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Additional Cartel Locations


Trioxide

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The goal here is to reduce the number of cool POI's on the map that are currently being wasted, and simultaneously add more variety to cartel life. Since these are special locations, and people probably wouldn't like having to fight these locations as often as the others, the cartels should have a reduced chance of spawning at them (maybe 1 in 10). Just the fact that the cartels are only there every once in a while will bring more activity to them when they are there.

This post is more about the locations than the designs, which are subject to change. However, I think the designs for oil and drug are keepers. The mission.sqm file is linked at the bottom, which you can use to view them all in the editor.

 

1. Drug Cartel - Pyrgos Gulf Island

Similar to the Oil Rig, this cap forces players to push in either a boat or helicopter. The main challenge in pushing this objective is inserting yourself onto the island, which isn't half as hard as it looks. Once you are there, pushing the cap itself can be done relatively easily from the rocks (which also serve as a good sniping spot) and other places. However, there is plenty of cover for people on the flag. The flag zone does cover the entire 2-story building on the right in the first image, but does not reach the rocks on the left (it stops right before). Don't underestimate boat pushing this cap. It's a very short boat ride from Free Fire Rebel, and you could easily land with cover on the east side of the island and push up those rocks, or go through the cave.

Spoiler

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2. Arms Dealer - One of these...

I wasn't sure where exactly the third location for Arms Dealer should go, but I thought of these three spots as possibilities. Thronos may be a bit too close to LSD processing, and East Arms and The LighthouseTM are pretty bland and would need new, more interesting designs implemented. People have been asking for another cap at East Arms for a while, but please don't just make it another castle if that location is used.

Spoiler

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3. Wong Triad - Altis Ghost Hotel/Old Casino

This is literally the coolest location on the entire map and it is being completely wasted now that the casino is gone (it was being wasted even when the casino WAS there). It is the perfect location for a cartel, assuming people don't cry about having to fight inside a large building. Clearing rooms isn't hard, and it would be a very interesting fight. I don't know about everyone else, but it looks pretty fun to me.

Spoiler

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4. Oil Cartel - Far Northeast Molos Bay Port

In my opinion, this is a great design and location. It's out-of-the-way enough from anything important, but about the same distance to rebel as the current Northwest Wong Triad (much closer with the aircraft carrier in Sofia). There are many ways to push and defend. Players cannot cap from the boat.

Spoiler

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Map:
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mission.sqm File: https://drive.google.com/uc?export=download&id=1K2OMadcyzxPN_W1pgBgg-Dl5cYdWxps3

Edited by Trioxide
no time to die and Vash like this
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To be honest i think where drug is right now is a good spot, with all due respect to your recommendation for drug, i feel like a secluded island dedicated to a cartel is a bit extra, the only realistic way of inserting is with a heli, if you come with a boat you're dead pretty much instantly. 

The casino one is a good idea, it is a nice place, CQB is pretty dogshit on arma but would be cool if they switched it up for a couple restarts so we can give it a try tbh.

 

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4 hours ago, no time to die said:

To be honest i think where drug is right now is a good spot, with all due respect to your recommendation for drug, i feel like a secluded island dedicated to a cartel is a bit extra, the only realistic way of inserting is with a heli, if you come with a boat you're dead pretty much instantly. 

Yeah, that's kind of true, but boat pushing is actually reallly easy. Pull a boat out at Free Fire Rebel, and drive it up the east side of the island and climb up those rocks. It actualy seems like a really easy push just from looking at it. It's a very short boat ride. People already push drug in a boat once in a very rare while, but I think boat pushing this cap would actually be the meta.

3 hours ago, KrazyKnight said:

If my memory serves right, it's extremely buggy from what I remember. Used to push up the main hallway stairs and would fall through that shit sometimes.

I'll go test it out. I've done some stuff there, and I don't remember it being buggy.
Edit: Yep, I just spent a few minutes running around in the hotel, and there's nothing buggy about it.

Edited by Trioxide
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2 hours ago, Trioxide said:

Yeah, that's kind of true, but boat pushing is actually reallly easy.

Not when the people capping are expecting you to do that, and will hold that insertion point though. Plus, if you turn your volume to max you will hear a boat from a very long distance, so its really easy to tell where its coming from too.

王 rando 王 likes this
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7 minutes ago, no time to die said:

Not when the people capping are expecting you to do that, and will hold that insertion point though. Plus, if you turn your volume to max you will hear a boat from a very long distance, so its really easy to tell where its coming from too.

There are MANY points to land at in a boat on the island. It's a very big island, and you can push the objective from many different angles. Also, you can turn your boat engine off before you land and they won't know where you landed.

