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Swifty

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  1. Swifty liked a post in a topic by Alec-I in MrSmoke is back   
    big fan
  2. Swifty liked a post in a topic by vazybot in FSA Promotion 2.0   
     
  3. Swifty liked a post in a topic by Sneaky in Drug Slot Ideas Thread | Serious!   
    Hey I want to gather some good ideas for the drug slot in this thread so i can spam the ever living chicken nuggets out of @Paratus to get this slot up and running. This is a serious thread and as such I will remove anything that I deem to be off topic or not pertinent to this discussion.
     
    - Definitely need to find a use for dogs in Arma 3. I suggest allowing drug slot officers to have a k9 in the vehicle that can be scripted to spawn in and run to a target vehicle to perform an "air sniff". Air sniff would be useful when there is no probable cause to search a vehicle or occupants. Air sniff provides a %chance% that illegal drugs/guns are detected.
    - Drug officers could interrogate the drug dealers/processors with a %chance% of finding out who was the last person processing/selling.
    - Drug officers could have a chance to get other officers more rewards for drug busts?
     
    Just random stuff to start out the idea process. I'd love to find use for the drug slot and hopefully everyone can come up with some suggestions. This is a chance for rebels to try and come up with ideas that may be a cool experience for them to interact with as well. Thanks for your time.
     

     
    EDIT:
    So before I reply 100 times to the same thing:
    - The chance of a dog detecting illegal contraband and the chance of a drug dealer/processor giving out information would stay way below 100% to keep it interesting for all factions.
    - Drug officers being able to get a larger reward for seizing at the HQ gives the other factions a chance to get their stuff back. If cops want the extra money then there is a risk of the civs capturing back their product.
  4. Swifty liked a post in a topic by Buckwalter in [NEWS] Channel 4 News | Server 2 | Open   
    The fuck is this? Have you people no respect? We've got a few options here: 
    A) the original, actual, Channel 4 News Team sues you into the stone age. 
    B ) We settle this. 
     
    @The Monopoly Man Thank you for bringing these impostors to my attention. 
  5. Swifty liked a post in a topic by explicit in Behind The Scenes - Asylum Administration   
    another week another meme
     
  6. Swifty liked a post in a topic by Alec-I in P4 Briefing Bombing   
     
  7. Swifty liked a post in a topic by Carson in Ouch.. Gang Wars moment   
    These could have been my likes ...    
  8. Swifty liked a post in a topic by Bikstok in Ouch.. Gang Wars moment   
    I'm sorry @Mahdizzle
    Shoutout to @Carson for the meme!
  9. Swifty liked a post in a topic by Apachee in Gang Wars Lawless Play   
    Got a pretty sick play in our first gang wars match, dont mind my loud screech was in the moment
    CAN I GET A #HESNAPPEDTOHISHEAD IN CHAT!
  10. Swifty liked a post in a topic by bamf in Change log 7.7.1   
    With this patch, we are fundamentally changing the way that the APD seizes items in the game and releasing a new guardian crate.  Here are the details: 
    Changes to APD seizing mechanic
    Police may no longer seize items from the ground outside of an HQ. Police will now seize weapons, magazines, and items from players and vehicles into a nearby police vehicle when not in an HQ. Police may no longer seize items from players or vehicles when outside of an HQ unless a police vehicle is nearby. In order to seize items and make them disappear, police will need to take the police vehicle back to an HQ, where the items may be seized and the payment will be collected for doing so. "Search Trunk" has been replaced with "Seize Trunk". Search Trunk now has a new functionality. Search Trunk will display contents (Weapons, Magazines, Illegal Items) and approximate seize value, Seize Trunk will move items into a nearby police vehicle for transport back to an HQ. Police will not be able to impound a Police vehicle which contains virtual or physical items in the inventory. Profiteer Talents now give a 10%, 20%, and 30% increase to the payout for seizing illegal items from vehicles at an HQ. It is worth noting, that if a police vehicle is captured by Civilians while in transit to an HQ, all of the seized drugs and weapons will be in the inventory should someone manage to lockpick the vehicle.
    Guardian crate items
    Green items Taylor Swift T-Shirt Pepe the Frog T-Shirt F the Police T-Shirt Blue items Pirate skinned Orca Jungle Combat Fatigues Tanoa compact NVGs (3 colors to choose from) Purple items Pirate Ifrit Wartorn Ifrit Assimov Ifrit The guardian crate keys are separate from the loot crate keys, and guardian crate items will not be available for trade on the market system at this time.  
    "Renown" Purchasing
    Players who have "Eminent" will now be able to go to Channel 4 News and trade their Cash into Prestige at a 1:1 Ratio.
    Miscellaneous items
    Players should now be able to sling load DP mission crates Players that suicide will no longer be able to revive at a hospital (if talented to do so) Cop P07s will no longer have permanent silencers Bounty hunters will not be offered lethal ammunition in their weapon shop Scrollwheel option for lockpicking a vehicle will now always display properly. Seizing a player's gear will no longer remove their aviators. New cadets should now be able to join the server properly. Also of note, we completely rebuilt the map.  There may be visual oddities due to this.  If you notice something out of place please let us know.  
     
