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Maaqs liked a post in a topic by .Shy in APD Transport Event - 08/31/2024 (7 PM EST)
APD Transport Event
A APD Transport Event will be hosted by Staff and Event Coordinators on 08/31/2024 at 7:00 PM EST.
How it will work :
The Asylum Police Department will start at a unknown location and will be transporting evidence to another unknown location. These locations will be announced as the transport goes on. The objective for Officers is to protect the Transport Vehicle that is filled with evidence and get it to the end location. Civilians/Rebels objective is to try and steal the Transport Vehicle and drive it to the nearest Rebel outpost. Officers will be able to use any gear that they have access to at their rank and must lethal at all times. Whoever the winning group is will receive a prize of $1mil or more depending on how many people show up. The Transport Vehicle will be a KOS zone and anyone found around the truck for up to 500m can be shot by anyone.
(Note : Anything above is subject to change by the Staff Team/Event Coordinators to even out the fight if needed.)
Rules :
(Any rules that are broken will result in being Admin jailed or a Event Disruption Ban)
- No explosives are to be used during the Convoy Event.
- You cannot purposely blow up the transport vehicle using any method. (Shooting with armed vehicle, watering, etc...)
- All Officers MUST use lethals (Cadets may attend and down people but cannot restrain. They must either have a Constable+ come shoot them or leave them.)
- Officers are not allowed to seize any vehicles or disarm any rebels/civilians during the event.
- Medics are able to attend but cannot choose 1 side over the other. They must revive everyone in the area, the same area MUST also not have any active combat going on.
- Do NOT kill Medics unless they are in the process of reviving someone you told them not to. Don't body camp!
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Maaqs liked a post in a topic by DiogoIV in Join the Livonian Defense Force (LDF) - Fight for Justice and Freedom!
Livonian Defense Force (LDF)
Who We Are: The Livonian Defense Force (LDF) is a faction of dedicated former Livonian soldiers, intelligence officers, and freedom fighters who have taken refuge in Altis. Betrayed by a corrupt government in our homeland, we have vowed to bring justice and freedom to the people of Altis. We conduct covert operations, sabotage missions, and guerrilla warfare against the oppressive regime.
Our Mission: We are committed to overthrowing the corrupt government of Altis and restoring true justice and order. We provide protection, resources, and support to those who have been neglected or abused by the current regime. Our ultimate goal is to create a new era of peace and justice in Altis.
What We Offer:
Brotherhood: Join a tight-knit group of like-minded individuals who share a common goal. Training: Receive extensive military training and develop your skills in covert operations and guerrilla warfare. Support: Access to resources and support from a dedicated team. Purpose: Be part of a cause greater than yourself and make a real difference in the lives of the people of Altis. Requirements:
Commitment to the ideals of justice and freedom. Willingness to engage in covert operations and combat missions. Ability to work as part of a team and follow orders. Previous gang/rebel experience is a plus, but not required. Microphone is a plus, but not required. How to Join: If you are ready to fight for a better future and stand against corruption, we want you! Contact us through the Asylum forum or send us a message ingame. Together, we can bring about the change that Altis desperately needs.
Join the Livonian Defense Force today and become a hero in the fight for justice!
Ps: For a more RP simulation we suggest using LDF uniforms, available at a clothing shop or rebel outpost
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Maaqs liked a post in a topic by Samperino in Money Prestige System
Added to potential rewards: extra house/shed slots
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Maaqs liked a post in a topic by Tom in MR PRESIDENT 08/27/2024 8 PM EST
How it works
The APD will defend the Athira HQ for 20 minutes with the President inside.
Then the President will be escorted to Sofia HQ along the Highway.
Then the APD will defend the Sofia HQ for another 20 minutes once the President is inside.
The President can be eliminated at any time by any rebel.
The rebel who eliminates the President will receive the payout.
If the APD succeed in their task of defending the President each APD officer will receive the payout.
Rules
No explosives are to be used at all during the event. All cops must lethal at all times. This is a no chop event. Medics are allowed to attend but revive both parties. No spike strips Failure to follow any server rules or event rules will result in a punishment How to Join!
