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Repto

APD Corporal
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  1. NewYork718 liked a post in a topic by Repto in Cop count for fed events   
    It is in fact up to them but why would they, RA's are already long. I've personally never seen a SGT willingly pause an RA because why would they if they don't have to.
     
    Then again I already don't like how low the required fed counts are already so that's my judgement enough right there, stop focusing on how to torture the cops and maybe more will play. I wont speak for other cops but the fact that there's now a fed that only requires 3 cops in order to start is just insane and morale dropping to me. I get that it's "meant" to be for newer players which is nice, totally get wanting to give them a bit more to do... But no, to many people enjoy feds just because they can torture the cop's while they use cartel's to print money, and this is just going to turn into another nuisance in my opinion. 
    Well not ACTUALLY print money, thats just the best choice of words I can come up with for now.
  2. Repto liked a post in a topic by Fried Rice in Cop count for fed events   
    Ride-alongs don't happen multiple times a day every day, also that's kind of the point. You need a CERTAIN amount of cops to start a fed why include the cops who ARE NOT going to respond to the event once its been activated?
  3. Crossfade liked a post in a topic by Repto in New civilian/rebel activity   
    Stealing car parts, I like it lol
  4. Repto liked a post in a topic by Kernikov in Remove overeating   
    @curley
  5. Repto liked a post in a topic by Bilbo Baggins in Kamikaze Jet   
    What have you done.
  6. Repto liked a post in a topic by Akula in New Moderators   
    Please join us in congratulating our newest moderators:
    @.Nathan

     @Hubschrauber

     @Vortex 
    Feel free to reach out to them for any assistance you may need.
     
    - Asylum Staff
  7. Repto liked a post in a topic by Patato in Missing charges   
    Approved
  8. Trist liked a post in a topic by Repto in Missing charges   
    Bump
    I've always thought it was weird that there were charges for just about everything... Except for jewelry
  9. zdeat liked a post in a topic by Repto in Various Cop Implements?   
    I would love solid blue lights, sounds pretty awesome
  10. Repto liked a post in a topic by .Nathan in Weapon Sway   
    Right now I think weapon sway may be a little to strong. Ive heard the argument against it being that it takes skill to deal with high sway which I disagree with because the weapon sway just makes people wanna play sniper elite and makes the more aggressive player be put at a disadvantage. I dont think it should be lowered to Olympus levels as I think thats a little to low but I think as is its just a little to high.
  11. Repto liked a post in a topic by william in Weapon Sway   
    Sway also heavily impacts cqc situations. i can run 5 meters and my crosshair is a mile wide. #ReduceWeaponSway
  12. Repto liked a post in a topic by zdeat in Various Cop Implements?   
    1) The ability to, when deploying for SWAT, be able to pick the HQ or Mobile to deploy to. 
    2) Only blue lights for supervisor vehicles / Asylum+ option in the TAB menu.
    3) Ability to pay house tax on Cop ( @Djmon )
    4) Remove the ability to sling load the Mobile HQ
    5) Allow mobile HQ's to be rebuilt when a new event pops up, or for when a bigger event pops.
    6) Make it so if a Mobile HQ is not able to be deployed, it doesnt allow you to buy it.
  13. Repto liked a post in a topic by Jr4life24 in ****APD Policy Update 10/29/2023****   
    Effective Immediately
    Casino Policy
    The Casino will be off limits for on-duty APD officers. However, officers are allowed to go to Casino with legitimate reason, such as: 
    Active Visual Pursuit
    Rescue a kidnapped officer
    Once officers arrive at the casino they may only retrieve the suspects involved. They may not restrain anyone else at the casino, you may only apprehend the suspects involved in the active visual pursuit and the suspects involved in the kidnapping.  
    Changed charges
    Possession of Reggie Weed -> Possession of Cannabis/Marijuana Disobeying an officer - $500 -> $1000 (Still warn, ticket and jail for 3rd offense.) These charges are now must charge if observed due to increased ticket price
    Discharge within city limits - $500 -> $2000 Landing within city limits - $500 ->$2000
  14. Repto liked a post in a topic by Teddy_ in Arson kit for vehicles   
    Since the rules around blowing cars have changed with shedding being not allowed anymore, maybe would be an idea to add an arson kit for vehicles. Most vehicles can be blown up with a .50, but for bigger trucks this would be great. 
  15. Repto liked a post in a topic by Junke in Remove Hide and Seek Feds   
    Looking for ways to prevent these from happening. Pulls cops from patrolling to go look for people in fed who aren't actually doing the event (its a chore more than anything). Civs who are actually trying to do events can't for a while due to event cooldown.

