a personal or property search, etc. when criminal charges are being considered.)

    What is Probable Cause?
    Probable cause is:
    Seeing a person(s) or vehicle(s) in an illegal area. Seeing a crime committed, or a seeing a civilian that is on the wanted list (With a bounty over 2,500). Someone with Grand Theft, Attempted Auto theft charges Individual(s) having illegal weapons/vehicles. Suspect(s) evading arrest. Witnessing a civilian self-incriminate (they admit to possessing contraband, committing a crime etc.) Seeing an RV emitting Smoke Seeing a person purposely offroad and attempt to drive around manned APD checkpoints. (Doing an 180 turn to avoid a checkpoint is not probable cause.) Someone currently in the process of committing a Grand Theft or has committed a Grand Theft but has no charges. Any individual found inside the Federal Reserve Probable cause is not:
    You see a truck on a highway, it is NOT probable cause. You see a vehicle NEAR an illegal area, it is NOT probable cause. You are told someone is doing something illegal by a civilian, this is NOT probable cause. Seeing an RV NOT emitting Smoke Knowing that a civilian has committed crimes in the past.  
    Witness Types
    Direct Witness
    If you personally witness a crime, then you are allowed by law to restrain the individual(s) and charge them accordingly, be it with a verbal warning, ticket, or jail time.

    Eye Witness
    If a civilian provides intel of a crime, it is often very difficult to determine the legitimacy of such claim. Therefore, gather as much evidence as possible, and move forward. (IE: 911 Call comes in about a Red SUV traveling well over speed limits on the highway near the airport. If you see such a vehicle with said description, it is enough to pull them over and question the subject (this does not give you probable cause to search).

    Relayed Witness
    A relayed witness is simply another officer giving you his first hand information on a crime and/or suspect. Proceed with Direct Witness Procedure at this point.
     

    Grey Area
    Unfortunately, this comes with the game, and must be treated with legit role-play.
    For example, you see a vehicle on a road to/from an illegal area, it is not means for probable cause. HOWEVER, you may pull them over, and question them. You may ask to search them or the vehicle, if they give their consent, you may search their vehicle. If they refuse, you are not allowed to search. If you do NOT have probable cause, you need the civilians consent before you can search. If you are ever unsure as to whether or not you have probable cause, ask a senior officer. If one is unavailable and you cannot get a definitive answer, assume you don’t have probable cause to search. It’s better for one criminal to get away, than for officers to overstep their bounds and violate the rights of the citizens of Altis.

    Wanted List/Confronting Criminals
    One of your primary duties as a police officer will involve handling civilians on the Wanted List. There are several important points to remember when approaching a civilian who is wanted.

    As a Police Officer your primary weapon is your VOICE, you always speak first and use your weapon second. ALWAYS announce yourself as a police officer when confronting a suspect. (ie “Altis Police, can I speak with you?” If possible, try to identify you suspect by name, as to get their attention. Always speak with a suspect before restraining, never run up behind a suspect and restrain them without first making contact with them.
    If a suspect flees, you are allowed to use non-lethal force to stop them. If a suspect requests to speak with a superior officer, you must respect their request and get in contact with a senior officer (SGT or above). If one is not available you may proceed with your duties.

    Searching
    You are allowed to search a civilian if one of the following criteria is met: you have probable cause or you are given consent by the civilian in question.
    If you do not have probable cause, you may ask an individual if you can search their person and/or vehicle. If the individual gives you consent, you are free to search them and their vehicle. Obviously if they have something illegal on them, they may not consent. Even though you may suspect they have illegal substances, without their consent you cannot search them.
    If you have probable cause, you may search and individual and/or their vehicle without their consent. Just always be sure to follow proper police procedure and always ensure that you have probable cause before searching. If you are ever unsure, ASK a superior!

    Ticketing
    The Asylum Police Department has a ticket first, jail second policy. Meaning, you should always attempt to give the suspect a ticket for their crimes. Civilians have the right to skip the ticket process and go immediately to jail. Below are a few procedures you should follow when giving tickets.

    You will find that many civilians may decline the first ticket you give and request to be sent to jail, only to change their mind at a later point. While it is acceptable to give them another chance to pay the ticket; do not give a civilian more than three chances to pay a ticket. If they refuse the third attempt to pay the ticket, take them to jail. At this point they are only stalling and wasting your time. Always issue a single ticket for all charges and check wanted list. (IE. You see a civilian shoot and kill another player. After restraining them you issue them a $5,000 ticket for manslaughter.
    They pay the ticket, as you are about to unrestrain them you realize they are on the wanted list for multiple other charges. You CANNOT keep them detained and re-ticket them. It is YOUR responsibility to check the charges BEFORE issuing the ticket.)

