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Everything posted by Wesly ツ
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big baby L
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Isn't this Samuel Jackson?
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1910 Overland Model 38 got about 100 miles on it before it broke down.
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Pretty sure he means in real life
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Literally that was one fight that we hopped off because people didn't want to fight that night. (usually I'd say something about plague mass logging 20 for east forest/windmill cartel but it didn't happen that night, we all just wanted to hop off, no shame in that...) Idk if plague is EU but most of them tend to hop on when our gang has been playing the whole day.
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Astro fights, we're looking for another gang that will Elusive does but cartel life can't be run by 2 gangs fighting.
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I agree with this, but currently, the solutions in play to give incentive haven’t got to the point of too much, yet. There are still things that could be added to fix cartels before an entire revamp is needed. although I’m on board for that exile server, I would dono for that.
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So basically, montages are dying off... as “cartel life is dying” but gang life isn’t. That’s agreeable. So, give incentive for cartel fighting, and getting in gangs such as small ones and moving up, and montages will live again.
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I’m onboard for money instead of warpoints, I’d just like to see what people think. I would definitely prefer personal paychecks for people who are online and in ownership of the cartels, I might make a new thread with this exact idea so people can vote properly. Added a new vote, sorry if you’ve already voted.
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This seems like two gangs could farm the upcap This^
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+1, that seems easy to implement as well as easy on performance which is big Pay in cash or warpoints? I think that my idea should be reduced based on the amount of players on the server so people don’t hop on to farm. the more players, the more payout.
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Something I thought was neat was the concept of: capping cartel and owning it for like 25 minutes and a gang tries to snag it so you don’t get the points after the timer this is major do-or-die incentive to push a cartel, something that is needed in Olympus.
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So I thought of an idea to reward people that fight cartels, and give an incentive to make people want to fight cartels. Basically, with 2 or more cartels (or all four), you receive warpoints every time interval (of course a small amount over time, but something worth capturing 2 or more over time). This would allow more people to want to fight these cartels, and cause the gangs who hold these to push and keep these cartels, adding an attack and defense incentive. (You have to be online on the server to get these points) I just need ideas about how to deal with the time intervals and the amounts. (I'm thinking an hour or every 30 minutes when you own one). Pros: more fights more warpoints activity of civ cons: warpoints can be excessive or not wanted (this can be changed) small servers farming please add ideas if you disagree.
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You only get points for being online when you control it, and on the server, let’s say like 2-3 every hour, that way there’s a reason to own them maybe make it so you only get points if you have 2 or more cartels, then there will definitely be fights.
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Yeah, no, the cartel is awful unless you use it for the 15% processing...which people will never push in ifrits for. also, the tax doesn’t really even take that much away, it’s pretty much a formality. they should make it so you get a small number of warpoints every time interval for owning a cartel, only if you’re online, that way, people will fight cartels and have something more to gain than gang funds. People would definitely fight if it meant you get free warpoints just for owning the cartel.
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Maybe there should be some sort of incentive to join a gang and fight a cartel. (rather than playing civ for the 3-to-1s). The person who drops the idea that contains that incentive for civs will be a very respected person.
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+1, this is worth removing my post @Drama close this puppy In the idea, they would be claimable, but I see where you’re coming from. Personally, I’ve always been on the fence of these vehicles, but more towards not having the vehicles, but the idea of keeeping them but limited just felt right. I’m glad to have people disagreeing though. If the did come back, I would prefer the ones without the doors, so it’s not a bulletproof wall.
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If you disagree, please explain, I’d love to hear why.
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I am not sure which vehicle I would prefer, it depends on how the community feels, but... I feel as if either of these vehicles could be added under guidelines to make them fair and usable without causing a cartel to end up with a blockade of 100+ Quilins/Prowlers. A potential idea is to add a quilin/prowler (depends on which the community thinks is fairer) to the warpoint shop(that is incoming) but add a restricting limit of only 1 to each players garage. (Make it unclaimable at chop shop, if a player already has one in his/her garage) (this will add quilins/prowlers back to cartel fights without causing 100 to be spawned on cap) (make them cheap to chop and sell so people don’t have incentive to sell other players warpoints) potential alternative: the only way to have more than one prowler/quilin to a players garage is to make it claimable from blackwater. as for cops, I think cops corporal+ should have access, which would be easy to implement, as the skins are already made.
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Civ Council Round Table 1/6/19
Wesly ツ commented on DeadPool 's blog entry in Civilian Representative
Warpoint garage +1 Tower at mushroom cap +1 A potential idea is to add a quilin/prowler (depends on which the community thinks is fairer) to the warpoint shop but add a restricting limit of only 1 to each players garage. (Make it unclaimable at chop shop, if a player already has one in his/her garage) (this will add quilins/prowlers back to cartel fights without causing 100 to be spawned on cap) (make them cheap to chop and sell so people don’t have incentive to sell other players warpoints) potential alternative: the only way to have more than one prowler/quilin to a players garage is to make it claimable from blackwater. -
I'll pm you video for explanation. The cop won't receive any punishment, however. Which leads to my point: Cops do things, that won't get them removed or demoted, but aren't on the best terms of roleplay. I'm sure a lot of civs have dealt with this. These kind of things aren't worth reporting as they won't get the cop in any trouble, by admins or even the chief of police, but they are simply things that just suck for roleplay. The only way to have this dealt with is have several cops roll around together on duty to prevent this, or have a multitude of civs report one cop, which would take an extensive amount of time due to not all people recording and all people not wanting to upload the evidence if it is, just simply, something that sucks for roleplay.
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Still misunderstanding... Would you, Chief of Police, blacklist or demote a cop who, falsely roleplayed by let's say....tazing someone as soon as they hopped out of their car in a redzone before being told to leave (example that happened to me)? Would you demote or blacklist this PO for this one occurrence?
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You misunderstood, read what I said again. Sure "you can" but you won't. You will not demote a cop for ineffectively roleplaying one time, and if you do, you won't be Chief of APD.