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Everything posted by WALT
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Civilian Cartels Add a "War All" option on the Gang Menu. @ WALT "Disable War Invite Option", which allows Gangs to toggle this in order to not receive gang war invites. If gang rank 3+ enables this option then Opposing Gangs will not see there Gang Name on the war list. Reasoning: Quality of life change, which will create a more efficient process for gangs who prefer to "War" every gang. Also gives options for gangs not wanting to be at "war" chance to disable notifications. Remove "Alpha Point/ Cap" Cartel. @ WALT In Result, make "Church Cap" a single Drug Cartel. Includes all current drugs in Cartel Tax Pool. Reasoning: Removes a cap which can often be seen as unplayable due to FPS issues surrounding map design. Allows for better and bigger fights, deeming there will be only two cartel caps in Warzone. Better incentive to fight Church since there will be more money involved with the single capture point. Allows for possible expansion of content in Warzone, and more events to come. Reasoning for Denial: Same as before, not a fan of effect this will have on the smaller groups that want to capture cartel for runs that can't necessarily compete on OG. Move Promet Shotgun Slugs to Warpoint Shop for 15 warpoints. Runs Add pickaxes to Black Market and Rebel Market. @ ares Increase radius for vehicle processing of both illegal and legal runs to 25 meters. @ JDC Reasoning: Allows for players who are processing runs to be able to have a fighting chance while defending there run and give them more leeway to having appropriate defensive cover when processing. Vigilantes Wanted List Re-Work. @ Bobby Lord Players with vigilante license can see better version of the wanted list with filters and ext. Examples: The ability to sort people by bounty or name. The ability to not show people with bounty less than 75k or 200k. The ability to do custom marking (people of your choice to appear in the list or the phone with different color. Ability to click on specific person’s name and immediately to open the phone and send personal message to him. To be implemented for all factions. UI Rework: Already discussed with @ Doc Add Fugitive Recovery Agent License (open to adjustment). @ Bobby Lord After achieving 200 arrests and getting to tier 5, vigilantes will receive the option to buy from the courthouse or vigilante outpost: “Fugitive recovery agent license” for the price of $8,000,000. Reasoning: The idea of the license is to add additional end game content in the world of bounty hunting, to help dedicated vigilante players and distinguish them from casual ones. The license will be coming with both positive and negative sides. Cons: The license will restrict the player from gathering and processing illegal items. Blocks the option for picking up illegal items such as drugs, lockpicks and exc. Will remove the option the player to rob players for their gear. Removing the firing pin will remain. Pros: The license grands access to: Tier 4 armor (plate carrier rig) with custom sight on the front: “Fugitive recovery agent” for the price of $160,000. SPAR 17 DMR for 8 renown points in the shop, 1500$ per mag. 5.56 suppressor for 15 renown points. The ability to show a special agent badge or name tag. Grants access to purchase coffee and donuts from the market. The ability to spawn in every vigilante outpost. The ability to purchase a hunter for $400,000 with special fugitive recovery agent skin (legal if driven by any bounty hunter). Vigilante with the license will appear with purple name or some other color for the APD so they can know that they are friendly, if encounter in a red zone during battle and exc. Ability to install GPS tracker 80% faster. The option to switch to lethal ammo. Vigilante will not receive bounty reward for killing a wanted person or delete his bounty. Vigilante will receive bounty for manslaughter. The following titles instead of granting 5% off the vigilante shop they will grand discount of 1 to 2 points in the renown point shop: Arrest 400 people as a vigilante = "Secret Service". Arrest 500 people as a vigilante = "Black, Red, and Sweaty". Arrest 600 people as a vigilante = "Boba Fett". Reasoning for Denial: None of the cons listed are actually downsides for an average t5 vigilante (you don't rob people directly and almost all have alts + can store license) Y'all just recently got extra gear with the new renown points and have more from gang exp coming soon, don't see the need to introduce a new largeish system currently for the relatively small number of active players - would rather see new additions come in the form of gang exp/ etc after implementation. Scats Vehicle Airdrop Additions. @ MBPslyr @ TheHeroNoob Hummingbird (Flare). Illegal. 68 Flares Rarity: (Common). Orca (360 Smoke). Illegal. 