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Donald

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  1. Donald liked a post in a topic by Patato in No action taken.Improve this rule.   
    🤡
  2. Junke liked a post in a topic by Donald in No action taken.Improve this rule.   
    another clown post by manhua
  3. 王 rando 王 liked a post in a topic by Donald in No action taken.Improve this rule.   
    another clown post by manhua
  4. Big fart liked a post in a topic by Donald in No action taken.Improve this rule.   
    another clown post by manhua
  5. Gagss liked a post in a topic by Donald in No action taken.Improve this rule.   
    another clown post by manhua
  6. mrkillalot8989 liked a post in a topic by Donald in No action taken.Improve this rule.   
    another clown post by manhua
  7. Donald liked a post in a topic by Henry Facesmasher in No action taken.Improve this rule.   
    fucking IDIOT
  8. Donald liked a post in a topic by Chris Peacock in New use for narcans   
    If you use a narcan on yourself it removes the revive debuff... or add a new item that removes the revive debuff would be EPIC
    also keep the original use if u do add the 2nd use... 
  9. Donald liked a post in a topic by ObiWoki in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    I just got this in my youtube feed, I guess they are trying to tell me something
    p.s. looking into refining this to fit exactly into asylum with @Patato.
  10. Donald liked a post in a topic by Raza in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    Should be implemented based purely off the amount of time this took to type.
  11. Donald liked a post in a topic by Ebola in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    I want this added solely because of this guy's  name and the picture at the end
  12. Donald liked a post in a topic by Kelly in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    How much time do you have on your hands XD this is amazing 
  13. Donald liked a post in a topic by IFKNLOVEHONEY in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    Dear Governor, Great news! Your shipment of Efstratios Queen Bees (Apis mellifera cecropia) packed by our wonderful busy bees at Efstratios Honey is pending pick up by our courier at Agia Marina. As soon as it  is picked up and scanned by our courier we will send the air-tracking information including an estimated time of arrival at your office in Pygros.
    We at Efstratios Honey wish you the best of luck in your repopulation efforts!
    -----------------------------------------------------------------------------------------------------------------------------------------------
     

    Honey
    A beginner/intermediate money maker
     
     
    TABLE OF CONTENTS
    1. Conception
    1.1. Roleplay implications/story influences
    2. Potential balancing
    2.1. Product Specifics
    2.2. Pricing
    3. Epilogue
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Conception
    Honey, is an intermediate legal money maker with illegal implications. Honey would be a field-gatherable item (Raw Honey) able to be produced into three distinct products. 
    On the legal end of the spectrum we have Lemnos Honey. This functions as the beginner route - much like legal Weed Field into Dispensary. This would require the partitioning or introduction of an additional building (or NPC such as PCP) to operate as a processing facility. This would net the smallest profit out of the three but provide a new beginner money-maker alongside Weed Field.
    Illegally, we have two potential end products.
    1. Mad Honey; and
    2. Mead
    Mad Honey functions as our narcotic alternative utilising an already established drug field alongside the new Honey Field. Mad Honey is a mixture of Dark Fungi and our Raw Honey to make a potent psychoactive drug favoured for its easy consumption - a consequence of the rich honey farmed. In order to avoid the need to add more objects, this should be processable at the LSD Sheet Factory as another scroll-menu option (not unlike the multiple options offered at Spirit Distillery). I imagine this being the highest upfront profit product able to be produced. Unlike LSD however, being a 'food' item this should be sellable to Wong's keeping in line with his theme.
    Mead functions as our 'passive' money maker. This proposal would remove the long-forgotten Whiskey varieties offered in the game currently. Its unique identifiers being a two-component alcohol - being only Water and Honey and an extremely long aging time to balance the two-component nature of the alcohol. Obviously, Mead, not being a Spirit would not make much sense to be distilled at the Spirit Distillery, however, in line with being a replacement for Whiskey and not wanting to create more entities than needed should still be 'distilled' at the Spirit Distillery. Keeping in line with the theme of Spirit Distillery a name change to Fortified Mead or Honey Jack may be appropriate here.
    I see Mead (Fortified Mead/Honey Jack) aging as such (aging quantity same as Whiskey):
    Stage 1: Young Mead
    Stage 2: Developing Mead
    Stage 3: Drinkable Mead
    Stage 4: Maturing Mead
    Stage 5: Mature Mead
    Stage 6: Aged Mead
     
