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Civilian Representative

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Roundtable Summary 06-14-2025


Cowboy-

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APPROVED IDEAS:

Civilian:

Mine Detector Can Remove Speed bombs and Ignition Bombs

  • Stops people abusing using them to RVD rare vehicles

Move Sofia Chop to Old Factory Spot 

  • Better spot more accessible further away from drug dealer

Gang Shed Invincible for 500k per restart 

  • Won't be making it invincible however we'll reduce the price from $1M to repair down to $350k.
  • Prevents people spamming bombs to keep them destroyed
  • Allow Medics to Repair Gang Sheds - Already a thing, lol.

Make Purposely Rotor Tapping Hawks Against the Rules

  • Air vehicles will now be slingable by heavy lift helicopters (Taru/Huron), vehicle needs to have its rotor destroyed to be slingable.
  • Makes no sense if water logging is against the rules this should too
  • Especially for Hawks used in situations
  • Takes away from people stealing hawks (lots of fun)

Move DP11 Vigi to DP3 

  • Won't be approving the move to DP3 however if a move is needed then we'll move it either further West or closer to Neochori.
  • To prevent clutter in DP11 when the bank moves

Vermin to Tier 3 shop

  • Useless in Renown shop way less effective than the spar16

AT Insurance Increase

  • 2x-3x To reflect market value

Increase Hawks Needed for Multiple Lost to 3 

  • Likely to cause APD to start responding with 3 ghosthawks to attain their status but a tradeoff that is willing to be risked. We'll see how this shifts things for the APD.
  • Currently at two increased due to the increased use. Two is very minimal and causes guns hot in most simple situations.

Bounty Perk Changes

  • Approved minus everything that increases sale prices, gas station robberies (no cops are needed for this), Discounts goods, and everything after the $3M mark. Processing bonuses will cap at the 20% mark that can be achieved, nothing will go past that.
  • Revised to be more acceptable

Move Evidence Locker to Northern Kavala

  • Under-utilised side of map

Move Art Gallery/Make It Playable

  • Horrible Design in a horrible spot as said when it was designed
  • Could Move to Kavala or Old EL spot

Option to add Nitro when Pulling Car

 

APD

Can’t access houses within 1km of the BW

  • All unintended purchasable houses within the vicinity will be restricted.
  • Similar to how the system works with the Federal Reserve, civilians should not be able to rush to a gear spawn just 30 seconds away and store it safely with little to no risk.

Contraband Seize Kit 

  • Insanely vaguely written, given these additional stipulations it shouldn't be one of the scariest things ever added. APD has issues with cleaning up the omnipresent tasers specifically in redzones this tool will provide them a balanced way of recovering them while providing Civilians a silly way to troll the APD.
  • Reason: When a civilian dies within a red zone, the APD has no way to remove that gear from the server without camping the red zone, which would break a rule. This kit provides an expensive option for the APD to achieve that goal without violating server rules. 
  • Cost: $250,000
  • Weight: 15
  • Usage: One-time use
  • Action Time: Same as lethal injector timer
  • Can only be used within a redzone
  • Can only be used when the area is called clear, may continue to be utilized if you've started the action similar to Airdrop rules
  • Only seizes Tasers
  • Drops on death
  • When utilized on a cop removes their weapon
  • Purchasable by FTO+
     

Change:

Move AA outside of Gate 1 at Blackwater

  • Reason: The current location of the Blackwater AA site provides no opportunity for the APD to take it back. Civilians should not be able to defend the AA with no risk to themselves; they should be required to push out of the compound if they want to maintain control of the skies.

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RPG Rockets can only be acquired with War points or at the Blackwater 

  • Approved for removal from crafting, will retain scrap value. RPG rockets and launchers will see an increase in Gear drop events (BW, Escort, Airdrop, etc.)
  • Reason: With 500-750 rockets being crafted each month, there is a clear imbalance on the server. Ammo for a weapon capable of this level of destruction should not be this easily obtainable. 

Make Scrap Illegal 

  • Will seize for $0 as it's a virtual representation of physical items, there are plenty of opportunities to seize the physical version for cash before this.
  • Reason: Making scrap illegal will create more of a risk when going to craft endgame level equipment. Scrap is primarily obtained through illegal ways and is used to craft illegal items.