    Possibly, a thing in the middle of the fed. (Big ass radio tower or something) Even if it's like a 2min animation it just stops the fed.
  16. Tachophobia liked a post in a topic by Repto in Crimson [OPEN STRICT RECRUITMENT]   
    Name - Repto
    Asylum hours - 1440
    Asylum cash - 👍
    Whats the gayest thing you've ever done?- Called Innate daddy and begged him to let me in his house
  17. william liked a post in a topic by Repto in Crimson [OPEN STRICT RECRUITMENT]   
    Name - Repto
    Asylum hours - 1440
    Asylum cash - 👍
    Whats the gayest thing you've ever done?- Called Innate daddy and begged him to let me in his house
  18. DJB liked a post in a topic by Repto in Imperium Recruitment [Server 1] [CLOSED]   
    Whichever accepts first tbh, never applied through forums before so I dont know the courtesy of it all.
  19. DJB liked a post in a topic by Repto in Imperium Recruitment [Server 1] [CLOSED]   
    In-game name: Repto
    Timezone: PST
    Age: 26
    Bank balance: 👍
    Arma 3 hours: 
    https://gyazo.com/f5baa3af8b35dad82e0a9e61d5c5799c
    Asylum hours:
    https://gyazo.com/e25ec782b8185928c8b457e1cfff6906
  20. Repto liked a post in a topic by william in A few things   
    can confirm ifrit meta is the worst thing about the game at the minute
  21. Repto liked a post in a topic by Rogue in Server Rules Update Log   
    Added:
    **Intentional Harboring of a cheater in your group or gang will not be tolerated and you will also be banned when caught if the evidence finds you guilty**
    Any gang/group caught inviting/grouping/harboring/playing with a cheater will be banned.
    This means anyone in the gang/group with a cheater will be banned per below.
    You MUST be mindful of who you allow to play with your gang/group.
    All Senior Admin's approval (100%) will be required to make an exception/unbanning from this rule.
     
    The Gang/Group Member Ban (GMB) length will be as follows for each member if member is to be found guilty:
    Initial Ban: 30 days
    Second Ban: 60 days
    Final Ban: 180 days (Every ban beyond this will be subject to review and increased)
    These bans are applicable to the entire gang/group but stack individually for each member.
     
    Information DIRECTLY leading to the ban of a cheater will be rewarded a minimum of $1,000,000 and up to $5,000,000 (Pending SA approval and discretion) 
  22. Kernikov liked a post in a topic by Repto in Hostage Situation   
    Hostage Situations are fun and they do happen here and there, text messages of having hostages or being a hostage and such.
    I've noticed though that there is no written rule for them in the GB, hostage situations to me seem like they just run off of unwritten rules that people think of and I believe it should be put into the guidebook so officers can have a better understanding of them when they do happen. Anyone can always roleplay out a hostage situation but it would be nice to see a more official ruleset in writing for cops, rebels and civ's to use.
    My written idea being something along these terms:
     
    Hostage Situations can be responded to at the officers discretion. (Or requiring a SGT+ to be present for negotiations would seem fine too)  
    3+ Officers are required to be present for a hostage negotiation. (1 Negotiator, 2 Supports)  
    Highest ranking officer responding should be the Negotiator unless they allow another officer to do it. If all ranks are equal they choose amongst themselves. Only the negotiator should be talking to the suspect(s) unless they are unable to do so themselves. (Kidnapped/killed)  
    Negotiator (Speaker) should be unarmed or lightly armed (Just a pistol) and holstered while approaching and speaking to the suspect, Though can have armed support in the area.  
    Negotiator should be unarmed completely if they choose to enter the suspects house/area of their own free will.  
    If agreements are made, met and completed the suspect(s) needs to be allowed a chance to leave the immediate area before any pursuits/initiation can be made, I'd say like point of contact being the center of a redzone, 500m? Hostage can be processed as turning themselves in at that time if they have charges while suspects get kidnapping if caught. (Cant just give the suspects what they want and down them after you get the hostage out)  
    Negotiator can not be affiliated with the suspect obviously.  
    Hostage Situations are considered to be endangering the lives of others, allowing Officers the right to make home entry via flashbangs or other means (LT+ Online) if ROE is broken or 1 to 2 minutes has past after the hostage was traded and the suspect still remains in the house/area. (Still need to verbally warn the suspect(s) that these actions will be taken and so on)  
    Could possibly require negotiator to explain the ROE terms on scene.  
    Hostage Situation Rules of Engagement:
     
