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Civilian Representative

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Roundtable Summary 2025-2-16


Millennium

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Approved Ideas:

Civilian:

Server bans on APD/R&R members should have evidence provided and not just be left with a note "see SAPD" and that is it

  • Provided that the evidence isn't log-based and is POV submission you'll receive your bans in the same fashion that you would on Civilian. If you feel like something is improperly handled still you can appeal to SA.

Ban appeals that a APD/R&R member does can be handled by non-SAPD/R&R staff

  • Any admin any ban appeal, if you have an exonerating POV that would clear you you no longer need to appeal directly to the Faction Sr that distributed your ban.

Evidence for members of the APD/R&R who get in trouble for breaking rules must be provided evidence

  • Provided that the evidence isn't log-based and is POV submission you'll receive your bans in the same fashion that you would on Civilian. If you feel like something is improperly handled still you can appeal to SA.

Evidence gathered to get PC on someone's house/gangshed should be provided if requested by the player

  • Document in the handbook, makes no sense that the burden of proof would rest on the Civilian to record 45M vs. a cop sharing a 7 second Gif or screenshot. Prevents headaches for everyone.

Warpoint Weekend in warzone increase- 1.5x rounded up on Sat-Sun

Space Capsule changes

  • APD rule changes to follow airdrop rules (not vehicle airdrop) instead of a red zone
    • limited to one wave, max 5 APD officers
  • After the space capsule is seized/unsealed change the red zone to the normal green zone a radioactive zone is
    • it's just radioactive material around the area at that point, it shouldn't remain KOS

Coke processing change

  • Remove the current way of processing cocaine
  • In a redzone for the "cocaine field" there is an NPC where you can purchase "Coca plant"
  • You process coca plants out of a box truck
    • The box truck cannot be moving while processing
    • While processing it creates a smoke trail
    • There is a 25% chance (preferably random) that it notifies the APD that someone is processing cocaine
      • This would give the APD a 3km radius of where the player may be (there still will be a smoke trail)
    • Once you stop processing the smoke trail continues for 3 minutes
  • Not a KOS vehicle or zone, not slingable, no wave rule
  • The coca plant cost: $500 each (2 virtual weight)
    • each plant yields yourself 3 pure cocaine (1 virtual weight)
  • Coke's sell price increased to $6,000 (open to negotiation)

Mostly concerns about how Cocaine Cookoff will perform and whether we’re dumping a run into garbage. Cocaine is popular but not a chart topper, need additional sims as this nears EOD to make sure we’re not hardcore trolling. Needs extensive oversight on Development side.

Mk20(tan) & Mk20 EGLM(tan) added to T4 vigilantes for same price as contemporaries (SPAR-16)

Tier 6-9 visible in-game

Air gang garage added

  • Gang garage option + ability to insert vehicles into Gang garage from the Air Garage panel.

APD:

Feds win reward- will increase defuse from 500k -> 1 million

  • The requested amount when simulated is a drastic measure that pumps a large amount of money for a faction that already tops the charts in economy. This should bring the Defuse reward closer to the value that you'd make if you sealed the vault.

FTO+ to authorize PO tier 3 vests (Feds only)

  • T3 will be available in their shops, the ability to purchase will still be relegated to FTO approval for Federal Events, this is a large escalation and shouldn't be utilized on gangs outside of TP/AEGIS/VASTLY OUTNUMBERED. May not utilize for any means either, needs handbook update.

Increase cooldown between federal events from 45 -> 55 minutes

  • Probably the last increase to Federal Event timers that'll be done. No change will be made to Civilian's losing events.

APD slots increase from 20-25, 1 additional slot per 10 players starting at 165 cap at 2 slots

  • 1 additional slot per 10 players starting at 165, e.g. 165 (21), 175 (22). We'll start with the 2 (10% increase) slots since there are major concerns about the APD's ability to contain themselves to situations and outnumbering all but the largest merger of groups.

Change armed plane from 7.62 to 338 SPMG coax for all factions

  • 3x magazines of 130rnd, gives crosshair + some anti-armor/air abilities back to the plane without the major issue of it being .50cal.

Allow civilians to drop illegal items from Y inventory in fed areas regardless of cops being nearby

R&R:

Two more medic slots

Denied ideas:

Civilian:

When a civilian requests the APD's presence at a cartel they no longer lose money if they push warzone (temporary during fights)

  • Guaranteed money for lethals regardless of bounty, minimal risk (75% physical loadout price), issues with avoiding abuse of groups intending to use WZ to flee APD and getting trolled.

Pilot Coveralls added to T6 vigis 50 rp

  • No ability to distinguish from Rebel PCOV, allows trading of WP (inflated) to RP. 

Increase durability of AT Offroads & Jeeps or add AT doorless Qilin

  • BW winrate doesn't support changes to vehicles, enough if not too many are getting claimed.

Gamble contraband in prison

  • Waste of development time.