 

DENIED IDEAS:
Remove Insurance on Ifrits 

  • 0 thought given to how this would affect the APD. The APD have no means of blowing up a vehicle or deinsuring it, when you seize it you remove it entirely from the garage. Not sure who gave you this idea but maybe you should think it out before Roundtabling it.
  • Reason: The ifrit is one of the most used and heavily armored vehicles on the server. There needs to be a risk to utilizing one beyond a cheap reinsurance fee.

Gang base Respawn Cooldown: 

  • Gangbase terminal still on the board, maybe @ Milo will stop being lazy and sending cat gifs since he loves the APD.
  • Reason: The Gang base is almost impenetrable once the civilians have set up. This change will create more of an incentive to play smarter with there being a penalty to the civs applied on each death.
  • Stacking Respawn Delay (Max 5 Minutes): Each time a civilian within Gang base dies to an APD Officer there will be a minute applied to their respawn timer. 
     


Qilin (with doors) for POs for Federal Events: 

  • Doorless Qilins not seeing much usage + Corporals can pull the vehicle for them if they're so inclined. Hard to substantiate the need for this when WR is decreasing across the board.
  • Reason: The doorless Qilin has not made any impact for the JrAPD. Giving them access to the qilin with doors will give them some form of limited mobile cover when fighting Federal Events.
     

8 Comments


Recommended Comments

Pseudonym

Posted

Quote

DENIED IDEAS:
Remove Insurance on Ifrits 

  • 0 thought given to how this would affect the APD. The APD have no means of blowing up a vehicle or deinsuring it, when you seize it you remove it entirely from the garage. Not sure who gave you this idea but maybe you should think it out before Roundtabling it.
  • Reason: The ifrit is one of the most used and heavily armored vehicles on the server. There needs to be a risk to utilizing one beyond a cheap reinsurance fee.

What does that idea have to do with the APD? The idea is saying no more insurance on ifrits. If it blows up it dies forever, removed from garage, also if you seize it, it also dies forever, removed from garage. Why does it matter that the APD is unable to blow up or deinsure a vehicle?

The affect on APD would be that there are less ifrits for them to have to fight, and that people use them less often.

Quote

Make Purposely Rotor Tapping Hawks Against the Rules

  • Air vehicles will now be slingable by heavy lift helicopters (Taru/Huron), vehicle needs to have its rotor destroyed to be slingable.
  • Makes no sense if water logging is against the rules this should too
  • Especially for Hawks used in situations
  • Takes away from people stealing hawks (lots of fun)

I feel like this should probably be rewritten something like: "Intentionally rotor tapping an illegal aerial vehicle against an object (E.g: Wall, ground, telephone pole) so that even if it is repaired it can not be flown again".

Why doesn't this apply to all illegal aerial vehicles?
Why doesn't something like this apply to ALL vehicles if it's the same as water logging? 

Questions for how it is currently written:

Does this only apply if the pilot of the ghosthawk rotor taps the ghosthawk they are flying? Or does this also apply to someone else rotor tapping a ghosthawk?

Does this apply to the armed Huron?

Does this also apply to an armed plane, but moving it around so that it's impossible to take off again?

Gwate

Posted

Quote

RPG Rockets can only be acquired with War points or at the Blackwater 

  • Approved for removal from crafting, will retain scrap value. RPG rockets and launchers will see an increase in Gear drop events (BW, Escort, Airdrop, etc.)
  • Reason: With 500-750 rockets being crafted each month, there is a clear imbalance on the server. Ammo for a weapon capable of this level of destruction should not be this easily obtainable.

Not sure why the amount of rockets crafted is an important stat to mention. Wouldn't rocket kills be the more important stat? Has RPG kills seen a large uptick in use in the last 5 month span? Just because something is crafted a bunch doesn't mean there is an imbalance. 

Wouldn't it be smarter to make Launchers a more rare drop and leave rockets a craftable so you aren't taking value away from scrap? Ironically aren't you just increasing the attainability of said dangerous item? Having it occur more just means more launchers and rockets will exist on the server and more will trickle down through the black market to players. Doesn't sound well thought out.

Quote

Make Scrap Illegal 

  • Will seize for $0 as it's a virtual representation of physical items, there are plenty of opportunities to seize the physical version for cash before this.
  • Reason: Making scrap illegal will create more of a risk when going to craft endgame level equipment. Scrap is primarily obtained through illegal ways and is used to craft illegal items.