1 Smoke Charge per pull. Rarity: (Uncommon). Feds Remove Patrol Officer CMR. @ monster Move CMR to Corporal+ Reasoning: Currently POs have access to a weapon that has the ability to shoot out large trucks (hemmit/tempest) engines, it is the most filled rank within the APD and they should not have access to weaponry like this for normal patrols as it has a tendency to ruin runs. Remove the APD's ability to see and pickup Legal Y-inventory items. @ monster Reasoning: At feds especially the APD like to loot our y inventory (Dopeshots, epis, redgull, faks, etc) tending to leave us at a disadvantage when revived, the APD have no reasoning for being able to take LEGAL items. Also we have no ability to loot there Faks or Coffees so why should they be able to take ours. Add a 5 second seizing animation and progress bar to APD when seizing Illegal Y-inventory items. @ monster Timer for Action/ Progress Bar: 15 Seconds (Much like seizing a vehicle) Reasoning: Currently seizing illegal Y inventory items is instant allowing no chance for us to stop officers from seizing illegal Y-inventory. Add a warrant cooldown to players after completion of either evading or capture from current warrant preventing player from receiving an additional warrant for up to 30 minutes. @ monster @ MBPslyr Warrants will soon persist through softlog, so this will not give a cooldown for free. Raise Sandbag Wall of partial section of Fed Jump spot. @ monster Area example: https://gyazo.com/707436a49d34ce5e9376cadfa831421c Since this affects literally the entire North Wall, there's no shot it's intentional, especially given that vans were removed to condense jump spots. Reasoning: Unintended Jump spot that has been overlooked which creates for a laggy outcome. If a Ghosthawk with guns hot status returns to a HQ, the Ghosthawk loses guns hot status. @ monster Reasoning: To stop a Ghosthawk from gaining guns hot status, returning to HQ, and bringing in multiple more Ghosthawks to mirror off the original Ghosthawk. APD Added: Respawn timer at Gang Base (no active skirmish) for civilians that are killed by APD Officers. Each death results in an additional 30 seconds added to the respawn timer. Eg. civilian is killed by an APD Officer = 30 second respawn. Civilian spawns at Gang Base and is killed again by an APD Officer = 60 second respawn timer, so on and so forth. Reasoning: APD Officers raiding Gang Base consistently face civilians quickly respawning and going to purchase gear/fight. This gives APD Officers the ability to attempt to end the fight at Gang Base rather than it being never ending. Add takeover terminal to APD for use in Gang Base (plantable anywhere within the inner Gang Base Walls). Weapon and Vehicle Additions: Type 115 to Corporal. Reasoning: With the recent addition of Advanced Rebel civilians have significantly superior gear than a majority of APD Officers. Although the Type 115 being added is not a significant change in comparison to the gear civilians have access to it is a good start. Mar-10 to SGT+ Reasoning: With the recent addition of Advanced Rebel civilians have significantly superior gear than a majority of APD Officers. Although the Mar-10 being added is not a significant change in comparison to the gear civilians have access to it is a good start. Promet Shotgun to SGT+ Pellets and Slugs. Reasoning: With the recent addition of Advanced Rebel civilians have significantly superior gear than a majority of APD Officers. Although the Promet Shotgun being added is not a significant change in comparison to the gear civilians have access to it is a good start. Jeep (LMG) - SPMJEEP to SGT+ Reasoning: With the recent addition of Advanced Rebel civilians have significantly superior gear than a majority of APD Officers. Although the Jeep (LMG) - SPMJEEP being added is not a significant change in comparison to the gear civilians have access to it is a good start. Reason for Denial: I won't copypaste the same thing 5 times, but basically, very few people are actually buying the new advanced rebel weapons & items (1 turret purchase so far by non abusing administrators!), so using this as justification to always access or use these additional items doesn't seem fair. Additionally, we have very limited data for advanced rebel use so far (it's only been 9 days). If these items become an issue in the future, we're open to reviewing usage and revisiting prices/etc and/or considering adding/changing gear for the APD. It's also worth noting that given the target audience of advanced rebel is a small fraction of the server, future requests for adding gear for blanket use with only "advanced rebel" as justification will likely end similarly. I additional gear might be more well received if you included additional qualifications like hard requirements (eg there must be a fed)/restrictions (eg cannot use for general patrol), not persisting through death (pay per life), or significantly higher purchase price. Tier 2 vest to Deputy. Reasoning: With the recent addition of Advanced Rebel civilians have significantly superior gear than a majority of APD Officers. Although the tier 2 vest being added is not a significant change in comparison to the gear civilians have access to it is a good start. Changed: Increase time between being able to start Federal Events from 30 minutes to 45 minutes if Civilians successfully win Federal Event. If APD seal or defuse time between being able to start a Federal Event stays at 