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How long should cartel captures be locked?


bamf

Cartel capture lockout timers  

253 members have voted

  1. 1. How long should the lockout be?

    • 15 minutes (just like it is now)
      67
    • 30 minutes
      157
    • Somewhere in between
      29


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if you keep a 15 minute timer then the perks should remain with the gang who held it for the 10 minutes it ticks down to 0 so you can have the cap for a minimum 25 mins as it stands if you leave a cap and go to say run drugs and someone takes it you immediately lose the perks (so technically you still own it until the gang starts capping it up for their gang not ridding you fromt he cap)

Edited by Crunchedd
OhDin, Steve, Crossfade and 7 others like this
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Imo, kinda thinking about it.  It would be better just to lift craft restrictions on all arms dealer guns other than the MK200, so at least there's a chance people will be crafting MK-1s and make the loadouts a tad cheaper.  Though, it's not overly profitable to do so and don't expect someone to be a hero and go and craft MK-1s for everyone else.  If the restrictions were less, then 15 minutes

Crossfade likes this
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Just now, Goyneyyy said:

Is it not possible to open our minds a little more than easy fixes and implementations. We need something we have not seen before that is going to make existing players and new players want to play more, and old players to come back.

Casino Cartel.

Gang in ownership of said cartel will reap all the money players lose gambling, but also lose all the money the players are winning :D

Torch999, Erik and Bifta like this
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5 minutes ago, Goyneyyy said:

We need changes in content.

Not people.

This community is way less toxic than it used to be.

I think the community is a breeze compared to what 6.0 was especially now that Envy don't really play.. Pre 6.0 had BadBlood, Regiment, FSA, Innovative/Synergy, DF and many more all being completely toxic to each other.. (maybe minus pre 6.0 FSA). 

Never once did I see another gang say to each other "no chops" or  "friendly rebel" to each other unless there was an official war going on. All the current gangs may as well merge with each other they are that friendly.

Edited by Wang Liqin
Crossfade, Space, Brutus and 4 others like this
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Just now, Wang Liqin said:

I think the community is a breeze compared to what 6.0 was especially now that Envy don't really play.. Pre 6.0 had BadBlood, Regiment, FSA, Innovative/Synergy, DF and many more all being completely toxic to each other.. (maybe minus pre 6.0 FSA). 

 

I dunno.  Everyone and their mother is toxic on side now, so many self-made legends and gangs that have only been around a week at best and saying "Who are you?"

 

It's a close call imo

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Just now, Wang Liqin said:

I think the community is a breeze compared to what 6.0 was especially now that Envy don't really play.. Pre 6.0 had BadBlood, Regiment, FSA, Innovative/Synergy, DF and many more all being completely toxic to each other.. (maybe minus pre 6.0 FSA). 

Never once did I see another gang say to each other "no chops" or  "friendly rebel" to each other unless there was an official war going on. All the current gangs may as well merge with each other they are that friendly.

Exactly, and we have this guy thinking he knows how to solve a dead server when he has probably been here a year.

Blaming the people not the content... laughable.

Sheriff Rick Grimes likes this
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Just now, Goyneyyy said:

 

Blaming the people not the content... laughable.

1

 

This one always gets me.  Every FPS has toxic people.  Siege or CS are prime examples.  Does that mean nobody plays them?  Nope, because most people don't give a fuck.  The reason Asylum is doing bad right now is all because of content.  But from the looks of it, Bamf is trying to change that.  So best of luck to him

Windmere likes this
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34 minutes ago, Sheep said:

You're a  complete fucking moron if you think the community is less toxic now.

Was you even here before 6.0??

27 minutes ago, Wang Liqin said:

I think the community is a breeze compared to what 6.0 was especially now that Envy don't really play.. Pre 6.0 had BadBlood, Regiment, FSA, Innovative/Synergy, DF and many more all being completely toxic to each other.. (maybe minus pre 6.0 FSA). 

Never once did I see another gang say to each other "no chops" or  "friendly rebel" to each other unless there was an official war going on. All the current gangs may as well merge with each other they are that friendly.

Please cage this 'moron' wang.

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"Part of the problem with meth and doing a fresh run is the short cooldown on retaking the drug cartel."

LMK when my forum post history starts to leave you dry for poll topics. I think 30-45 minutes, it gives you a bit of time to use the benefit of the cartel. It will also make pushing and winning in a timely manner more important.

Edited by [§] Alex
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Honestly I'm sick of capping arms getting back to my house, getting the ingredients and as I start to walk out of my house to make them after I've loaded my truck up it's gone. 30m cap time in between caps, and if they start to cap give us until the cap hits 0 before we stop getting perks. That should give anyone ample time to craft what they just spent the past 15-30mins capping arms for and not being a huge waste of time.. 

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2 hours ago, Crunchedd said:

if you keep a 15 minute timer then the perks should remain with the gang who held it for the 10 minutes it ticks down to 0 so you can have the cap for a minimum 25 mins as it stands if you leave a cap and go to say run drugs and someone takes it you immediately lose the perks

That may be a good happy medium to start.  The way the system is setup now it would not allow you to do what you suggested, but it's easy to change it up and do that.

1 hour ago, Fudger said:

Evidence lockup thAt has been suggested a lot before would be nice @bamf

You already have an evidence lockup - it just moves and has "APD" on the side of it...

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30 I think, because what happens is you cap the point leave and since gang life is dead and full of people afraid to attack they literally set up after you leave and start to cap it. With a 30 minute timer I feel like it would stop that and it would make it more valuable to go and defend it because you have to wait 30 minutes before you can cap again

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11 minutes ago, bamf said:

That may be a good happy medium to start.  The way the system is setup now it would not allow you to do what you suggested, but it's easy to change it up and do that.

You already have an evidence lockup - it just moves and has "APD" on the side of it...

Well let's say all items seized , legal/illegal vehicles seized, weapons, gear etc, go into this place and rebels could do a break or something to get everything seized from that restart. And then say you take a zamak , you can try to fill it up with everything you can and leave without getting caught. I think that would be a great way to get even more civ vs cops and it would be something new ..

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Just now, Fudger said:

Well let's say all items seized , legal/illegal vehicles seized, weapons, gear etc, go into this place and rebels could do a break or something to get everything seized from that restart. And then say you take a zamak , you can try to fill it up with everything you can and leave without getting caught. I think that would be a great way to get even more civ vs cops and it would be something new ..

It would be something new, but it's essentially another fed/bank/prison.  Do you remember back when all that stuff just poofed?

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19 hours ago, Crunchedd said:

if you keep a 15 minute timer then the perks should remain with the gang who held it for the 10 minutes it ticks down to 0 so you can have the cap for a minimum 25 mins as it stands if you leave a cap and go to say run drugs and someone takes it you immediately lose the perks (so technically you still own it until the gang starts capping it up for their gang not ridding you fromt he cap)

Perfect Solution , anything longer then 15 minutes to start capping is just overkill

LastKiller and Glass of Water like this
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