    If Suspect(s) are refusing to lower or holster their guns for negotiations after requests, negotiator can have a light arm (Pistol) unholstered and lowered.  
    harming or attempts to take the negotiator or a support officer hostage immediately end negotiations.  
    Harming any other non kidnapped civilian in the area immediately ends negotiations.  
    Harming hostages immediately ends negotiations.  
    The hostage being an officer upon arrival can end negotiations at the officers discretion  
    Maybe captains can think of more ways to refine this but I would love to see some written rules for hostage situations, maybe it will encourage some more new things happening from civilians too.
  23. Galaxy liked a post in a topic by Repto in Hostage Situation   
    Hostage Situations are fun and they do happen here and there, text messages of having hostages or being a hostage and such.
    I've noticed though that there is no written rule for them in the GB, hostage situations to me seem like they just run off of unwritten rules that people think of and I believe it should be put into the guidebook so officers can have a better understanding of them when they do happen. Anyone can always roleplay out a hostage situation but it would be nice to see a more official ruleset in writing for cops, rebels and civ's to use.
    My written idea being something along these terms:
     
    Hostage Situations can be responded to at the officers discretion. (Or requiring a SGT+ to be present for negotiations would seem fine too)  
    3+ Officers are required to be present for a hostage negotiation. (1 Negotiator, 2 Supports)  
    Highest ranking officer responding should be the Negotiator unless they allow another officer to do it. If all ranks are equal they choose amongst themselves. Only the negotiator should be talking to the suspect(s) unless they are unable to do so themselves. (Kidnapped/killed)  
    Negotiator (Speaker) should be unarmed or lightly armed (Just a pistol) and holstered while approaching and speaking to the suspect, Though can have armed support in the area.  
    Negotiator should be unarmed completely if they choose to enter the suspects house/area of their own free will.  
    If agreements are made, met and completed the suspect(s) needs to be allowed a chance to leave the immediate area before any pursuits/initiation can be made, I'd say like point of contact being the center of a redzone, 500m? Hostage can be processed as turning themselves in at that time if they have charges while suspects get kidnapping if caught. (Cant just give the suspects what they want and down them after you get the hostage out)  
    Negotiator can not be affiliated with the suspect obviously.  
    Hostage Situations are considered to be endangering the lives of others, allowing Officers the right to make home entry via flashbangs or other means (LT+ Online) if ROE is broken or 1 to 2 minutes has past after the hostage was traded and the suspect still remains in the house/area. (Still need to verbally warn the suspect(s) that these actions will be taken and so on)  
    Could possibly require negotiator to explain the ROE terms on scene.  
    Hostage Situation Rules of Engagement:
     
    If Suspect(s) are refusing to lower or holster their guns for negotiations after requests, negotiator can have a light arm (Pistol) unholstered and lowered.  
    harming or attempts to take the negotiator or a support officer hostage immediately end negotiations.  
    Harming any other non kidnapped civilian in the area immediately ends negotiations.  
    Harming hostages immediately ends negotiations.  
    The hostage being an officer upon arrival can end negotiations at the officers discretion  
    Maybe captains can think of more ways to refine this but I would love to see some written rules for hostage situations, maybe it will encourage some more new things happening from civilians too.
  24. Repto liked a post in a topic by william in Cadets & Federal Events   
    I agree to a point, kinda dumb. Maybe make is so 2 cadets is = to 1 constable
  25. Repto liked a post in a topic by JackBeStupid in Cadets & Federal Events   
    I agree with this.
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