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operatorjohnny^

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Everything posted by operatorjohnny^

  1. you have 9 million and claim you are broke. feed the boys, mike. but in all seriousness, the newer "broke" gangs do need some incentive to fight. theres only about 2 gangs left that pretty actively fight cartels that dont give a shit about money..so i do think making the income independent of other players is a step in the right direction. it in no way will completely solve the lack of cartel fights, but it will help as it is a multi-layered issue
  2. heroin kinda ass ngl. to make fent you could double process or make it so you have to go get another ingredient (hydrogen/phosphorus or something) then process both of those to make fentanyl...but make it one less step than meth and less expensive
  3. make them like stupidly expensive. i think they'd be fun
  4. Layout and time change are much needed. No one wants to sit afk for 40 minutes until the remains pop
  5. no the altis map is still in rotation, it just never gets voted for
  6. I'd have to look and think. My feel with the current area is that it is close to very high traffic areas making you very likely to get robbed while running coke. Maybe something down below pyrgos more towards panagia? I know that you don't want to congest areas with drug fields
  7. design is nice but i think we need to come up with a new location
  8. it would still tax them bucko...the tax just wouldn't be added to the profit of the cartel owner. the money the cartel generates would be a set amount and the tax would just go poof
  9. Like people have said before, wongs will still be less desirable to fight and own than other cartels, that's not changing. People like the drug/arms caps that have been in place for years and will contest those most often. The problem with wongs now is that it is uncontested. "Weaker gangs" don't need to put up any sense of a fight to cap wongs and leaves them with a false reality of cartel life. They cap wongs, then try to cap drug and get steamrolled. There is also no use of wongs up north, it's literally a afk cappers dream. Cartels need to be rewarding, fun and challenging. The more challenging cartels become, the more rewarding the developers can make them. Moving the cartels to a more centralized location increases cartel fights and gang activity. If you're making money off a cap, you should have to fight for it. DH can hold it uncontested for hours at a time and make shitloads more off their scotch or whatever the fuck they do.
  10. it shouldn't even be up north. its a pointless location.
  11. The idea behind expanding the housing zone is to give those who don't have houses a leveler playing field driving from rebel, so indeed the extra 30-45 seconds would make a difference Not allowing gangs to own gang fort and turfs at the same time is really just an unnecessary rule. Removing the rule would increase the number of gangs eligible to fight gang fort. (Now will the gangs that take turfs even try, probably not but its an easy change to a stupid rule) Truly had no idea a timer was already in the game The idea behind the 1 hour time instead of 1.5 is really just an idea I had because an hour and a half is long...irdc about it tho At this point, there is zero competition for gang fortress. There's no reason it should pop twice a week at a point where no one fights it. It also makes much more sense to have one big fight once a week and the victor controls the fortress for an entire week. The point of these suggestions is basically a starting point to discuss changes between gangs that actually want put effort into fighting. The fight would be much more enjoyable if blowing up houses wasn't a part of it. I think the whole point of trying to take gang fortress is to win, this seems like a pretty pointless argument. Of course the fight is enjoyable, but you're fighting to take control of gang fort for your gang. yeah no. thats just creating another issue with the whole situation when you down and restrain people. that takes all enjoyment of the fight..and thats shitty.
  12. As many know, gang fortress has been held by envy for months with few week long exceptions. In my opinion, there are many flaws to the current layout of gang fortress. The ONLY way that another gang can win gang fort is by having a sizable house set up with garage(s) in neighboring towns. This discourages many gangs from even attempting to take gang fortress. In its current state, gang fortress is pointless to fight unless you have enough money to blow up houses, and have enough houses survive others blowing them up. The aspect of houses being used to capture gang fortress takes away from the event and allows one gang who own a majority of houses/garages in prime areas to dominate without competition. - Expand radius of gang fortress so that houses within 1.5-2km cannot be used (I don't know exact distances, mainly to far enough to eliminate a majority of Neochori houses) - Allow gangs to own turfs and gang fortress at the same time - Reduce capture time from 1.5 hours to 1 hour - Add timer for gangs that are fighting gang fortress to accurately track time - Have gang fortress pop ONCE a week (Sunday - 7:00PM EST instead of Wednesday and Sunday) I hope each of these suggestions are considered by not only the devs, but the community. I do not expect all of them to get implemented, but adding one or two could really balance out gang fortress.
  13. the steamroll has returned.
  14. wonderful suggestion!
  15. https://www.youtube.com/watch?v=CZPJ70wELJU
  16. We don't have the power to just create civ council?
  17. I do understand that, but multiple people have approached with the idea of limiting houses. I understand changes take time and there hasn't been a patch, but don't lash out on people to suggest stuff thats already been suggested
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