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Posts posted by Wesly ツ
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Isn't this Samuel Jackson?
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14 minutes ago, [KV] Chips Ahoy said:
Can someone tell me some tips for being a vigi?
Yeah, join APD instead
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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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2 minutes ago, Drippp said:
You guys say you fight but die once and log..
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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8 hours ago, Dawn said:
I've said this once before but I am going to go ahead and ask once again, someone please step up and make a cartel fighting gang. Not someone that "One and Dones" but someone who plays to fight please. Myself and @Zurph have decided to mass kick members from PLAGUE and half our gang has been removed. Plenty of members of this community have complained about our gang having too many people and there not being enough people on the market to recruit in order to fight. Now that we are fairly spread apart and split from one another, hopefully one of you will take this opportunity to start a gang and recruit some of our members. The community of Olympus will slowly start to fall in my opinion without any cartel fights, and currently there are barely any. Someone do this for the sake of Olympus and cartels. Please keep the comments clean and non-toxic. Thank you all
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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11 hours ago, sploding said:
Modern problems require modern solutions and the way I see it, if the amount of aid and incentives we pump into cartels and keeping the players happy still aren't enough to revive them or keep them alive we should either revamp the whole system to fix the issues or pull the plug and let the issue sort itself out,
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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13 minutes ago, mon5t3r said:
Defiantly not warpoints, but maybe if you're capturing X cartel you get X paycheck, for example, if you're taking OG or Arms, you get an 5k Paycheck and if you're capturing peninsula you get a 2.5k paycheck, and if while capturing X cartel you get say 5 kills the paycheck will increase by 1k only for you so for example, you and 3 other friends are capturing OG, you would all get say a 5k paycheck every 5 mins, and then say you wipe some retards and get 5 kills your gang mates will still receive a 5k paycheck but you will get a 6k paycheck, since like in my gang ive heard more than once "i dont want to fight cartels cause i make no money out of it" this would change that.
This seems like two gangs could farm the upcap
10 minutes ago, SecTranLive said:To deal with the small server farming, include a minimum online player count to receive the reward?
This^
1 minute ago, ryan beck said:during lower server pop times people will exploit this
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2 minutes ago, Pledge said:
Perhaps if you own 1 cartel you get standard pay for it
If you own two you get 1.25 times pay for both
Three would be 1.5 times
And so on
+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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1 minute ago, Johnson/Montez said:
yea but if you capped the cartel late at night it would basically be free warpoints, and depending on how many warpoints you earned from the cartel that could be OP as shit.
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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8 hours ago, Johnson/Montez said:
the incentive is that fact of you make money when people sell drugs for the corresponding cartel that you capped lmfao
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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4 minutes ago, Millennium said:
1. adding qilins and prowlers to Blackwater vehicle pool will suck, it will have a higher chance to get that and everyone would prefer to get a armed vehicle over them, hence why the hunter,strider,ifrit, and 50 cal. were removed since you could already buy them (thanks @ThatNerdyGuy)
2. One of the reasons qilins/prowlers were requested to be removed were because of how OP they actually are, it isnt the easiest to shoot someone out of a qilin/prowler and their armor protection is really high it was practically a cheaper Ifrit with a little less protection.
3. With Qilins/Prowlers being removed that caused Ifrits,Hunters, and Striders to be pulled a LOT more. There aren't many armored vehicles so it was either those or hatchbacks.
4. Removing Qilins/Prowlers brought back some old strats to cartels such as pushing with box trucks. Having a limit on how many qilins/prowlers you could have was never the issue, when they were around there were very few vehicles on cap cause all people had to do is load 2 people per qilin or less and they had great protection+you could shoot out of it.
5. When qilins/prowlers were still around the APD had a MASSIVE advantage from what they have now. If people try and do dome strat, they block both entrances with cars imagine having qilins blocking them instead because the qilins were about the only ground vehicle the APD used and occasionally hatchbacks.
I thought it was a retarded idea to remove the qilins/prowlers when it first happened, but now i realize that its a lot better without them. You can actually shoot someone out of their vehicle no problem, fighting cartels people would only push with them instead of loading up ifrits, etc. Removing qilins actually opened up a lot more opportunities for other vehicles and a whole new meta to fighting cartels, etc. People used to put qilins that are bulletproof and you can't shoot thru in certain areas to protect them. I personally have a decent amount of warpoints and a lot of people do as well so I wouldn't really care if a qilin/prowler got chopped I would just spend more warpoints on another one. If anything qilins ruined Cartels when they existed (IMO). That is my 2 sense on it
+1, this is worth removing my post
close this puppy
3 minutes ago, sploding said:Restricting quillins to 1 each and making them unclaimable is just stupid. I think prowler lites are the way to go since they're not as armored but offer the maneuverability and sturdiness of quillins but are unarmored.
On the APD side it shouldn't be a corp + vehicle, corporals already have 3 aircraft and 6 ground vehicles to choose from, the quillin/prowler is the ground equivalent of the hummingbird since it can be shot out of while being fast and maneuverable. Corps mostly do air patrols and they don't need a good offroad vehicle, they would be good for PO though.
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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20k
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Just now, Dante said:
You are saying that I’m misunderstanding when I’m literally replying to the words you’re saying. You’re changing your point each time. If they had no gun then that would be grounds for removal or demotion. If you had a gun and there was code 3 then that’s how red zones work. That’s not lack of RP. Should I perm ban you if you jump out of a car in a red zone when a cop code 3s and not put your hands up to role play? Absolutely not. But I’d like more depth on that situation so I can properly respond. PM it if you’d like idc.
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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1 minute ago, Dante said:
Being that I have blacklisted kids for refusing to effectively role play while on civ who weren’t even active APD, you are really underestimating what I’m willing to do to improve the quality.
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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3 minutes ago, Dante said:
Let me correct you.
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.
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5 minutes ago, Dante said:
When I got Chief I made it very clear lack of effort from cops in RP needs to be reported because my tolerance for it would be much lower. So, you should give it a shot if they’re actually lacking legit effort.
I will, but you have to understand the process a civilian has to go through for something as simple as roleplay. I have to record, upload, explain why I think he's falsely roleplaying, and then what?
You cannot ban the cop, you cannot demote him, write him up, you can literally do nothing other than tell him not to roleplay ineffectively. Therefore, a roleplay situation was ruined due to cops, and nothing was done about it. That certain cop won't receive punishment until it happens again, and we have to just assume the next person hasn't thrown their headphones or is willing to record 5 minutes for the same minute reason, unaware that the cop already has reports, leaving that one person to shrug it off.
I want cops to roleplay better, which means that there isn't a report for that. I can't report a cop for saying something simple during an arrest. You cannot either, I would just like something to be done, such as forcing cops to role as duos.
1 minute ago, Silton said:Despite civ rep and civ council we don't have a voice.
+1 +1 +1

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