Jump to content

gang factory


cactusg

Will a second gang fortress be useful?  

18 members have voted

  1. 1. potential to make cartels even more active and another spot to rob drugs/guns

    • Yes
      6
    • No
      12


Recommended Posts

6 hours ago, cactusg said:

Hello, good evening. This idea came from several people in game and figured to suggest it. 

I will try to type it as well and hope to read your positive criticism on why or why not you think 'StrongHolds"(or whatever word you want to use that describes a compound) would benefit the server/keep the players flowing across the map/give people something to look forward too on a daily basis. It would create interaction with both rebels/police and would possibly allow people to meet others on their journey while gathering crafting materials. It can help create gangs if people have a common interest when making money. 'Strongholds' will make drug areas more populated for what benefits it has to offer. 

-

From my experience, unless you're doing Uranium, successfully completing a box truck+ drug run is highly unlikely which is why people buy houses. Filling your house up with ingredients thus doing smaller runs to decrease the amount of money loss incase you're robbed.

New players that are moving up but not yet good enough for banks, fed, or cartels deserve another way to make money. 'Strongholds' will open up plenty of real estate across the map, offering new routes and playstyles. Having what used to be ghost towns to dwell in and more options when it comes to farming. Solo players that fill up their house and are not in a gang or don't have friends that do the same money making strategy would love to know they can cap a stronghold and do runs back and forth from their house while retaining the full amount of drugs. 

Not many people will just do a cocaine/heroin run but with this method I can guarantee you it will become more active. Heavily relying on making the processing part have well fortified defensive so you don't just get tapped would be great and some of the locations posted provide security but can possibly use some extra sandbags or walls depending on the NPC's location. 

What type player would benefit from a 'StrongHold'?

•all players, primarily focused towards solo/small groups/gangs not powerful enough for cartels/bank/fed. From drug farmers to gamers just below the 'end game' content to cartel fighters making extra cash. Strongholds would be a great way to increase your combat skills and strategies with your homies because of the tactical locations. 

•Strongholds wouldn't benefit 'elite' gangs because cartels/banks/feds probably keep them wealthy and usually don't have issues when they run meth, but giving them two extra locations to scout/rob.

•New/average players. Active or not so active. As long as if you farm ingredients for your house, your time put into capping the stronghold >processing drugs  = more $$

•Experienced players not in a gang or in a gang but have their own money making methods. 

• Small groups of friends

•Small;Medium;Large gangs will all benefit from this. (Large gangs can make even better fights, to defend your drugs)

-

'Strongholds' are essentially another way to run drugs without getting a cut from cartels. They favor players that make money but are not skilled enough to compete with the current 5 gangs that rule cartel life. Even if they get a lucky cap, the chances the cartel is taken back by the time they process any of their drugs is high. Forced to take the cut but why leave it at that when you have the option to make a 'stronghold' that can be a game changer for many?

-

Cartel gangs that fight banks are usually stacked with money or have a friend that will buy them a kit. They care not about losing loadouts/ifrits/tempests/orcas because you need to be skilled to fight cartels and have income to constantly fight. It takes a long time to get that good, or have the connections that can supply you if you're already good at arma3. 

Strongholds would be viable for those who capture/control it so cartels would still get money from people running drugs(If not more money from said method below) Strongholds would be active because people would have another more solid area to scout/rob knowing people usually capture them to process drugs. If given a reward for X amount of captures, strongholds would be active for that alone even if they players don't run drugs and just want the new cosmetics.  Given at least 20minutes until the flag is capturable owners of the stronghold have time to get a few trips in from their house and can process longer if they defend it or nobody captures it, but will be capturable after 20minutes. This gives cops another area to check, not being to far from HQ and rebels another area to consistently check to rob/gain infamy.

-

*To ensure that the current cocaine/heroin processor don't become inactive, reimplementing cocaine bricks ;pure heroin; Heisenberg to be manufactured at the original labs will keep them alive because  of the extra $$, which take a cartel cut. 

What can you do at 'StrongHolds'? What do they provide?

Other than being able to process drugs at them they need more of a reason to exist to make them worthy and not dead areas.

The reasons:

• Red Zones/Kos Zone

•Rewards Infamy if you kill within stronghold.

•Does not require to be in a gang to capture benefitting solo players that aren't in a gang. Can literally just say "Stronghold has been captured/controlled" If you're in a gang it would say "<gang> name has captured the sofia stronghold".

•Can sell federal gold bars+clean dirty bank money at them.

•Does not take a cut when processing cocaine/heroin/meth/scotch. (opening up a ton of real estate).

•Giving an alternative route for meth/spirit distillery(for those that don't wanna drive all the way out there).