T3 vest added to black market

  • T3s are locked behind licenses (WPL, Rebel, Vigilante). BM doesn't require a license nor as much associated risk as going to a rebel or the stringent requirements to stay a Vigilante or law abiding WPL. Goto Rebel broke.

Reduce scrap manufacturing cost of ifrits & blackfishes

  • Prices are directly based on the value of the vehicle/item. If you want changes to Crafting this is an ineffective way of getting more people invested in the activity.

APD:

APD ERT (Emergency Response Team

  • Adds a license to the APD faction to allow more progression as well as helping to revitalize the faction giving the APD an equivalent to advanced rebel. In turn this would also cause a money sink for the server with the high cost of the license and the high prices of items. This would be similar to Advance Rebel for the APD. This would also create more opportunities for unique items to be in the game for civilians to acquire if they rob a cop with ERT equipment.
    • Base ERT license 15 million to purchase.
      • Would not be usable by infinite money admins, the same as advanced rebel.
    • Additional License requiring main license. 
      • ERT Vehicles License costs an additional 5 million to purchase, and you must have the license to purchase ERT Vehicles.
    • Corporal
      • Type 115 - 180k 
      • Spar 16s drum mags - 10k 
      • 9mm suppressor - 75k 
      • Hummingbird flare - 500k
    • SGT 
      • 556 suppressor - 450k 
      • Promet SG - 700k
      • Hunter smoke (360) - 800k
    • LT
      • 6.5 suppressor - 750k
      • CSATS/Granits - 75k
      • Strider smoke (360) - 1.1mill
    • Captain 
      • Mk200 - 430k 
      • Pilot coveralls - 60k 
      • 1.1m Captain Smoke orca - 1m
    • Dep chief 
      • 50BW type mag - 300k 

No words for this. lol. ^^

Fed reward rework

  • Modifies the reward for winning a Federal Reserve.
    • $17k (Half Value) per bar: Awarded if the bomb is successfully defused.
    • $34k (Full Value) per bar: Awarded if the bomb detonates and the vault is repaired afterward.
  • Payout Increments Based on Time Remaining and Rank:
    • The payout adjusts in 25% increments based on how much time is left when the bomb is defused.
    • Time Thresholds:
      • 15 minutes or more remaining: 25% payout of the vault's value.
      • 10-14 minutes remaining: 50% payout.
      • 5-9 minutes remaining: 75% payout.
      • Less than 5 minutes or if the bomb detonates: 100% payout.
    • Rank payouts would be based on the current system in place.
      • 65% for Deputies
      • 75% for POs
      • 85% for CPLs
      • 90% for Staff SGT+
  • Example: 408 gold would spawn if the bomb blows. Cops defuse at 5 minutes Remaining. 75% of potential gold would be 306 bars that gets split among the cops. $5,202,000 split across 15 cops. Deputy Joe gets $225,420 after rank cut.
  • Reasoning: The APD is required to attend, lets make them actually want to attend so we dont keep losing cops and get to a point where civs don't have the ability to run events. Adding an actual incentive to play and fight to win is what the community needs to bring excitement back to these events.

Went with the rework posted in approved instead ^^^

Change Blackfish unloading process so that in order to unload a vehicle you must go through a 10 second progress bar and you have to meet the requirements of being at least 500 m above the ground going under 100km/h.

  • Creates large issues with utilizing in general aspect and makes it even more niche with regards to runs or combat. Unlikely to solve root issue.

Automatically apply a 5 minute store timer to a vehicle if it uses its weapons

  • Server rule issue, submit a player report for combat store.

Automatically apply a 2 minute claim timer on a vehicle that has been recently claimed

  • Server rule issue, submit a player report for exploiting.

R&R:

None. Wow they are so talented with their roundtables 😍

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7 Comments


Recommended Comments

LULA 2022 - PT 13

Posted

I'm going to be real, the ERT idea was good but whoever thought of organizing it like this was smoking crack.

People have been clamoring for Cpls to have the Type 115 and for POs to lose the CMR, the ERT license would have been great for that : removing the CMR from non-ERT POs, giving ERT POs the tier 3, and adding the vintage gear shop to ERT Corporals.

Even then, the price of the licence and the equipment should have been revisited to be higher, and the things each rank has access to should have been more limited because suppressors at the Corporal level make no sense and you can see that SAPD were going to benefit more than anyone else. Another interesting idea would have been giving Corporals some modified armor for pushing big fights (think up-armored pickup) and maybe access to the Orca outside federal events instead of a papier maché heli with flares.

Like often happens, an idea that could have made the Jr APD stronger while keeping things balanced was utterly mismanaged because some seniors couldn't resist the idea of giving themselves cheap new toys and buffing their ranks at the detriment of the rest of the server and the faction.

Make no qualms about it; within a week all SAPD would be running around with that shit leading to an inevitable nerf or removal, and senior is an utter money printer to the extent that some of the richest players on the server are career APD making millions a day with expenses of a few 100k.