    Arresting
    After refusal to pay a ticket, you may take a suspect to jail. This is done at the nearest Police HQ. When you arrive at the Police HQ, inform them why they are being sent to jail. Keep in mind, if they request a supervisor at this point, you still must comply and request a senior officer. However, the senior officer does not need to comply if they are busy or too far away. At this point you may send them to jail and collect the bounty.
  7. shxdow liked a post in a topic by Carterr in Tha Carter V   
  8. shxdow liked a post in a topic by Pok-Lee in Mr stem tage part 3   
    best montage ive seen in a while frfr
  9. Macca394 liked a post in a topic by shxdow in MaCCaA Tage   
    so hot
     
  10. shxdow liked a post in a topic by Macca394 in MaCCaA Tage   
  11. shxdow liked a post in a topic by Ste_Mac93 in Mr stem tage   
  12. shxdow liked a post in a topic by Chris Peacock in house spawn during jewelry   
    why am I not allowed to spawn near my close houses for jewelry? I can for every other federal event. Is this a bug or intentional? If intentional why?
    Suggestion: Change this 
  13. shxdow liked a post in a topic by DEMI ROZE ヅ in GangFort Flag   
    I honestly don’t know who made the newest GangFort point system but that needs to be changed it makes 0 sense on how that works you can have 4 guys dominating and take control of gangfort but a group of 8 will still win sitting outside roaching points it was good how it was before with flag it wasn’t a issue other then flag exploit that’s it! We need to change it back there’s no way you should be getting points sitting at the edge of the circle.
  14. shxdow liked a post in a topic by ObiWoki in Changelog March   
    Found a bug? Click here to file a bug report!
    Got some development ideas? Click here!
    Added:
    Gang Boat A random gang boat has entered the islands bounds and stranded at the free fire zone. Gang boat will be a capturable point just like the fortress with its own perks An active anti air system which will shoot your opponents out of the sky A private rebel outpost that only works for you close to all the cartels New times for both capture points have been appointed (ALL TIMES ARE UTC-4) Wednesday 12:00 (UTC-4) - The gang fortress becomes inactive 18:00 (UTC-4) - The gang boat capturepoint will become active Sunday 12:00 (UTC-4) - The gang boat becomes inactive 18:00 (UTC-4) - The gang fortress capture point will become active To initiate the new gang fort cycles we have reset all the capture points to inactive Passive Mode Passive Mode prevents new players (< 2 hours) from getting shot and robbed. Picking up weapons or shooting them will not work. Disables after 2 hours or when disabled using the phone app. Temporary disabled when: Having a bounty of $1,500 or more. Entering an illegal area. Players in passive mode have a tag in front of their name. APD Prestige Tree "Leadership" These perks are applied regardless of slot (Yes even the basic "Cop" slot) "Tacticool" Tac-Ping faster "Allied Armory (SGT+)", Spawn with an MX instead of a Spar "Invested (SGT+)" Unlocks Black Carrier light in shop "Armory Anarchy (LT+)" Spawn with an MXM Black Variants will be switched out for sand if on UC slot New Asylum Plus skins: (preview) Ifrit - Nuclear Meltdown (Kelly) Ifrit - Retrowave (wolf_fr) Ifrit - Water Colours (MyrtleDesign) Qilin - Scuba (Kelly) Qilin - Tiger (goyney) Qilin - Electric (goyney) Hunter - Dragon (Kelly) Orca - People Eater (Kelly) Orca -Off-White (goyney) Hatchback (Sport) - Red Electric (goyney) New Asylum Plus clothing Tanker Helmet (Rebel/BH/UC)        Subscribe to Asylum Plus here
    Sport Clothes (Asydidas) (preview) Tanker uniform to Rebel/BH Carryall Backpack (Black) More benches in Athira. Infamy to Drug Runner and crank/moonshine. AFD Federal Event dispatches. AFD clothing: Carrier Lite (Black) Carrier GL Rig (Black) Changed:
    Price adjustments: Ifrit base price: $135.000 -> $120.000 PCP Pills: $950 -> $1.000 Purified PCP Sheets: $1.250 -> $1.350 Save loadouts with same name. Different SWAT count calculation. Respawn always available after 30 seconds. Jewelry escape vehicle despawns after 15 minutes. Shipping Robbery truck has 5 minutes to leave the area, otherwise the vehicle gets blown up. Infamy calculation for processing items. Infamy earned by crafting is now only for the Black Market. Factory showing wrong cash value. Crafting recipe changed for: Hatchback, Offroad, SUV, Hatchback (Sport), Van, Box Truck. APD prestige perk costs - Decreased Warrant slot costs, decreased Mobile HQ cost. UC Default loadout Flash Bangs 2 -> 1 Added more vests to randomized vest pool. Admin gifts, etc will no longer drop on death. UFO Spawns in the evening instead of night. Locked crate timer 15 -> 10 minutes Some performance optimizations. Fixed:
    Domination: Captures not updating. Tilde for your own group. Prevent pulling offroad (Armed) from gang garage. Shipping Robbery missing 25% NPC. Cartel Event not getting cleaned up when its not capped. Remove weapons after release from prison. Gendarmerie vest not being seized. An error in the tutorial for new players. Possible dupe during a seize. BH stacking robbery charges when robbing someone for 0 dollars. Chief of Police not receiving prestige. Not earning Infamy from LSD. Medic quest "FDNY" changed to lifetime quest. "Making Bank" quest item rewards. Prevent suicide vest detonating in air. Issue with BH split amount and honor talents. An error in the Mental Asylum. Removed:
    Some unused map objects. Christmas billboard image from pool. Older Asylum Plus skins: Ifrit - Deep Sea Ifrit - Rock'd Orca - Rock'd Qilin - Pumpkin Qilin - Altis Armour Hotfix #1
    Added message for invalid loadouts. Fixed players with temporary keys (keychain) to be given out to others. Fixed players in Passive Mode not being able to buy some items. Fixed Aircraft Carrier spawnpoints Fixed Gang Fortress hud text. Infamy calculation for some items. You can no longer use the Asylum Exchange some minutes before restart. Asylum Exchange exploit. Evidence Locker cooldown: 15 -> 30 minutes  
    Hotfix #2
    Gang Fortress/Boat start times -1 hour. Added respawn, car spawn and rebel safezones for Gang Boat. Fixed helicopter spawning at Gang Boat. Fixed Cartel Event not paying out money in some rare cases. Fixed Alcatraz lifetime quest. Changed message about lead and storing uranium. Passive Mode prevent escorting, etc. Hotfix #3
    Fix Deer-stands @ Mental Added more uniforms to respawn pool for UC's fixed missing [NATO] [MTP] CRBN for Level 4's Mobile HQ Must be 1500m from a federal event to be set up Must be 1000m from a Cartel/Turf/Warlord/Fortress to be set up Additional back-end changes
  15. shxdow liked a post in a topic by Alex. in longer jail times   
    Should just kys tbh
  16. shxdow liked a post in a topic by Mayhem in longer jail times   
    i miss the days when processing plates only reduced your bail amount instead of time.
  17. shxdow liked a post in a topic by lukee in Erupt Recruitment [OPEN]   
    In-Game Name: 
    Location:
    Age:
    Previous Gangs:
    Arma 3 Hours (Screenshots):
    How much money do you have?
    Do you know anyone in the gang who will vouch for you? (Names)
    Is there anything beneficial you can bring to us other than shooting, flying, or roleplaying skills? (Elaborate) 
  18. shxdow liked a post in a topic by Ken in Police started "Evidence Transport Event" federal event   
    An idea for a new federal event, one that is started by the APD rather then the civs.