•Captured like a turf, 20min+ timer so players can focus on processing drugs. Gives cops/robbers two more areas to check when they see it was captured. 

•Longer process time than OG processors.

•General Store/Rebel Market/EMT Shop.

•Will increase activity at turfs being able to craft here. Players will stock their houses up with certain materials to craft vehicles/gear/weapons and need to capture the turf to empty out their house/won't use black market or vehicle factory because the chosen locations are far enough away to make their trips too long and non-efficient. 

*•Depending on what turf you own depends what items you can craft. (similar to owning arms cartel to craft rpgs, sui vests, ifrit.50 cals, LIMs)

Rodopoli to craft Vehicles. New gathering vehicles included (tempest.jackhammer.goldpan).

*Saving about half the cost than buying one from truck shop would give players a reason to gather materials/cap strongholds instead of purchasing. *No Garage at strongholds to prevent combat storing* (making garages in towns valuable to increase crafting time).

Syrta to craft ARCO/RCO scope's/7.62 Weapons+Carrier Lights/speed bomb/arson kits. Discounted prices still in affect if you own panagia.  Syrtas drug dealer will coincide with the 'lakka' stronghold and all the newly purchased real estate.

Panagia allows you to use the rebel/bounty hunter shop located within.

•Acts as a rebel outpost with new gear/weapons that do not require mods.

•new cosmetics by capture the turf/running drugs(explained below)

This part below is just an idea that I think would promote the activity but not accepting it to happen. 
*(if possible) adding more helmets would be probably increase the activity (people love pixels)

Example:If you had to complete a quest (processing a total of 5000 of 'x' ingredient(cocaine/heroin/meth/alcohol) at Stronghold;

Process 'X' number of bricks/pure heroin/heisenbug at OG processor to unlock helmets or new gear/skins would motivate players to grind more) (I know this idea was suggested before but gamers love their pixels and I think will increase activity in main locations, knowing the work they put in while be on their account forever gives people more reason to come back. While donating helps server upkeep, you might get more donations down the line when people know they can also get some skins from putting in work, after all the runs they did, like titles, unlock something a little extra they can use in each fight. Unlocked skins or new type of clothing obtained only from 'StrongHolds'  captures will increase activity when other players know they can also fight/capture strongholds for new cosmetics.  Will motivate players to fight for strongholds+turfs, thus increasing activity for a long time since these things won't be so easily unlocked. (requiring a certain amount of captures per) If you do go down the 'unlock' items route, players will compete for who gets the cap so any members gang/group wide gets credit for thecaptures if they're in the strongholds perimeter and if they leave the gang/group they keep the amount of captures they got with their old gang and can always then get stronghold captures on their own or with a new gang since not everyone stays in the same gang forever or might be running drugs with other people and still want credit for the cap if they killed everyone.  example: 100; 150; 250; 500; 850; 1000 captures can unlock a new item/skin or give out loot crate keys, for example. Maybe motivating them to want to donate once they see how cool gear is.  Can maybe require level 1000 to require level 3 donator, essentially forcing people that get that high to donate for the gear but I'm not sure how all that works just an idea)* Adding these as quests, for example craft one of each gathering vehicle and a speed bomb can unlock the buy pilots helmet at stronghold rebel, making it so people will want to capture the stronghold, just so they can purchase that helmet. Same thing goes with rebel outposts. Completing quests to unlock certain items in certain places is a REALLY good way to increase interaction/farming/fights across the board. If it can't be coded, maybe its possible to unlock commands once u complete a quest something similar to the !login bonus and give the unlocked quest item to the player. unlocking black sportshatch/orca  can be good for those tryna be stealthy 

-

A game changer for solo players + smaller groups/gangs that are not good enough to fight cartels. Capturing a stronghold gives something else to look forward to once you gathered all your ingredients. Adds more interaction with other users and provides another way to move around the map in a subtle way rather than the current methods. Gives players a different way to play knowing they can craft gathering vehicles, more likely to use them when they have several instead of one.

Real estate(sheds/garages/houses) with no current use will be extremely valuable and players would be happy knowing they can play on a different part of the map. 

Note: another option to benefit all players would be to process drugs at the stronghold>store drugs in house> purify drugs at the original processing lab, thus giving you even more money while giving a cut to the cartels. 

**Thoughts on moving the sofia drug dealer to a more secluded area to spot potential threats? Gatolia just southeast seems like a cool spot. Its current location has a lot of RDM **

-------------------If you think these areas are lacking cover, adding a few sandbags/walls to help increase cover would be awesome.