Why? Scrap is already a risk. The places you go to craft are big illegal zones. The places you go to scrap are illegal zones. Getting the chance to scrap things usually means you had to fight someone to get the vehicle in the first place. It takes time to craft items so if someone wants to jump you and take your shit they can. All crafting rooms are tiny cramped spaces that are third person peak abusable and can just be naded once to clear the room. 

This is actually the most retarded change I ever heard in my life. Also this isn't a heavy rp server, its a lite rp server. Just because you obtain it through illegal methods to craft illegal things doesn't mean you gotta make it illegal for what reason? Realism? Then shouldn't the moonshine collection spots be illegal since you need to drive off-road to get to them which is illegal and the items you collect are used to brew an illegal item. 

Why do we you gotta add another risk on top of 16 others. 

  • Like 3
Pseudonym

Posted

23 minutes ago, Gwate said:

illegal since you need to drive off-road to get to them which is illegal

I do not believe driving off road is illegal. I re-read the ticket guide chapter on traffic offenses and the closest thing I could see is reckless driving, which notes/examples says: "Add if a suspect is driving a car in a manner that endangers the public or themselves."

  • +1 1
Gwate

Posted

11 hours ago, Pseudonym said:

"Add if a suspect is driving a car in a manner that endangers the public or themselves."

It's one of those things in the rules where its written so broadly that any interpretation can be given to it. Driving offroad being one of those interpretations. 

  • +1 1
  • Senior Admin
David Miller

Posted

On 6/15/2025 at 9:08 PM, Pseudonym said:

What does that idea have to do with the APD? The idea is saying no more insurance on ifrits. If it blows up it dies forever, removed from garage, also if you seize it, it also dies forever, removed from garage. Why does it matter that the APD is unable to blow up or deinsure a vehicle?

The affect on APD would be that there are less ifrits for them to have to fight, and that people use them less often.

APD is discussed because It was suggested by the APD. There wasn't a big enough reason why this should change, as they already have a way to circumvent insurance. The APD can't blow up vehicles easily to make insurance matter, and ifrits are not blown up all that often, indicating they would not be used significantly less because of the change.  Maybe they don't get blown up because of the insurance, but there just isn't good data to indicate that insurance is a significant factor in whether ifrits get used or not. 

 

On 6/15/2025 at 9:08 PM, Pseudonym said:

I feel like this should probably be rewritten something like: "Intentionally rotor tapping an illegal aerial vehicle against an object (E.g: Wall, ground, telephone pole) so that even if it is repaired it can not be flown again".

Why doesn't this apply to all illegal aerial vehicles?
Why doesn't something like this apply to ALL vehicles if it's the same as water logging? 

Questions for how it is currently written:

Does this only apply if the pilot of the ghosthawk rotor taps the ghosthawk they are flying? Or does this also apply to someone else rotor tapping a ghosthawk?

Does this apply to the armed Huron?

Does this also apply to an armed plane, but moving it around so that it's impossible to take off again?

There isn't a rule change occurring for this. The proposal was for a rule change, but the actual implementation will allow rotor-tapped helicopters to be slung. I can only speak to my opinion, but I believe the rule change would become a debate nightmare, every rotor-tapped helicopter will be intentional to the reporter and accidental to the person being reported. I would assume some will be obvious, but I bet the majority would become arguments, and players would become very skilled at doing things accidentally on purpose. We would also start having everyone ever request a comp for every rotortapped hawk, because there is a chance they get a hawk out of it. Not sure who actually came up with the sling idea, but I think it's a much more elegant solution. Players can still steal the helicopter, even if it's rotor-tapped accidentally or otherwise, covering situations where no one actually saw the helicopter get rotor-tapped, or it wouldn't be clear enough to issue a ban. Incentivizes people to fight over rototapped vehicles a little more instead of just abandoning them and reporting.
I'm hugely excited to see if this works the way we want. 

Pseudonym

Posted

@ David Miller  the Ifrit thing being in context to APD now makes a lot more sense. And I 100% agree that it would be a debate nightmare if it was a rule change, and turning gray area rules into game mechanics instead is very good. Most of my problems with the rules on any RP server is that your basically trying to cram game mechanics into RP systems (like text messages, or talking to people). That's why wars are nice because it turns killing into a game mechanic rather than RP. So yeah if you could solve stuff like rotor tapping with game mechanics, instead of forcing the players to act like a game mechanic exists when it doesn't that is peak.