Be on the server Tuesday 8 PM EST
Make a group or fight it solo!
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Maaqs liked a post in a topic by Tom in ROGUE PIGS 08/25/2024 8 PM EST
Thanks for joining!
Only gonna do one truck next time for more action!
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Maaqs liked a post in a topic by Tom in ROGUE PIGS 08/25/2024 8 PM EST
A few APD officers are tired of the rebels robbing the Federal Reserve, so they decided to do it themselves.
on 08/25/2024 at 8 PM EST the cops will be robbing the Federal Reserve.
How it works
A 8 PM EST a truck filled with gold bars will spawn in the middle of the federal reserve. The APD will already be set up inside the federal reserve defending it. After 30 minutes of defending the truck the APD will be allowed to take the truck to the Sofia HQ to "sell the gold bars". Any rebel group may steal the truck at any time and take it for their own.
Rules
No explosives of any kind are to be used on the truck or anyone in the event. The truck is not to be blown up or destroyed in any way. This is a no chop event. (Any vehicle you use isn't allowed to be chopped / blown up) All cops must lethal at all times. Medics are allowed to attend but must revive all parties. No other federal events are allowed to be robbed during the event. How to join
Be on the server at 8 PM EST.
Get a loadout from rebel and head to the event.
Make a group or fight it solo!
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Maaqs liked a post in a topic by 王 rando 王 in SAFE ZONES [Details]
this aint it chief.
dont worry, rando's fire suggestions #3 will have some ways to cater to the players getting spawn killed over and over.
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Maaqs liked a post in a topic by Samperino in Money Prestige System
The Money Prestige System (MPS) is a system that should allow players to spend their money in a simple, yet effective way to progress their account in a potentially endless way.
Video games in general have used this system as a way to always have a goal available to players to progress their account even though they may have maxed everything else out. Asylum's main driver is making money. The system should not be an end-game, but should be a concurrent reward system to assist players in their day-to-day play style.
The Problem to Solve
Currently, it seems like we have ways to make money, but not enough meaningful ways to spend it. We can buy vehicles and weapons to fight, but they can easily get lost. We can purchase skins via the paint shop, and they're great, but what if you're just not into those skins?
The Solution
The MPS is intended to be a simple, accessible, rewarding, and expandable progression system on Asylum, allowing players to permanently progress their account with the main currency on the server, money.
The Rewards
The good thing about an MPS is that the rewards can be very wide ranging. These can range from skins (weapons?), to discounts, titles, and emotes. Potential future rewards could potentially include new weapon unlocks, vehicle unlocks, a new town spawn only for the most prestigious. The sky is the limit.
What it Looks Like
Below is an example of what the MPS could look like in terms of rewards and cost (to be balanced at a later time).
The Money Prestige System
Prestige Level Cost Reward 1 $100,000 0.5% global discount 2 $150,000 Pink Sports Hatchback Skin 3 $200,000 "the Wealthy" title
Implementation
To increase your prestige, all you need to do is go to any ATM and there will be a button to access the prestige system. The system will be simple and easy to understand. table, th, td { border: 1px solid black; border-collapse: collapse; }
Looking for Ideas
I need to know if you guys like this idea, and if so what kind of rewards would you want to see for a Money Prestige System?
Current Reward Ideas
Vehicle skins Weapon skins Global money discounts Increased honour/infamy/prestige gains Weapon unlocks Vehicle unlocks A new town spawn Extra house/shed slots -
Maaqs liked a post in a topic by Mi Hung Lo in Dynamic Civil War Event in Asylum
Hello everyone,
I'm excited to propose a new update idea for Asylum that I believe could bring a fresh and engaging experience to the server. I’m looking for feedback and suggestions to refine this concept, so please feel free to share your thoughts!
Civil War Event in Altis
Overview: The idea is to introduce a dynamic Civil War event on Altis, where the island is divided among 3 or 4 factions vying for control. This would significantly shift the current gameplay dynamics and provide new opportunities for player engagement. These "wars" would happen at set times during the week.