Gwate

Posted

Decided to comment just because I'm getting interested in things like rules and gameplay but who on the civilian counsel was smoking crack rock to make that new coke idea?

First, why is coke the run civilian counsel chose to do this idea with? It's self admittedly a popular but not the most popular run. So if its not popularity, is it payout? Coke pays out similarly to any double processed illegal. But unlike an illegal run such as frogs, you have to pay a fee if you don't own the cartel drug zone.

Second, the gameplay regarding coke runs is already enjoyable and equally challenging. Coke field is surrounded by large hills outside of the red zone that gives ample coverage and abusable sight-lines that requires players to either set up on hills to provide cover or take the risk of not sitting on hills. Driving to coke black market if you choose to process right from field is also mostly offroad, making it a simple time sink in time and not including the risk of the distance or processing time. Coke Black market also has 3 distinct hills with sight lines on every side of coke market, forcing players to stay inside buildings or be shot. This doesn't include that the official coke processor has these exact same challenges. Three hills all outside of red zone which allows raiding players to choose how they engage. And coke is also a double process. So if you want more reward, you already are taking an increased risk of staying longer.

Third, all we did is make it easier for APD and people looking to rob coke runs to interrupt in the process. So you're adding a cost to get the plant. First lets say you take an upgraded box truck to get coke. Same double weight means you're getting 180 coke in a box truck. 180 x 500 and now we already have an initial cost to buy the useless unprocessed coke, 90k. So if someone camps coke, you're losing that instantly. Second issue is how does box truck processing work? Do you have to go to an npc with unprocessed coke in hand and they'll spawn the box truck you drive around and process with? If that's the case, you're camped there as well. Have fun pulling out your box and getting hands up or died instantly as soon as you start driving. Second issue is the smoke trail. Its already easy to see a box truck, to hear one. We're now adding a smoke trail? So we made a slow truck thats pretty easy to rob , even easier a spot and rob and punishing players for trying to evade by stopping processing. THIS DOESN'T INCLUDE that if you're just unlucky, APD will just have a generalized location of where you are which won't be hard for them to to spot the SMOKING SLOW BOX TRUCK. APD isn't retarded, all they need is one person in a helicopter giving commands on the spotted box truck and now you can't ever escape or stop to process without cops showing up. And lets say you got lucky, APD couldn't stop you on the ground. HAVE FUN STORING because now you can't store if APD has a helicopter on you or else have fun getting your spot raided every single time you try to run off and store. Which means you're forced to drive directly from processing to drug dealer. Have fun trying to do that now with more cops and players possibly following you because even if you don't have a smoke trail anymore, YOU'RE DRIVING A FUCKING BOX TRUCK.

In Summary, someone must have been taking coke IRL to come up with this idea. Btw, this idea works so much better on either the more popular drugs because you're now dispersing people from camping one drug spot or on the specialty drug like frogs or moonshine because frogs is already hotly contested. Increasing payout on an already extraordinarily hard drug to process safely makes it more balanced. Moonshine also already has a big payout. Making moonshine more active instead of farming simulator while keeping it's payout is actually healthy and makes that bottom quadrant of the map active. This idea can also work if the box truck is specialized and drives faster than other box trucks because at least we're giving players time to get away and relocate before actually processing.

Future comments on things like these will be more organized in formatting.

AssassinMan1245

Posted

I would like to give my input as one of the bigger cocaine runners on the server. I am worried about what the changes to the cocaine run would do. I fear that it will be another compound O situation in the fact that it is fun for novelty but it is not actually viable as a consistent run which it currently is. You would be turning a somewhat passive run into a much more active run.  I do not like the idea of having my run possibly interrupted purely due to RNG due to the APD chance, I think if there was something like the compound O skill check and if you fail it that would be better because that is an actual consequence, but having it as just a random chance to be triggered in my opinion hurts the average players experience. Another issue I have is the smoke trail, if it is a smoke trail like Compound O's then the 3km area goes down extremely quick because Compound O's can be seen insanely far away and makes the search area for both APD and players much smaller and adds much more risk. Not to mention the players themselves, cocaine is currently a run that isn't too lucrative but its trade off is that it is somewhat safer as there isn't much contention in the zones. With these changes I feel it would very much get rid of that because with it being this lucrative, the average player would have much more contention with players, especially when it comes to the larger gangs like Aegis( you are only being used as an example Aegis, please don't murder me or make my life a living hell, thank you and have mercy on me), Aegis has an insane amount of resources like a few of the big gangs near that area. For the average player i fear that this run will become awful because you have more to lose than the run as of now. I am against the APD chance because a run should not potentially be screwed up purely due to chance, this is mostly a skill game, I don't like the idea of the APD finding out where I am just because of RNGesus not liking me at that time. In conclusion, I think there are ways this could be made to work, but I fear that you are making a very consistent and repeatable run, much worse.

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