  • Admin
Millennium

Posted

On 6/15/2025 at 10:08 PM, Pseudonym said:

I feel like this should probably be rewritten something like: "Intentionally rotor tapping an illegal aerial vehicle against an object (E.g: Wall, ground, telephone pole) so that even if it is repaired it can not be flown again".

Why doesn't this apply to all illegal aerial vehicles?
Why doesn't something like this apply to ALL vehicles if it's the same as water logging? 

Questions for how it is currently written:

Does this only apply if the pilot of the ghosthawk rotor taps the ghosthawk they are flying? Or does this also apply to someone else rotor tapping a ghosthawk?

Does this apply to the armed Huron?

Does this also apply to an armed plane, but moving it around so that it's impossible to take off again?

@ David Miller  already explained it, but to simplify what you are reading:

Green- Approved
Yellow-Adjusted original ideas (ex: The rotor tapping against rules was compromised to the ability to sling rotor-tapped helicopters)
Red-Denied

This is @ Cowboy- 's first roundtable summary post. The way he wrote it would make sense to someone who regularly deals with the roundtable section, but may appear confusing to those who do not. I already mentioned it to him, and I'm sure it will improve in the future.

On 6/16/2025 at 2:55 AM, Gwate said:

Not sure why the amount of rockets crafted is an important stat to mention. Wouldn't rocket kills be the more important stat? Has RPG kills seen a large uptick in use in the last 5 month span? Just because something is crafted a bunch doesn't mean there is an imbalance. 

Wouldn't it be smarter to make Launchers a more rare drop and leave rockets a craftable so you aren't taking value away from scrap? Ironically aren't you just increasing the attainability of said dangerous item? Having it occur more just means more launchers and rockets will exist on the server and more will trickle down through the black market to players. Doesn't sound well thought out.

No one crafts RPGs to not use them. They either get sold on the auction house for ~250k+ or get used after being crafted. It will be increased more at events where you actually have to fight it out. Airdops, BW, Escort, etc. all require you to interact with others players (maybe the off chance an airdrop doesn't) so it will be more rewarding in regard to those events. They will also be purchasable with warpoints, but then you have to fork up warpoints for rockets instead of other things like suppressors, csats, granits, etc.

Crafting is the easiest sleeper thing to do. There is no one ever caught crafting and it is done with ease.

On 6/16/2025 at 2:55 AM, Gwate said:

Why? Scrap is already a risk. The places you go to craft are big illegal zones. The places you go to scrap are illegal zones. Getting the chance to scrap things usually means you had to fight someone to get the vehicle in the first place. It takes time to craft items so if someone wants to jump you and take your shit they can. All crafting rooms are tiny cramped spaces that are third person peak abusable and can just be naded once to clear the room. 

This is actually the most retarded change I ever heard in my life. Also this isn't a heavy rp server, its a lite rp server. Just because you obtain it through illegal methods to craft illegal things doesn't mean you gotta make it illegal for what reason? Realism? Then shouldn't the moonshine collection spots be illegal since you need to drive off-road to get to them which is illegal and the items you collect are used to brew an illegal item. 

Why do we you gotta add another risk on top of 16 others. 

Scrap and crafting is the definition of EZ mode. There is a slight risk that you run into another civ with scrap on you, and you may lose it. I can safely say, since I have come back to the server, I have NEVER ran into another player doing scrap. The majority of the items crafted from scrap are illegal. If the APD were to catch a player at the abandoned factory, they literally cannot do anything to them unless the items are already crafted. You could be in the middle of crafting and cancel, and just watch the APD leave, and then continue to craft illegal things. There was simply nothing the APD could do against scrap.

Something so useful should have a risk. The APD was basically unable to do anything against it, but now this gives them a chance.

  • +1 1
Gwate

Posted

13 hours ago, Millennium said:

No one crafts RPGs to not use them. They either get sold on the auction house for ~250k+ or get used after being crafted. It will be increased more at events where you actually have to fight it out. Airdops, BW, Escort, etc. all require you to interact with others players (maybe the off chance an airdrop doesn't) so it will be more rewarding in regard to those events. They will also be purchasable with warpoints, but then you have to fork up warpoints for rockets instead of other things like suppressors, csats, granits, etc.