30 minutes. Reasoning: Increasing the time gives more opportunity for APD Officers to go and do something else between Federal Events rather than just responding to Federal Events. Realistically 20 - 30 minutes after the bomb blows is around when the Federal Event will be fully over if the APD pursued the rebels to gold trader. Armed ground vehicles (including BW armed ground vehicles) should not be able to be transported by the Blackfish (vehicle). Reasoning: The Blackfish is an overpowered vehicles that doesn’t have any effective counters and should not be able to transport armed ground vehicles out of, or into a situation due to the aforementioned factors. Reasoning for Denial: The blackfish just took a nerf by becoming harder to access (6.5m of licenses required to use the $5m uninsurable vehicle). Also, the fuel reduction from the previous RT looks like it'll be implemented in the next update, which will make it easier to drown. If you'd like to bring this back up after those are active, please bring a handful of example situations since implementation. Civilians with bounties lethal’d at Airdrops/APD Escort Events do not lose their bounties and APD Officers receive $100k for the lethal. Reasoning: Civilians at Airdrops/APD Escort Events are there to fight in an attempt to acquire the gear/vehicle. Some civilians intentionally go to Airdrops/APD Escort Events to lose their bounties by getting lethal’d by APD Officers. Reasoning for Denial: If you want to be rewarded for collecting a bounty, it doesn't make sense for the bounty to not be collected (and thus be collectable later). Airdrop already has significant financial incentive, and is primarily a civilian event. APD escort already favors APD significantly enough. Increase Warrant Jammer price from $50k to $150k Reasoning: $50k is fairly cheap and accessible for the Warrant Jammer, increasing the price by $100k isn’t a significant amount but still adds a financial negative to purchasing the Warrant Jammer. Reasoning for Denial: We're adding better logging for stats on warrants in the next hotfix (someone forgot on release, and also making it, so soft logging doesn't evade the warrant, so let's revisit this in the future after the system has been around for longer). RnR Add Trauma Team Must be Search and Rescue+ to apply have 60 days TIG and 8000 (133 Hours) minutes with no previous disciplinary action in the last 3 months. Trauma Team will never be able to engage on anyone for any reason and function completely in a defensive capacity. Trauma Team will have Taser rounds and not lethals. When engaged from a civ trying to interfere with a revive the medic will be able to tase and remove the firing pin from the assailant and from the player being revived so no one will have the combat advantage once trauma team is finished and leaves. Would like to trial run this with Senior RNR to make improvements additional rules as needed. These medics will have access to weapons for performing their duties of saving the lives of civilians. Will be on a separate ranking system to provide additional progression so medics which will have access to different weapons. https://docs.google.com/document/d/1WXYnrayeybRrNTFXcwlO63claPb3OkcVO61lKiiNvPU/edit?usp=sharing Medic Training Dome The training area will be used for giving new medics a more interactive post interview brief so that they can learn some of the key things to know while playing medic. The goal is to try and have better trained medic moving around to help prevent some common issues we have noticed as of late. Ex: Medics going to Air HQ, Air Terminal, & Air Hospital while a fed reserve is active. AND how to setup the most useful keybind for medic and proper interaction with Civ and APD vehicles etc. Can be located at north air hospital Reasoning for Denial: I'm failing to see the need for this given that you guys already have protection while training and can use a low traffic hospital like north air - feel free to make your case in faction leadership if you'd like. Change Increase medic revive pay by 5k - does not charge player more EMT: 15k -> 25k Basic Paramedic: 16k -> 26k Advanced Paramedic: 17k -> 27k Search & Rescue: 18k -> 28k Pararescue: 19k -> 29k Supervisor+: 20k -> 30k With these adjustments to the medic pay our main source of income will feel a bit more rewarding and can hopefully increase medic activity as well.
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I’ll give you a quilin Minigun for all of it
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Pick two meal: half toasted steak and white cheddar Cup of home style chicken noodle or French onion
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Selling 5 Crater Meth Shed (Industrial) (Vehicle Spawn) (Taking Offers)
WALT replied to WALT 's topic in Marketplace
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Selling 5 Crater Meth Shed (Industrial) (Vehicle Spawn) (Taking Offers)
WALT replied to WALT 's topic in Marketplace
no sir -
$990,500,000 in total that's nuts, entrepreneur activities right there
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Prayers to his family, so sad. Will miss Conner for years to come.