    Requirements:
    -5 or more officers online
    -10 or more civs online (population affects possible payout for police)
    -Can be started once per restart
    -Started by the rank of Lieutenant+ (Maybe SGT+)
    -Cannot be starter while any other federal events are active
     
    Objective:
    Police have gathered up a large amount contraband and illegal equipment throughout Altis over time that requires transportation to the Evidence lockup processing facility for safe storage, located right outside the Evidence Lockup. Police are to convoy, escorting a tempest device containing the contraband escorted by 2 police ifrits that are supplied at the start of the federal event. Police are would start the event at the Military Complex located on the top of the hill NE of Cocaine Field, and transport the tempest to the Evidence lockup processing facility where they can then offload the contraband at the site ending the event.
    Note - Separate building should be used as a "processing facility" near the evidence rather then at the evidence lockup itself to prevent civilians from getting knocked out by the evidence lockup script. Also a quillin minigun can be added to the police convoy if civilian population is >then X amount. (Obviously this part would require the Captains to make a policy on the use of this)
     
     
    The point of this would to be to add in another federal event and something else for the people to do but with a twist. Every federal event with the exception of the Evidence Lockup itself is a highly defended position that the rebel force gets to defend and the police have to push. This would mix it up a little bit and create a challenging fight for both sides, a fight that could be fluid and constantly moving rather then sitting and defending/pushing the same location.
  19. shxdow liked a post in a topic by william in Police started "Evidence Transport Event" federal event   
    as an unwhitelisted officer I -1 this suggestion due to me not being able to do it. many thanks, william.
  20. Spanky2060 liked a post in a topic by shxdow in longer jail times   
    Bro wants to sit on his phone for a hour to play on a arma 3 server, just to get out get a kit get harassed by the cops, get charged with shit and go's back to jail to sit another 30 mins.
  21. lukee liked a post in a topic by shxdow in longer jail times   
    Bro wants to sit on his phone for a hour to play on a arma 3 server, just to get out get a kit get harassed by the cops, get charged with shit and go's back to jail to sit another 30 mins.
  22. Crossfade liked a post in a topic by shxdow in longer jail times   
    Bro wants to sit on his phone for a hour to play on a arma 3 server, just to get out get a kit get harassed by the cops, get charged with shit and go's back to jail to sit another 30 mins.
  23. shxdow liked a post in a topic by lukee in longer jail times   
    💀
  24. shxdow liked a post in a topic by Donk in longer jail times   
    yes this is exactly what a dead server needs to bring it back to life! Lets put the players in jail for half the restarts! That'll get them back into the game!!
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