    Roleplay implications/Story influences
    The conception behind this money-maker came with a chance tasting of a peculiar honey varietal: Honey Hasapis, a monovarietal thyme honey, produced in Altis' real life counterpart Lemnos. At the time not knowing about Lemnos nor its connection to Arma 3 I investigated Honey Hasapis and learnt of its origin point's connection to the game we all hate. So, with that the cogs began to turn.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Potential Balancing
    Quick side note: I am not in anyway shape or form a developer or have prior experience with such, as thus, everything suggested is that - a suggestion. The Asylum development team is more than capable of balancing and ensuring everything runs smoothly and earnestly deserve a little more respect in this regard.
     
    Product Specifics
    - Raw Honey and Lemnos Honey
    In the vein of being beginner friendly I think risk here should be mitigated, however, potentially making this another field that can be made illegal by the Governor like Weed may add some much needed risky element Additionally, maybe making the Governor make a conscious decision between making Weed legal or Honey legal may add some interesting gameplay elements and action economy to becoming a governor - Mad Honey
    Outside of requiring two components, one being in an easily ambushable KOS zone, I think Mad Honey can be additionally balanced by requiring two process cycles at LSD Factory. The first cycle producing Unsafe Mad Honey (unable to be sold, representing an unrefined version of the final product) and a second process producing Mad Honey. - Mead (Fortified Mead/Honey Jack)
    I think Mead will be controversial in the sense that it is a two-component alcohol, meaning;  - 1: You can produce more of it due to weight; and  - 2: It will be cheaper to produce, no longer requiring the most expensive component to alcohol In an effort to combat the first option, we can make honey weigh 2 per item. Bringing the completed item weight to 3 per, bringing it back in line with other alcohol varieties. As for the second issue, I'm unsure of how to balance this without removing thematic and unique elements to the alcohol. Most notably, honey in an unrefined, unfiltered raw version can harbor wild yeasts which allow for the fermentation.
    However, we can potentially add another balancing factor in the form of bolstering the final product price to compete with or exceed 25 Year Scotch but implement a failure aspect like when you break a lockpick. During the distillation or during the aging, the wild yeasts could 'fail' causing the product to be lost or maybe de-aged to the previous stage.
     
    Pricing
    All prices are suggestions and may not represent an understanding of the economical ramifications to the money maker.
    Lemnos Honey:
    $300 (sold to Market)
    Justification
    Lemnos Honey is designed to be a more beginner friendly money-maker. Ideally to work alongside Weed but not overtake it. At $300 and a weight of 2, a carryall backpack (96 weight / 2 = 48 x 300) equals $14,400 per backpack - enough to get you on your feet and enough to scale out if sold in bulk.
    Mad  Honey
    $850 (sold to Wong's)
    Justification
    Mad Honey is quite literally the mixture of Dark Fungi and Raw Honey. Representing this by taking the current price of LSD Pills ($550) and Lemnos Honey ($300) and combining the two ($850) seems reasonable enough for a double-processed drug that requires you to delve into the Dark Fungi mine/pit.
    Mead (Fortified Mead/Honey Jack)
    $100 (Stage 1)
    $150 (Stage 2)
    $200 (Stage 3)
    $400 (Stage 4)
    $550 (Stage 5)
    $980 (Stage 6); or
    $1000 (Stage 6 alternative)
    Justification
    As explained above I believe Mead (Fortified Mead/Honey Jack) to be a fitting replacement to Whiskey and as such I don't see the prices needing to change much from that.
    However, as also mentioned, if a failure state was to be added prices should be bolstered to compete with 25 Year Scotch or to exceed to balance out the extra work requiring to be put in.
     