Key Features:
Faction Dynamics:
Players will have the option to choose and support one of the warring factions. Each faction will be responsible for making decisions and implementing changes on the island, similar to the current role of the governor. With this system, the governor role will be replaced by faction leadership. Civil War Battles:
Regular, large-scale battles will occur in different cities across Altis. The outcome of these battles will determine which faction gains control over various regions and eventually, the government. During these wars, the city they are happening in are red zones. Battles will be randomized to ensure that no city is safe and that players must stay alert. Player Involvement:
Players who join a faction will receive basic combat kits for the battles. For more advanced gear, they will need to purchase. Unlike the current gang events, which are predominantly focused on cartel-oriented gangs, these faction wars will not benefit gangs directly. This new system will engage all players, regardless of their gang affiliation. Government Changes:
The faction in control after a series of battles will influence the island's government, bringing new rules and changes to the gameplay. This will keep the server’s environment dynamic and evolving. Why This is Needed:
Inclusivity: Many recent content updates have been heavily focused on cartel-related gang activities, leaving out players who aren’t part of these groups. This Civil War event will involve everyone on the server and give them a chance to make a significant impact on the island’s fate.
Combat Focus: Arma 3 excels in offering immersive combat experiences, which sets it apart from other role-playing servers. This new event leverages that strength, providing a unique and exciting way for players to engage in large-scale combat, something not commonly seen in Altis Life servers.
Revitalization: The proposed system introduces a fresh, dynamic element to gameplay, moving away from static mechanics and offering new challenges and opportunities for all players.
Benefits:
Introduces a new layer of strategic gameplay and player choice. Encourages increased participation and engagement by creating a sense of purpose and impact. Revitalizes the server by shifting away from the current, static gameplay mechanics. I’m eager to hear your thoughts on this idea. What do you think could be improved or added?
Thank you for your time and input!
--
Expanded Faction Dynamics
Faction Rewards
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BlackShot liked a post in a topic by Maaqs in Month and a half Wipe Reflection
With little to no communication since wipe, it has gotten stale real fast. We went "back in time" with removing so many things with the wipe, but did not shake up the map/server in a way that would retain players. A few of the changes that came with wipe were nice QoL things but all in all, Asylum is still feels the exact same it did years ago and likely doesn't feel 'fresh' anymore to anyone with a few hundred hours much less thousands on Asylum.
Re-adding Shipping/Evidence lockup is/was nice, but I also wonder: Are the plans moving forward to just re-add the things we had pre-wipe? And if so, then there was no real point to wiping.
I remember mentioning it months ago when you had the test weekend for wipe and stating in the community get-together, I felt like a reshuffle of the map would have been a good idea, and I still stand by that even now post-wipe. Asylum may have wiped, but nothing has really stood out to me since the first week once I had a little bit of money/houses.
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Maaqs liked a post in a topic by Mr Smirnoff in The only way to make events good again
Hey thanks for remembering my events, had a blast making them! I just don't have time right now, Altis Life is a huge time sink. I only have like 30 min a day to play. If they release Arma 4 tho I will come back 🙂for sure. Really cool to see so many old faces still around.
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^Connor_K liked a post in a topic by Maaqs in Tour Guide & Rebel Training Gang for New Players
I would sign up without hesitation to become a Tour Guide.
And while I have seriously considered making my own gang "Noobies" or whatever in an attempt to specifically help new people, you're also asking a lot (potentially) of someone to basically accept that any illegal/rebel activity they try will likely result in death/losing should there be any sort of 3rd partying (New players vs cops at a bank/fed/prison can already be difficult enough without adding 3rd and 4th parties from other gangs).
I do like both ideas, just curious as to how the 2nd point would play out in-game if the training gang is constantly losing / getting ratted.
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Silver-Spy liked a post in a topic by Maaqs in Month and a half Wipe Reflection
With little to no communication since wipe, it has gotten stale real fast. We went "back in time" with removing so many things with the wipe, but did not shake up the map/server in a way that would retain players. A few of the changes that came with wipe were nice QoL things but all in all, Asylum is still feels the exact same it did years ago and likely doesn't feel 'fresh' anymore to anyone with a few hundred hours much less thousands on Asylum.