    Hotfix 1:
    Parole Violators who are killed by police will be properly removed from parole. The Jungle Combat Fatigues are now properly placed on the uniform rack of the clothing store. Fugitive Pings less than 1 Kilometer away will now display in meters. Various lights across the island have had power restored. We have found the men responsible for turning them off, and they have been sacked. Searching of Vehicles will now be more reliable for police. Fixed bugs existing in the War / Arrests Statistics. Cadets can no longer purchase lethal ammunition from the weapon shop. Attachments are now properly seized from vehicles at an HQ. Police may no longer store vehicles containing seized equipment. Players who attempt to begin a Drug Runner mission without owning Apex will be stopped and informed of the need for the DLC to fly the plane. Players who are pulled out of a vehicle while downed will hopefully no longer sprout wings and fly. Fixed "Prestigious" and "Rookie Blue" achievement popups. Fixed various exploits. Hotfix 2:
    Cop Y inventory should no longer disappear Players should keep their primary weapon when revived Bounties will show up more precisely now Paramilitary vehicles now require a talent to take out from the garage (the same talent you use to purchase them) Crafting items you have not unlocked should no longer work The bank and prison have had small adjustments to their layout The ladder at the bank should again allow roof access Misc. Z axis fixes to the Altis map Crates should now properly delete
  11. Corgi liked a post in a topic by Swifty in Asylum compensation mailbox   
    #Budbringer4admin
  12. Swifty liked a post in a topic by Haych in Asylum compensation mailbox   
    Bumping this. 
    Can we make this official so we don't have to spend 6 hours a day in teamspeak to receive compensation for servers being poor? The legend KBW already has it already setup, so please use it.
     
  13. Crossfade liked a post in a topic by Swifty in Asylum compensation mailbox   
    #Budbringer4admin
  14. Swifty liked a post in a topic by Woozy in Asylum Montage # 2   
    I know I said I was not going to make a montage till I get my new pc next month but been playing alot and have a thew clips so why not, hope you like it and thank's for watching XD
     
  15. Swifty liked a post in a topic by Sneaky in [F]irst montage please be gentle   
    Are you serious?
     
     
     
    bored as shiite during EU asylum time and i saw DORKs post. couldnt resist. 
     
  16. Swifty liked a post in a topic by Clint Beastwood in When you try to be krypton   
    I remember seeing you on that server about a month ago-
     
    You went like 23-46.
     
    Glad to see you're moving up.  
  17. Swifty liked a post in a topic by Scott in When you try to be krypton   
    the kid using addons name has been on the server for 6 hours. Thats not me. I don't even know who you are, stop accusing me of shit dumbass.
  18. Swifty liked a post in a topic by explicit in Asylum Servers   
    Clips from 1995 movie "Heat"
  19. Swifty liked a post in a topic by Gatorade in Elysium #1   
    Been a long time since I posted something that wasn't me blowing up or doing something Funny. Hope you like / Thank you for fighting w/h and against me.
     
  20. Swifty liked a post in a topic by Clint Beastwood in Player Report- Rodrigo   
    Action Taken.  
  21. Swifty liked a post in a topic by Wang Liqin in The Chinese Asylum   
    Wanna fight cartels on there boys? bet it lags a lot less.
  22. Swifty liked a post in a topic by Haych in The Chinese Asylum   
    So for those who don't know, there is a exact clone of Asylum, but in chinese. 

    So theres like 15 of us watching this dude dupe on Asylum. Badabing bans them so they go onto a Asylum clone. If you want some comedy gold, tune in http://www.huya.com/1157979329
    We witnessed live duping, live ban evading, live ban appeals, and now we are witnessing them play on a exact Asylum clone 
  23. Swifty liked a post in a topic by explicit in Upgraded Gang Bank - A Rough Idea   
    Upgraded Gang Bank
    An Introduction
    Recently, with the whole prestige removal of money cap, I have come up with an idea that increases both the incentive to fight and potentially the gang bank if the members are willing to work for it. What if gang banks were able to upgrade the amount of money that they can hold? 
    The Premise
    On civ, when you want to upgrade the amount of money your bank account can hold, you grind prestige. A similar way to doing this that would work for gangs would be grinding talent points. Now hear me out, this is just a rough idea. There is a lot to potentially be improved on.
    Why talent points?
    As some of you might know, obtaining gang talent points requires a few things. The two things that they require are war kills and cartel captures. For a gang who wants to get a larger cap, for whatever reason, these talent points create the incentive to fight in the sense that they have to fight // capture cartels if they want more cash available.
    How would it work?
    This is where I had trouble. How many talent points would be sufficient? How much would the gang bank raise? Despite this, I believe the gang bank should increase in increments of 500,000 with 10 talent points being spent each time. For example, if a gang happened to be at a 2.5mil gang bank cap because of the amount of members, they would need to get 10 talent points to further upgrade their bank to 3mil.
    How many times can you upgrade? Can it eventually become unlimited?
    Honestly, I do not know. I think a reasonable amount of upgrades would be something like five times. I do not believe that gang banks should become unlimited with this idea, however.
    What now?
    Feedback from the community. I am more of a rebel biased person so I may think that there need to be more fights where some other person disagrees and thinks otherwise. What do you think? Is it a good idea? Are the upgrades // talent points required for them reasonable?
     
     
  24. Swifty liked a post in a topic by Alec-I in GNASHES STOP   
     
    Low tier cancer memes coming right at you
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