    Epilogue
    You've reached the end... congrats! Look, evident by my name I love honey - I'm an enthusiast, a homebrewer and all around bee guy. I think this gives the opportunity to explore some new ways we can use pre-existing money makers and give the opportunity to fill out some of the more undeveloped areas of the map (such as the North Eastern quarter containing Sofia). Plus, who doesn't love exploring a new money maker when they come around on Asylum?
     
    -IFKNLOVEHONEY.

  14. Donald liked a post in a topic by 王 rando 王 in Swat preference kit   
    ah, something beneficial for cops.. 
    i hereby denounce this idea
  15. Donald liked a post in a topic by 王 rando 王 in Weapon Sway   
    you’re just playing the game wrong, rooks don’t even sway
  16. Donald liked a post in a topic by 王 rando 王 in Totally just burst   
  17. Donald liked a post in a topic by salty.connor in Totally just burst   
    https://gyazo.com/ba4bd94ebf9655615acf8e319e0addf7
    https://gyazo.com/47f798a5eac2455ef4c7be4c5d2781b7
     
    Wilber is using burst mode on his AK. meaning it sounds a little off. I have seen his POV from dom and i dont believe he is using a macro
    clueless staff and asylum just goes hand and hand
     
  18. Donald liked a post in a topic by Ruffian in APD mobile HQ should come with vehicle garage by default   
    Personally, I enjoy when certain Sergeants (Kernikov) pull the Mobile HQ and force our senior citizens (Grandpa Ricky) to run 1.5 KM to the Bank.
  19. Donald liked a post in a topic by Chris Peacock in prison elevated security   
    the elevated security on the prison is bugged... even when its not on elevated if u go up to it it says "the prison is on lockdown try again in a few minutes" plz fix
  20. Donald liked a post in a topic by Akula in WANTED; Dead or Alive   
    Asylum at its core is primarily PVP focused. This is something we have no plans to change, and we have no plans to punish rebels for playing the game as intended. We are more than open to suggestions to increase interaction and RP, but In my opinion this wouldn't solve anything, I fail to see how making it possible to kill nearly every rebel on sight somehow encourages players to RP more.
  21. Donald liked a post in a topic by shawn in New Prison Concept   
    its fine how it is
  22. Donald liked a post in a topic by Hubschrauber in New Prison Concept   
    Hey guys! Sharing with you all a new prison concept that I have been putting together. As the entry "tier" for all Federal events on Asylum, I really wanted to nail this one to breathe some new life into a place where we all end up sooner or later. Both in regards for the potential to spice up the whole prison break experience with optional new ideas (listed down below) or to keep it simple for those rebels that just want to kill the APD. 