Re-adding Shipping/Evidence lockup is/was nice, but I also wonder: Are the plans moving forward to just re-add the things we had pre-wipe? And if so, then there was no real point to wiping.
I remember mentioning it months ago when you had the test weekend for wipe and stating in the community get-together, I felt like a reshuffle of the map would have been a good idea, and I still stand by that even now post-wipe. Asylum may have wiped, but nothing has really stood out to me since the first week once I had a little bit of money/houses.
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WaltJJ liked a post in a topic by Maaqs in Tour Guide & Rebel Training Gang for New Players
I would sign up without hesitation to become a Tour Guide.
And while I have seriously considered making my own gang "Noobies" or whatever in an attempt to specifically help new people, you're also asking a lot (potentially) of someone to basically accept that any illegal/rebel activity they try will likely result in death/losing should there be any sort of 3rd partying (New players vs cops at a bank/fed/prison can already be difficult enough without adding 3rd and 4th parties from other gangs).
I do like both ideas, just curious as to how the 2nd point would play out in-game if the training gang is constantly losing / getting ratted.
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UberGaming liked a post in a topic by Maaqs in Month and a half Wipe Reflection
With little to no communication since wipe, it has gotten stale real fast. We went "back in time" with removing so many things with the wipe, but did not shake up the map/server in a way that would retain players. A few of the changes that came with wipe were nice QoL things but all in all, Asylum is still feels the exact same it did years ago and likely doesn't feel 'fresh' anymore to anyone with a few hundred hours much less thousands on Asylum.
Re-adding Shipping/Evidence lockup is/was nice, but I also wonder: Are the plans moving forward to just re-add the things we had pre-wipe? And if so, then there was no real point to wiping.
I remember mentioning it months ago when you had the test weekend for wipe and stating in the community get-together, I felt like a reshuffle of the map would have been a good idea, and I still stand by that even now post-wipe. Asylum may have wiped, but nothing has really stood out to me since the first week once I had a little bit of money/houses.
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Farmer Steve liked a post in a topic by Maaqs in Month and a half Wipe Reflection
With little to no communication since wipe, it has gotten stale real fast. We went "back in time" with removing so many things with the wipe, but did not shake up the map/server in a way that would retain players. A few of the changes that came with wipe were nice QoL things but all in all, Asylum is still feels the exact same it did years ago and likely doesn't feel 'fresh' anymore to anyone with a few hundred hours much less thousands on Asylum.
Re-adding Shipping/Evidence lockup is/was nice, but I also wonder: Are the plans moving forward to just re-add the things we had pre-wipe? And if so, then there was no real point to wiping.
I remember mentioning it months ago when you had the test weekend for wipe and stating in the community get-together, I felt like a reshuffle of the map would have been a good idea, and I still stand by that even now post-wipe. Asylum may have wiped, but nothing has really stood out to me since the first week once I had a little bit of money/houses.
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Bob Danaloo liked a post in a topic by Maaqs in Month and a half Wipe Reflection
With little to no communication since wipe, it has gotten stale real fast. We went "back in time" with removing so many things with the wipe, but did not shake up the map/server in a way that would retain players. A few of the changes that came with wipe were nice QoL things but all in all, Asylum is still feels the exact same it did years ago and likely doesn't feel 'fresh' anymore to anyone with a few hundred hours much less thousands on Asylum.
Re-adding Shipping/Evidence lockup is/was nice, but I also wonder: Are the plans moving forward to just re-add the things we had pre-wipe? And if so, then there was no real point to wiping.
I remember mentioning it months ago when you had the test weekend for wipe and stating in the community get-together, I felt like a reshuffle of the map would have been a good idea, and I still stand by that even now post-wipe. Asylum may have wiped, but nothing has really stood out to me since the first week once I had a little bit of money/houses.