These are what I found but I do love areas with plenty of trees to use as cover so If any knows about areas please comment them. I chose these spots because they:

•are in main areas for easy access

•open up plenty of real estate

•Giving a few sheds•3craters+garages  high value.

First, 

The military base near Sofia, below heroin processor. 

•plenty of defense including 1 tower; a few deer stands+sandbags incase you're attacked while processing gives the ultimate defensive advantage. Attackers would have a tactical advantage from ifrit smokes and pushing in. 

The processor would be in a spot so possible campers would not have a clear shot so easily. 

•Close enough for cops/rebel to patrol/rob.

•Giving use to real estate out in the fields and possibly making oil barrel processing more active, being able to craft helicopters

•Giving use to binoculars to scout heroin field.

J0usft3q o

Second Area: Koroni StrongHold

•the hills in the back make it great for recon snipers 

•with some added buildings or sandbags you can make a good area to fight and hold defense.

•This area will give use to real estate in  dp5(galati)+d3(Syrta) and surrounding areas in the fields. 

•Further from athira to make it kinda safe but not far enough out of the way making it ideal to scouting.

•It would be used for processing cocaine/scotch/meth. Not ideal for Heisenberg but good for cocaine bricks.  

Exhnxgmw o

 

The 3rd Area that works well based off the design of the map would be the Military Base Lakka Check Point

Cfnqqkrr o

Benefits of this location 

•Opens up real estate for meth ingredients. Phosphorus Mine + Hydrogen Sulfate Field, just make the trip with Ephedra. 

•cops/rebels to patrol/rob while going down MSR.

•Opens up real esate in DP12(Lakka) Stavros(near gang fortress) DP10 (Nechori) + DP11; and plenty of other smaller towns areas/fields in surrounding area.

•Increased traffic for the owners of Gang Fortress/Cartel fighters. Seeing trucks parked in towns maybe tip them off to check people processing at lakka StrongHold. 

•Gives use to binoculars for they can look at cocaine field/mineral processing from the tower. 

 

giphy.gif?cid=6c09b9529lyukdryehicqetasp

Link to comment

+1

Like the idea knowing people can process drugs without the cut sucks when you full your houses and know that you can't get the cartel because Im solo and unless you're in like an actual cartel gang good luck holding the cartels.

you know I would farm drugs so much more If I knew you can unlock skins for completing them, specially the black hatchback one of my favorites.

I can defiantly see these areas having good fights but there should be some other locations the dev team can just add some structures to instead of the military base. I like the first and second location but third seems decent but is a little big.

don't listen to the haters, i can see where you're coming from and the points you made would allow the average players a chance to have some fun fighting at these areas. its not like gang fortress at all 

doing something like this would open up plenty of real estate and i would search for a house/garage around the stronghold to run meth when the current meth lab is too hot to go to. having other areas and more to do is always a good thing because sometimes people get bored of the same grind over and over unless you're rich in a gang always fighting this will help people get there

 

 

Link to comment
26 minutes ago, cactusg said:

the votes are about tied because 4 votes were from the original post that had 1000 different things in it

and that doesn't really matter because a lot of players in game dont go on the forums.

production in black market would increase by %500 since it would be a million times easier to push cartels

it would give gamers and entire new operation and push cartels way faster than current methods

players will get to the point that they have so much guns all they log into do is fight cartels/banks

its so toxic clicking 1000 times to fill up a truck and fly/drive it over to fill a house

this would be a good starting place for new players so it will literally never die or be inactive cuz of being able to craft meth/cocaine for $$

 

You would think this but the server wiped because people had too much money to with no point to play the server. Having unlimited money wouldn’t make people push cartels it would make them not play the server 

Link to comment
3 hours ago, cactusg said:

Let me try to break it down for you so you can understand the logic so you can see the big picture on how to keep arma3 players that are looking for a LIFE server to want to come back the next day. 

Aslyum is still getting new gamers. This gang fortress will favor solo players that spend their time robing others. People are going to get bored from driving all around the map hoping to get something bigger than a box truck+. With a design such as this fortress it will give them something to look forward to everyday knowing the chance people show up is high because people want join gangs to fight cartels/banks, using the fortress for crafting guns and make money from the meth/cocaine. This is why a large player base will have the desire to use this location daily, having other areas to fall back on when it gets too chaotic.  With plenty of guns, solo players will be on the prowl to rob those trying to run meth, possibly eliminated entire squads while doing it can be a gang invite in itself to fight cartels and stuff... Having a map designed like this is really good and can keep players constantly coming back because they have something to do everyday without losing interest.. currently, solo players can't really do anything else other than runs/drive around the map and try to find ppl to rob, which I honestly don't think people even drive around as much because of how rare it is to find people doing anything worth robbing. You need to be in a gang or a group to fight cartels/banks/turfs so this fortress will be crucial for solo players having worth while content to spend their time. Earning war rating for kills within the gang fortress is another reason people will camp here.