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Civilian Cartels Remove NLR in Therisa Exception: Players respawning in Therisa with the sole intent of returning to WZ are exempt from NLR on the condition their presence is limited to pulling a vehicle and driving to WZ Reasoning: Currently a grey area amongst staff, some staff members ban players breaking nlr in Therisa; some don't. Most players intentions are to drive into warzone, but unfortunately get spawn camped within the city preventing the increase in fights. Revert War-points back to original scaled value - pre-update - We will try to replicate previous values; due to an overhaul of the code it may not be exact same on our first attempt Runs Insider Trading License Purchasable license: which gives players the option to view when real-estate will become available on the market. Green Map Marker = Less than 15 Days left till house is purchasable on market. Yellow Map Marker = Less than 10 Days left till house is purchasable on market. Red Map Marker = Less than 5 Days left till house is purchasable on market. Cost $1M, can be purchased at Realtor Reasoning: Helps new players receive an advantage for finding good real-estate on the map before House is purchasable on market. Vigilantes Change: Remove the ability for vigilantes to tase in warzone, change to lethal magazines within warzone island. Vigilantes will receive a percentage of a players bounty when lethaled in Warzone based off of Vigi Tier. Tier 1: 5% Tier 2: 10% Tier 3: 15% Tier 4: 20% Tier 5: 25% A system to prevent Vigilantes camping bottleneck & rebels can be similar to the renown point system. Vigilantes who kill a player who is naked/ gearless will receive a far less % of bounty when killed. System can be scalable. Change: If a Vigilantes License is seized by the APD: it disables the ability for the license to be purchased for 48 Hours. Scats Add a "Rob All" Option when robbing players. Action will take same amount of time as robbing everything separately Move 200% Pharma Drop Off @ Pol - Moving it North of Sofia towards the lighthouse. Ability to pay bail immediately once player is sent to jail. Feds Remove a scout ghosthawk/huron vehicle's ability to contribute to multiple hawks lost + guns hot status. Must go back to HQ to revert back to rapid. Dopamine Shot/ Epi-Pen Changes Decrease dopamine shots & epi-pens item weight to 2. Decrease dopamine shots cooldown to 2 minutes. Change dopamine shot image to syringe. Dope Shots now give revived players dopamine on revive: without dope timer. Change Dopamine Shot price to 250k if changes above are met. APD Added: Possession with Intent to Distribute charge $25k Seize Vigi Licence Add if a civilian is found to have distributed any form of illegal contraband to another person. Reasoning: An additional charge that can be added when civilians are handing out illegal contraband to APD Officers. Improper Handling of Hazardous Materials charge $25k Seize Vigi Licence Add if a civilian is found to have distributed radioactive materials to another person. Reasoning: An additional charge that can be added when civilians are handing out radioactive material to APD Officers. Stone grenades usable in grenade launchers. This would be priced the same and work the same as the current tear gas grenade that can be used in grenade launchers. Reasoning: An additional tool in the APD arsenal. Road kits to Patrol Officer - Approved for addition, if there are performance issues as a result of this then it is subject to removal without notification; will be unavailable and cleaned up during times of low server performance. Limit of 5 being able to be placed at a time by an individual Patrol Officer. Reasoning: An additional tool in the APD arsenal. With a limit on how many road kits a Patrol Officer can place this will hopefully cause less concerns. Changed: Rule Change - Denied in favor of the lethal adjustments below APD may not utilize vans at any federal events. Reasoning: The win rate/amount of Federal Events has been increasing and this change will give the APD an additional counter to attempt to get into the Federal Events. Lethals can authorized for all officers at federal events after 10 minutes if <= 10 officers online; dope timer inside federal events increased to 10m Car-95 price adjustment Increase Car-95-1 price from $70k to $75k Magazines from $5k to $6.5k Reasoning: Car-95s are cheap weapons for how effective they are with a fast fire rate and high capacity magazines. Increasing the prices to $70k/$150k makes the weapons more in line with similar weapons such as the Spar-16/Spar-16-s. Increase APD Escort Event Reward Payouts (total reward payout would still be split between the APD Officers participating in the APD Escort) Small - $1 mil - $1.5 mil Medium - $1.5 mil - $2 mil Large - $2 mil - $2.5 mil Reasoning: An additional incentive to encourage APD Officers to do Escort Events producing more content. Buff Hunter and Strider front glass to be more similar to Ifrit front glass. - Pending