Edited by Trioxide
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10 hours ago, Trioxide said:

The goal here is to reduce the number of cool POI's on the map that are currently being wasted, and simultaneously add more variety to cartel life. Since these are special locations, and people probably wouldn't like having to fight these locations as often as the others, the cartels should have a reduced chance of spawning at them (maybe 1 in 10). Just the fact that the cartels are only there every once in a while will bring more activity to them when they are.

This post is more about the locations than the designs, which are subject to change. However, I think the designs for oil and drug are keepers. The mission.sqm file is linked at the bottom, which you can use to view them all in the editor.

 

1. Drug Cartel - Pyrgos Gulf Island

Similar to the Oil Rig, this cap forces players to push in either a boat or helicopter. The main challenge in pushing this objective is inserting yourself onto the island, which isn't half as hard as it looks. Once you are there, pushing the cap itself can be done relatively easily from the rocks (which also serve as a good sniping spot) and other places. However, there is plenty of cover for people on the flag. The flag zone does cover the entire 2-story building on the right in the first image, but does not reach the rocks on the left (it stops right before). Don't underestimate boat pushing this cap. It's a very short boat ride from Free Fire Rebel, and you could easily land with cover on the east side of the island and push up those rocks, or go through the cave.

  Reveal hidden contents

oH9qbC4.jpg
cJWjXNy.png
ToZfXbs.png

 

2. Arms Dealer - One of these...

I wasn't sure where exactly the third location for Arms Dealer should go, but I thought of these three spots as possibilities. Thronos may be a bit too close to LSD processing, and East Arms and The LighthouseTM are pretty bland and would need new, more interesting designs implemented. People have been asking for another cap at East Arms for a while, but please don't just make it another castle if that location is used.

  Hide contents

JXrn5ga.png
NAJSByy.png
3O1ZCL4.png

 

3. Wong Triad - Altis Ghost Hotel/Old Casino

This is literally the coolest location on the entire map and it is being completely wasted now that the casino is gone (it was being wasted even when the casino WAS there). It is the perfect location for a cartel, assuming people don't cry about having to fight inside a large building. Clearing rooms isn't hard, and it would be a very interesting fight. I don't know about everyone else, but it looks pretty fun to me.

  Reveal hidden contents

wC3OlTh.png
KjX3LQF.jpg

 

4. Oil Cartel - Far Northeast Molos Bay Port

In my opinion, this is a great design and location. It is far away from anything important, but about the same distance to rebel as the current Northwest Wong Triad (much closer with the aircraft carrier in Sofia). There are many ways to push and defend. Players cannot cap from the boat.

  Reveal hidden contents

g7pWbOq.png
Afkerb2.pngU6PJVFa.png
yTGLiY2.jpg

 

Map:
HIBy5uI.png

 

mission.sqm File: https://drive.google.com/uc?export=download&id=1K2OMadcyzxPN_W1pgBgg-Dl5cYdWxps3

some of these locations were already cartels and removed for a reason. i also think having drug on admin island is op as fuck as the only way to push is by heli or boat. i also think that cartels should be concentrated more towards one side of the map because as it is no one gives a fuck about oil rig/north wongs other than gangs like dh that have 15 people online and you never see them literally anywhere

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2 hours ago, operatorjohnny^ said:

some of these locations were already cartels and removed for a reason. i also think having drug on admin island is op as fuck as the only way to push is by heli or boat. i also think that cartels should be concentrated more towards one side of the map because as it is no one gives a fuck about oil rig/north wongs other than gangs like dh that have 15 people online and you never see them literally anywhere

Not being able to push in ifrits is not a bad thing. It's variety. Boat pushing is easily done from free fire rebel, and there are lots of great places to Orca-drop. The island is basically just oil rig, but actually close to where most cartel fighters are. It's literally right next to everything. It's even more accessible than Church Arms.

The Ghost Hotel is right next to a rebel, much closer to everything than Northwest Wongs.

My Oil Cartel suggestion is basically just as close to rebel as the current Northwest Wongs, and it's a lot closer when the aircraft carrier is there.

Like I said, these locations being more uncommon will increase cartel activity when the cartels spawn at them. People will want to go fight at the special locations, so the ones that are far away will receive the same level of activity as most cartels do now. None of them are farther away or less accessible than some of the current cartel locations. When they added the Crypto Cartel, it had three locations that were all spread out and far away, but people still went to fight it. And, it even had similar functionality to Oil Cartel, so it's a good model for it.