Little noobs running heroin or cocaine  in a box truck never make real money. Those two methods are non efficient due to the likelihood of being robbed or caught by the police. I wouldn't be surprised on how many people leave the server because they can't structure themselves into making it into a gang good enough for anything. Evem if they're solo players and only want to rob people, they'll get bored checking each zone if they can't find anyone. This gang fortress will be perfect for them to camp knowing someone will show up, stopping players from 'becoming rich and getting bored' This fortress, at times will be full of danger than peoples ingredients will sit in their house longer than expected. It won't be a straight shot to the top gain a ton of money and guns with nothing to do...... if aa player gets to that point hopefully they find a gang where they can spend money on rpgs or sui vests or whatever and try to have fun instead of bragging about their bank account. 

With all the ways to make money a gang fortress with the benefits of this one would be an extremely efficient, reliable starting point for all players regardless if you're solo or looking for a gang. Its another location the police can check for good ole 'role play'. 

Currently, If you're not in a good gang or don't have people to roll with you probably won't do cartels/banks or a fed, unless you find a group of people.  Sounds boring? A lot of players kinda herpa derp around doing little things because that's all they can find.  You need a way for the poor to make the rich less rich. You do that by adding this gang fortress so new players have a solid foundation to start on. Starting off with buying a house>filling it with guns so they can go to meth lab will be a great starting point. gang fort will be so active bro nobody is going to be making millions. Maybe a few hundred thousand if its a good day or part of a gang that can defend themselves.

There's like maybe 3-5 gangs that fight cartels?  They're rich from the funds going straight into gang account and other gangs will be able to fight cartels once they form up after gang fortress makes them appear. How is someone going to get combat experience at goldpan? You know how many firefights at heroin field it'll take to learn you need a rock to stop bullets? If you're making money in areas with little combat it takes awhile for players to get good in combat to be any use if you join a gang that farms  'end game' content.' An active gang fortress will speed this process up tenfold cuz of the amount of action you'll partake in. If its not active then players will process their ingredients stored in their house. Making syrta turf and the other gang fortress more active when gangs want to use the drug dealer.

In theory, after a few weeks+ more gangs will arise from the shadows. Why? Because they bought a house and started their path through the gang fortress. Either met people in town or at the fortress and are now in a gang. Giving them reason to spend money on expensive stuff to make their time on asylum better knowing they fucked shit up. 

For how dangerously active it is, won't be best way on the map to make money, keeping other areas relevant. Potentially making them more active because of how many people will be focused on there houses near gang fortress. 

Adding this gang fortress will increase the amount of players wanting to fight cartels because after they've crafted about 50 guns and vests they'll have a decent arsenal to get in gaming content without stressing over money.  The idea is for individuals to get better at combat so gangs arise from the shadows to stop a few gangs from getting all the gang funds from cartels.  

People aren't bored because they have to much money. They're bored because their aren't enough ways to spend it on valuable content. Players are more willing to spend on expensive stuff if they have a chance to do something awesome like blow up an orca full of rebels with an RPG, ect. Or save their buddies with a sui vest from police HQ.. being nearby at your house just outside of the fortress, you can guarantee people will have less money if they have a reason to spend it. Which is what this gang fortress will provide. A chance for more players to get involved in new gangs to actively fight cartels/banks/feds without always struggling to make money. 

TL;DR - gang fortress will be a great place for new players to start their asylum career and allow experienced players to spend money on RPGS more often since they'll have plenty of resources in their house thanks to black market/rebel being so close. Fights will happen way more often and you won't get bored waiting for people to log on cuz of how active it'll be. 

 

Idk what makes u think a solo player will ever own this 2nd fort instead of a group

Link to comment

would much rather be able to log in and roach cartels instead of having to join a gang with normies. Maybe if you had an easier way to fill up houses with guns more ppl would join the server cuz alot of ppl dont' wanna put in the amount of hours to be financially stable to fight cartels 

Edited by ggezclap
Link to comment
15 minutes ago, 王 rando 王 said:

okay retards. im tired of seeing notifications for this stupid shit.

let me spell it out for you:

gang fortress

 

it's not meant for solo players.

there could be 5 gang fortresses and not a single one of you retards no one has ever heard of will own it.

does it have a black market and drug processor at it? wiki only says drug dealer.

 if we had a second one it would be a ton of players main source of income cuz of a 20min cap cooldown and be a main spot rebels rob 

 

Link to comment
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...