Crafting is the easiest sleeper thing to do. There is no one ever caught crafting and it is done with ease.

I'll flesh out what I was saying so it makes sense. I asked about kills because the kills from an rpg can ascertain certain things that crafting can't on it's own. Crafting stats can provide information on the frequency of RPG use. Is 500-700 rpgs usual? Is it usually 200? All that information is also not provided which sucks when trying to provide an exact critique.

Kills also provide a better measure of things like effectiveness. I know RPG's are effective but how effective are they? Is the ratio between rpg kills and crafted rpgs 1:1? 2:1? Just because you can craft 500-700 rpgs, it doesn't mean that every rpg is being used effectively. Another thing that isn't mentioned but I can assume is who is often the target for RPGs? I got about 400 hours in Olympus which is still rookie numbers but have rarely if ever experienced rpgs. And considering APD is who asked for the change, I'm assuming RPGs are used against APD in Events majorly 

So we're nuking how easy it is to obtain rockets on a rather rare weapon (while increasing the drop of said weapon and ammo in events now for some reason?) because a small subset of events based players (AEGIS, SNEED, Teamplayers etc.) which are already highly skilled without RPGs, use this weapon the most and can get things like scrap easy because they are huge gangs that can bully essentially anyone they want to. 

Also, these big gangs aren't going to have issues forking over war points for rockets and considering these guys are almost unstoppable at doing events, they don't need to give a fuck about losing out on supressors or csats and granits because they can always get some more doing a BW which they are literally the only people who do these events.

Note: I don't disagree with you gameplay wise that locking powerful things behind hard things is good and also rewarding gameplay. But if you want to actually target nerf these big gang guys, you should make it extremely rare to get RPGs instead of now increasing their drops in airdrops. So now that when your big gangs are doing events, they have to keep in mind that if they play too risky, they risk losing a very hard to obtain weapon. By doing this you don't nerf crafting yet directly nerf the group that the change is intending to target.

I also agree crafting is sleeper but that's a skill issue. Cops and players don't check crafting spots. And you especially don't incentive people checking crafting spots by nerfing them. If you actually want those areas to be fighting spots, you could buff crafting or crafting to more active spots.

14 hours ago, Millennium said:

Scrap and crafting is the definition of EZ mode. There is a slight risk that you run into another civ with scrap on you, and you may lose it. I can safely say, since I have come back to the server, I have NEVER ran into another player doing scrap. The majority of the items crafted from scrap are illegal. If the APD were to catch a player at the abandoned factory, they literally cannot do anything to them unless the items are already crafted. You could be in the middle of crafting and cancel, and just watch the APD leave, and then continue to craft illegal things. There was simply nothing the APD could do against scrap.

Something so useful should have a risk. The APD was basically unable to do anything against it, but now this gives them a chance.

I just gotta disagree. Scraping has never been easy. To get vehicles to scrap you have to fight people. And if you're against a tenacious group, people will chase you to scrap or re-spawn and camp scrap for you.  Obviously this is a vibes based argument but almost all the time I've been to scrap and have not been contested, it was after a full team wipe on a gang who care too much about losing their kit on respawn. And this ignores my complaint that big gangs can almost completely uncontestedly farm scrap.

I do like and actually agree with your reasoning that making scrap illegal allows APD to catch players. But then I'd just have to ask you after this change goes through, how often will APD be at abandoned factories after this change goes through? I can almost promise that most scrap ceased will be from civis driving from one place to another and having scrap in your virtual rather than being caught in the act at factory. And btw, I'm still more in favour to this change to scrap than nerfing crafting.

This also ignores the fact that scrap is already a dangerous thing to do because every zone is already kill on site and if people want they can just kill you and take your scrap. As well you still have to contend with my argument that they should also make moonshine collection spots illegal too then because you can only use those items to craft an illegal item and in the process of obtaining your item, you have to break the law. 

14 hours ago, Millennium said:

Something so useful should have a risk. The APD was basically unable to do anything against it, but now this gives them a chance

Agree. But the better change is moving abandoned factories closer to hot spots to encourage fighting for scrap for crafting by not just APD but by civis. But that is neither here nor there. 

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