Edited by Trioxide
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2 hours ago, Trioxide said:

Not being able to push in ifrits is not a bad thing. It's variety. Boat pushing is easily done from free fire rebel, and there are lots of great places to Orca-drop. The island is basically just oil rig, but actually close to where most cartel fighters are. It's literally right next to everything. It's even more accessible than Church Arms.

The Ghost Hotel is right next to a rebel, much closer to everything than Northwest Wongs.

My Oil Cartel suggestion is basically just as close to rebel as the current Northwest Wongs, and it's a lot closer when the aircraft carrier is there.

Like I said, these locations being more uncommon will increase cartel activity when the cartels spawn at them. People will want to go fight at the special locations, so the ones that are far away will receive the same level of activity as most cartels do now. None of them are farther away or less accessible than some of the current cartel locations. When they added the Crypto Cartel, it had three locations that were all spread out and far away, but people still went to fight it. And, it even had similar functionality to Oil Cartel, so it's a good model for it.

I don't think they will increase any activity. Cartel fighters like the caps that have been here for years as they have proved to be balanced. Boat pushing terrible, you have no armor at all and are a sitting duck. Orca dropping can work but theres limited numbers of people who can effectively orca drop. Not to mention most gangs don't care enough to go up to north wongs, so why would they care to go to these new cartels. 

Also, Ghost Hotel was a cap previously and was removed. It just promotes sitting in houses

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45 minutes ago, operatorjohnny^ said:

It just promotes sitting in houses

The houses aren’t inside the cap, I don’t think. Also, the southern Wong Triad already does that, but worse.

46 minutes ago, operatorjohnny^ said:

Boat pushing terrible, you have no armor at all and are a sitting duck.

I honestly don’t think it would be that bad with this island. It’s a really big island, you can land your boat somewhere you can’t be shot at. People won’t be everywhere.

Edited by Trioxide
lukee likes this
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4 minutes ago, Austin M said:

Huh? How can you go from one post about people being spread out to far to agreeing to do something with this shit ghost hotel?

I think something that exists should be placed here vs adding more stuff.

 

ex: a cartel could move here every so often.

Edited by Aristant
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ghost hotel an that NW spot back in the day was a pain,lost to much time just getting there in the NW..I did like ghost hotel years back then it became exploit central,it got ruined.

Cartels should not be up north its just far an a pain in the ass to regroup an push again before cap ends at best you had maybe 2 lives before cap is done unless you own a house near it.

I think taking a look at a couple caps that are from the DOM altis map would be wiser,a few decent ones i think could work for the main server. Having them all spread around i think is bad,most times people wanna kit an get in the fight,not kit an drive 5-7min out(even more so if there outnumbered).

I understand the need for variety but on the same hand is less better then more in this case? I would be keen to see oil cartel go an add something in the from the DOM pool of caps,shit even could rotate the caps like in DOM on the main server every hour or 45 min so you get a little bit of all the desired caps in every reset.

I have yet to see the new drug tbf,but house cap an tower cap should stay,losing(remove it) tower won't even be that bad either,put command where tower is,extend the husko wall where command is now or put another connex box there so there isn't a massive gap and still could push it if you land a heli near the rocks there.Would open up more ways to push it other then sitting south rocks waiting for people to peak or slamming tower an getting chewed up on the way in.

Getting rid of oil cartel will force the people to run oil for the rubber instead of passively waiting for it to build up,thus leaves room for another cap to be added,an if you think about it,why would oil plat-form only be a red zone 50% of the time? i forget the barrel-rubber ratio but could always tick it up 1-2 depending on talents.

 

EDIT: By having the caps rotate opens up more opportunity for other gangs to have options.(maybe even sneaking in double points/blood money once a reset) Could also entice the smaller gangs or even the less experienced gangs to try an fight. If a cap rotates the timer/cooldown is removed.

 

 

Edited by DankBud
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  • The Oil cartel is not bad, Its a bit far we had issue with players not wanting to do Jewelry up there due to the distance.
  • Drug cartel on island provides an interesting dynamic, i don't really have an opinion either way.
  • The Ghost hotel was removed as it wasn't liked. The feedback was that it "Had too many corners and rook bangers would hide and kill you"
  • Arms dealer castle on the west. Again removed because it wasnt liked in the past. Adding a unreachable tower to the middle is not a good addition either
  • As for the two locations on Arms dealer island you didn't even bother to put a flag down for me.
  • One of them was (again) removed in the past because players didnt like the lag tower on the hill.
  • As for the lighthouse/house cap you didnt throw down any props or even a flag for me so... 

 

We are going to deny this one for right now. I would like to see you focus on a single cap that you think is most viable and resubmit. Also add a poll as developers are trash at picking locations and it should be a community decision. If its approved we can easily add it to the current rotation and players will give feedback


 

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