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Maaqs liked a post in a topic by Donutkiller in Month and a half Wipe Reflection
Lets wipe the server then have no further admin interaction with the server. What could go wrong
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Huan Lee liked a post in a topic by Maaqs in Buff Swat and Constables
I agree with the van change - 0 armor and it's not really practical outside of the Fed Reserve / Prison break so I don't see how it could get abused or something of that nature. It just allows Constables to essentially be able to help setup faster and not have to wait around for a corp+ to pull a van.
As cool as it'd be to spawn in with a free MX + useful scope, I can only imagine the further crying/complaining that would take place from civs. Yeah, Spar feels useless when it's just fed event after fed event after fed event but I don't think spawning with a free MX is the solution.
As for Qillins/Prowlers, perhaps (to potentially balance things out) give Constables the ability to buy them but without doors/make that add-on corporal+? Could always test it with/without the ability to purchase doors and see how it affects events/routine patrolling. Hatch's are paper thin and dying 4 times on the way to an event never feels good
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Maaqs liked a post in a topic by Repto in Buff Swat and Constables
I agree SWAT hasn't been given an appropriate boost for the change in tides in a long time. The previous issue with the removal of the ghost hawks kind of sucks but I can agree the policy did end up being highly disregarded, and while incredibly weak they were highly lethal in appropriate hands which APD had a very small few of those hands. Supplementing the removal of the ghost hawk arming with some SWAT boosts and some additional assistance for the poor RIF ranks seems like a far more appropriate way of keeping the factions fair in that struggle for balancing.
Re-evaluate the swat mechanics I'd like to see uncapped swat slots, or just increase base swat count by 1, while keeping the current +1 to swat slots per additional civ present. Swat vehicle garage should be scaled with slot count if there wont be any additional armor added to it, if swat slots exceed X number then allow swat to pull 4 vehicles rather than just 2 or so on. That seems like a far easier change to push for than adding new armor options to the swat garage. Cadet's, Constables, and Corporals is a harder matter, it's not really them having more equipment that's the issue. They could have all the equipment they could want but a sense of progression is sadly required since the APD is the only form of roleplay that's required and expected for the server, and yes it's also mostly a skill thing at the same time. I've always expressed how I'm garbage at combat but when I'm not mentally drained from constant fed fighting then my strategizing and planning can be top notch at times. Sadly we cant just shove 6.5mm's, carrier lights, and hunters into their hands and expect them to be better, not that much better at least.
Re-evaluate the RIF Equipment Cadet's can access either the Off-road or the SUV in the cop garage rather than just a quad. They are still sub par vehicles and policy can be set to only allow them to be used for federal event transportation or something if need be. Constables can access van's and Prowlers in the cop garage. I honestly don't see why they don't have access to the vans already in the first place, that should be a no brainer. Though I still agree with zdeat about just having a prowler to keep that sense of progression. Change Constable+ or Corporal+ starter kit spar to at least spawn with an ARCO or an RCO. Nobody is using that garbage RDS sight. Though if you still want to have that progression just go for the Corporals. I'd suggest Corporals getting a carrier light on a marked slot too but they already get it on UC, plus it was a hard fought fight and a half just to allow Sergeants to have them so that wont ever happen, sorry.
And Higher up's pulling armor happens a lot, not as much as pre wipe for sure I'll admit but it makes sense since the APD money making is a garbage system that kinda forces cops to robocop full tickets just to even have a chance at going positive at the end of the day, and they are paying full price for ifrits and their upgrades... I'd *bump bump* a temporary armor discount to encourage them to pull more armor but eh, I know thats gonna get a lot of immediate entitled complaints so no point.
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Maaqs liked a post in a topic by zdeat in Buff Swat and Constables
+1
MXC id +1 but not MX, that’s a prestige thing for Sgt+. I’m 50/50 on this part, it’s a 3k gun man go spend it lol.
Corporal+ UC get them, and the rank really isn’t that hard to get imo. Marked Sgt+ get them as well now.
Marked Prowlers sure, but I’d say no to quilins, there should be something that separates the constables and corporals. Again I don’t think corporal is hard to get and go for.