    Important things for me: 
    Balance first and foremost Staying within certain parameters for the owner Staying within certain parameters for the Devs Adjusting the prison to make it look like a place we would send Asylum's most wanted Adding additional possibilities for new ideas to be implemented to make it a more interesting Fed.  Picture 1: (Front of Island, eating area)
    https://gyazo.com/0e635619f9313c429ff7b53ae7a454c0
    Picture 2: (Eating area. Tired of killing us poor cops? Come grab a Gyro!) 
    https://gyazo.com/07933828ae10cba23d0258e203dd2606
    Picture 3: (Front gate, main entrance)
    https://gyazo.com/11399210050e30e63298faf43c68091b
    Picture 4: (Quick clip front entrance) 
    https://gyazo.com/4ff58f1b20ecd5c87fc5e39a017d3b70
    Picture 5: (Bird's eye, front of prison) 
    https://gyazo.com/9c4522c6defc7c4d31ec1eb1987a214c
    Picture 6: (View of Prison compound's main gate)
    https://gyazo.com/cd353a0931110dc504aeaf23ef89cfb8
    Picture 7: (Another view of priston compound's main gate)
    https://gyazo.com/16fab5ccbc552f5de8d8bdadd8b956b3
    Picture 8: (Sally port for vehicle access)
    https://gyazo.com/6a704a9965a899f80e3f004bf3fe37f3
    Picture 9: (Half of the prison yard)
    https://gyazo.com/9a1b5a646ef4378ccbf91e6285dfd0be
    Picture 10: (Ol' sparky, frying criminals since 2013) 
    https://gyazo.com/ae17d10960821e9d1430cc1721c985da
    Picture 11: (Back of prison, work area trying to repair the hole in the fence. Better make sure S.W.A.T. doesn't know about this!) 
    https://gyazo.com/d9ddd45436fa27749514aec17d6882db
    Picture 12: (Guard tower, prison administration, prison security building)
    https://gyazo.com/01e5c620513a67469f16af4ca11185f3
    Picture 13: (Prison security building inner gate that needs to be thermited or drilled!) 
    https://gyazo.com/3ecd66efd1c9a88aa1a77cb7970190b6
    Picture 14: (Prison main security room)
    https://gyazo.com/adffd1911a554144e76e75d1597155cb

    Concept ideas
    The prison break event has a flaw to it as it currently stands. If civilians demand to be sent straight to prison, then even someone with a max sentence of 25ish minutes could press plates and be out in 11 minutes time. That leaves very little incentive for civilians to actually role play with the APD because you could either spend 11 minutes and get out of jail for free or spend 11 minutes (or much longer...) explaining all your charges and only have a chance at either a reduced ticket or even a full ticket if you get a robo cop. So, additional options to the prison could be easily implemented (IN ADDITION TO freeing the prisoners) to add more to the federal event. This will at least add incentives to have more people doing the event by adding additional monetary rewards.  After completion of the prison break, you could be able to loot the commissary for any money that the prison has (scaleable to the number of APD online) You could be able to hack the security cameras in the security room to uncover documents on the abuses of prison guards on prisoners. These documents could be turned into channel 4 news for a reward.  The side sally port could be used for a number of things. If the security room could be hacked, it could spawn a vehicle with an HVT (basically the plot of the movie S.W.A.T.) that could be taken to an rebel outpost for money.  A alternate entrance for the cops to push armor directly into the prison either at a certain time or if the civilians fail to protect the power plant at the opposite end of the compound. Tell me what you think! Thanks for the look. 
     
     
  23. Defragments liked a post in a topic by Donald in New Prison Concept   
    i like the current prison but also agree with @Defragmentsthat a trial run wouldn't hurt
  24. Donald liked a post in a topic by Junke in New Prison Concept   
    I think for most players who do the prison (also my opinion) they enjoy the prison the way it is. Its role as being the entry federal event and wanting quick fights is adequality fitted with its current simplistic layout. It can be started with only 4 cops on and only last 10 minutes as well as having the HQ very close allowing for the quick cqc fights that players primarily seek when starting the prison.
    From a cop and civ standpoint, I would argue that the prison is a balanced event. Civs have multiple ways of having adequate cover for the event. Cops have tons of tools that allow for a multitude of ways to push. I understand cops find it hard to push the prison due to the front deer stand, but those cops aren't typically using utility like flashbangs to combat this. Cops also have armored vehicles with smokes that make the prison way easier to push, and a minigun boat that can pen those deerstands. Not to mention the multiple van spots, heli drops, and peak spots that are at the prison that allow cops to infiltrate the compound.
    I think if you were to change prison at its current state it would be small touchups on the current compound. I don't think changing the dynamic of what the prion is would be something the community would enjoy (I may be wrong, just my take on the prison). 

    Aesthetically though, I do like your prison and I think the idea of commissary is great. 
     
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