Because the base rank should not get all these extra tools and abilities, we want to incentivize people to do well in the apd and get promoted, in return we are giving them more gear.
Im all for giving lower ranked officers new toys but if we put stuff too low on the totem pole, nobody’s going to want to move up. Not to mention now some of the stuff that sets Sgt and Cpl apart is now moved to constable, so you get the same gear as a corporal but congrats now you have double the hours and have to do out of game activities. Same thing goes with SWAT, I’d like to see more swat slots, but give them too many slots and nobody will want to move up in ranks because they have a perm mk at fed events, and we all know how many people already complain about that…
I would however like to see a few more SWAT vehicles and a few more SWAT slots and in return we have the wave system implemented where SWAT is either forced by the server to push together or is policy per SWAT CMD.
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Lil Unemployed liked a post in a topic by Maaqs in Buff Swat and Constables
I agree with the van change - 0 armor and it's not really practical outside of the Fed Reserve / Prison break so I don't see how it could get abused or something of that nature. It just allows Constables to essentially be able to help setup faster and not have to wait around for a corp+ to pull a van.
As cool as it'd be to spawn in with a free MX + useful scope, I can only imagine the further crying/complaining that would take place from civs. Yeah, Spar feels useless when it's just fed event after fed event after fed event but I don't think spawning with a free MX is the solution.
As for Qillins/Prowlers, perhaps (to potentially balance things out) give Constables the ability to buy them but without doors/make that add-on corporal+? Could always test it with/without the ability to purchase doors and see how it affects events/routine patrolling. Hatch's are paper thin and dying 4 times on the way to an event never feels good
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Maaqs liked a post in a topic by .Nathan in APD Convoy Event 08/13/2024
APD Convoy Event
The Staff Team will be hosting a APD Convoy Event Tuesday (08/13/2024) at 6PM CST on Server 1. To join the event you will simply just show up and fight with a group.
How the Event will work:
The APD will start at a unknown location and be transporting evidence to another unknown location. These locations will be announced as the event goes on. Officers will be able to use any gear at their rank and all officers must use lethals at all times (Better gear may be handed out). The objective for officers is to protect the hemmit that is filled with evidence and get it from Point A to Point B. Civilians/Rebels objective is to steal the truck and drive it to the nearest Rebel outpost. Whoever the winning group is will receive a payout of $1 mil or more depending on how many people turn up to the event. The truck will be a KOS zone anyone found around the truck for up to 500m can be shot by anyone.
(Note: Anything above is subject to change by the Staff Team to help even out the fight)
Rules:
(Any rules broken will result in being admin jailed or a Event Disruption Ban)
No explosives are to be used on the convoy truck, they are allowed to be used on other vehicles though. You cannot purposely blow up the transport vehicle or destroy it by using any method. (Watering, shooting with armed vehicle, etc..) All officers must use lethals at all times, cadets may down but cannot restrain. They must either have a Constable+ come shoot the guy or they must leave them. Officers are not to seize any vehicles or disarm any civilians/rebels during the event. Medics are allowed to attend but cannot chose a side they must help everyone there. As a medic you must wait till combat is over in that area before you revive. You cannot kill medics unless they are reviving a guy that you have told them not to revive. (Do not body camp) Note: If there is a good turnout and players still want more events after the convoy then additional events may take place.
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Maaqs liked a post in a topic by Charks in group limit
Speak for yourself, whenever I get on cop i'm wanting to fight back to back feds for 5 hours if its an option... Some people enjoy the fights like I do and some want to pull someone over and charge em for speeding. But dont shit on the cooldown timer because theres cops who enjoy constant feds and something to shoot with a cheaper kit.
This thread is pointless, yall got slammed on by cops, outnumbered and outgunned but it is what it is... Facing banks as a cop 4v12 isnt the most fun either and is also going to be pointless but the cops still gotta show up. You got gunned down by something thats paper, like it or not its a thing lmfao. Get over it and move onto the next fed...Regardless to what you say cops will still probably use a Hawk on some feds when they want to. Pull a 50 if you die and gun it back its not hard.