further investigation and discussion with CC Reasoning: There is still a significant difference between an Ifrit's front glass and other armoured vehicle's front glass. It can still only take 2-3 bullets from an MK-1 to kill someone out of a Hunter/Strider, the Ifrit can take anywhere from 15-30+ bullets to shoot someone out. RnR Add Rescue and Recovery Firefighting This can be an alternate thing for medics to do while playing on the server. Open Casino for Medics - I have been personally left to bleed out 2km from Kavala, watching a medic coinflip the entire time very shortly before it was removed; casino gambling doesn't have the benefit of people seeing it in side chat, so it'd be even harder to hold medics accountable. This would be another thing for medics to do in their free time while playing. Also, the best money sink in the game, and letting medics use it will help take money from Medics. Medic Kajman and Taru(Medical) (Kajman = Sup+ Taru(Medical) = Search & Rescue) - Currently Supervisors have 2 items over the previous rank, RnR is also over-budget on texture file size. The Taru medical is a simple addition, the Kajman is not. Another couple helis for medics to play around with. Remove all weapons and skins will be needed. Change Medic DP mission payout - we'll set this to be the same as normal DP missions ($/km), which is slightly over 3x Increase the Payout for completing medic DP missions by 3x. Current System Kav - Neo 16k and it takes roughly 3 minutes. You can do roughly 20 runs like that in an hour and you would make $320,000. The new payout from Kav - Neo 48k takes the same time so 20 runs times 48k would be roughly $960,000. This can be a way to fix the medic DP missions and the medics will have something else to do to keep them moving. Remove Vehicle pull cost from hospitals - This was an unintended effect for the reimplementation of vehicle retrieval price. The vehicle pull price is too high for the amount of money currently being made while playing medic. Medics pulling vehicles from hospitals should not cost anything as that is our main garage and Air station. Remove Pay reduction while Hostage at a Federal Event Medics don’t want to be there against their will as it is and most times they don’t revive and only give dope.
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^^^
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Taking Offers!
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You gotta be joe——king. u dog, great friend and even better person. Better stay in the discord
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Civilian Council Conquest Reduce flag capture time by 3.5 seconds per group member within 100m - Approved, but the numbers will be tweaked to utilize ratio rather than absolute count to actually reflect "overwhelming majority" and will not be as significant in most situations Groups must have overwhelming majority For example: 10v10 would be 45 seconds 10v5 would be 10 seconds 5v4 would be 27.5 seconds Decrease respawn timer based on death location The closer to a capture point the larger the decrease For example: If you die within 100m of a point, your respawn timer would be 1m 15sec If you die more then 100m from a point, your respawn timer would remain the same Runs Redesign hybrid runs (runs with legal and illegal components) to favor illegal aspects and the person doing the run - Moonshine & Mushroom processor redesign approved for greater dependability, meth is already pretty good Cigar/Cigarette Run - Combining two fields into one legal/illegal run doesn't really change the dynamics very much, and the APD are already strongly against illegal runs involving legal components. Reasoning This gives players the option to be passive and do a simple low risk run like legal runs, and have the option for higher risk runs. While making people trying to rob them follow them and keep an eye on them to be able to rob and not just set up a basic overplayed ambush. (If too many runs as is, This is a good way to phase out old style of runs and test something new.) Like Ditch Weed or silver and place according) Legal Route Tobacco Field > Cigarette/Dart Roller > General Market Illegal Route Tobacco Field > Cuban Roller > Cuban Dealer New zones added Tabaco Field Legal zone Cigarette/Dart Field Legal zone Cuban Cigar Roller Illegal zone Cuban Dealer Illegal zone New items added Tobacco Acts as the unprocessed resource Sells for 75$ Cigarette/Dart Acts as the legal processed resource Sells for $900-$1800 Cuban Cigar Acts as the illegal processed resource Sells for $1500-$3200 Vigilante Add regull alternative to vigilantes - Y'all can have coffee - the novelty of a special item isn't worth the implementation time Reasoning Would be a small but cool item that only vigilantes would have, something special for them, as the coffee to the apd. + would be a nice trophy for rebels when they kill a bounty hunter. Titled: Cappuccino No changes from regull besides name and visuals Add Vigilante HQ - You already have a "vigi hq" at Athira Big outpost similar to an APD HQ - Sure, we can make it bigger Allows tier 3 vigilantes+ to respawn at the HQ Would contain a helicopter pad - Airfield is literally right there Location would be on top of the hill near the sand processor, north of it. Scats Limit player housing to 5 per player instead of per account Reasoning Currently there are a lot of houses owned by 1 player, this would increase current house slots and with future changes to houses provide more availability and a less monopolized market. Add purchasable perk to spawn in with GPS + selected clothing uniform - will be part of a large system coming soonTM Feds Add wave rule to starting point pharma and bank - Already done by the APD If 5 or less cops RESPONDING then no wave rule Limit the amount of striders able to be utilized at a fed to a specific amount - This was denied last RT and re-proposed without any changes to address the previous reason for denial Reasoning Smoke fighting is something very few people enjoy doing, limiting the availability of striders at a federal event causes less smoke fighting whilst still allowing APD to smoke off important areas. Senior APD Add Fuel siphon Multiple use y-inventory item (2 weight/$5k) that with a 20 second animation allows players (all factions) to empty fuel out of a vehicle. Drains to 10%, cannot drain if < 10% Reasoning: An additional y-inventory item that can perform an action that cannot currently be performed in-game. Civilian House Raiding - Would be very one-sided towards people that just want to knock down doors for free gear or to harass specific groups Civilians would have the ability to raid one another houses in an attempt to get the virtual/physical items stored inside. Reasoning: An additional feature that adds another dynamic to Olympus that allows civilians the opportunity to obtain gear that is locked away inside of houses which as of current is unobtainable. How Civilian House Raiding Would Work: Purchase a crowbar for $500k (y-inventory item) from a Rebel Outpost. The crowbar is a one time use item. The house owner/key holder must be online on the Civilian Faction for a player to attempt to raid their house. Once a house raid has been initiated regardless of whether the owner/key holder log out the raid can continue, the gear will still be accessible within the property. The house must first be boltcutted, or broken into in some form. The player then would use the crowbar inside of the property to start raiding the house. Raiding a house takes 15 minutes. The player utilizing the crowbar must remain in the animation, otherwise the house raid would be cancelled and the crowbar disappears. Once the house raid is completed the player conducting the house raid will be able to access the house inventory for 30 minutes. Once the 30 minutes has passed the house will automatically reseal and would require the process to be repeated to access the inventory again. Alternatively the house owner/key holder can windows key inside of the house and reseal the inventory. This action is an animation that takes 3 minutes to complete. Failure to remain in the animation cancels the action. Alternative Gear Access Proposals: Option to raid a house’s virtual or physical inventory. Rather than when raiding the house all gear is accessible after completion of the house raid only the virtual or physical gear would be accessible. The player could still choose to repeat the process and attempt to rob the other inventory once the animation is completed. Once a house raid is completed the player would be able to select 5 virtual and 5 physical items from the inventory to take. This would be all of that item that they would be able to take. Eg. A house has 100 Moonshine, the player would be able to take 100 of the moonshine and this would only be counted as 1 item towards the total of 5 virtual items that can be selected. Extra House Upgrades: Alarm System. An alarm system upgrade can be purchased for houses for $500k. The alarm system will send a notification to all owners/key holders that are online, warning them that their house is being raided. A notification will appear on the map over the house that is being raided. Reinforced Storage. 3 tiers of reinforced storage can be purchased for houses for $1 mil per a tier. Each tier adds 5 minutes onto the time it takes for a player to raid a house. Eg. Tier 0 - 15 minutes, Tier 1 - 20 minutes, etc. Maximum raid time would be 30 minutes if all reinforced storage upgrades are purchased. All of the aforementioned house upgrades would contribute towards a house’s house tax every 45 days similar to storage upgrades. Change Remove the ability for the Blackfish (Vehicle Transport) to load BlackWater/Airdrop Vehicles until they are claimed. - Denied in favor of the fuel change Reasoning: The APD does not have a vehicle that can effectively counter the Blackfish due to its speed. Reduce Blackfish total fuel by 33%. Reduce Blackfish (Vehicle Transport) fuel by an additional 50% when transporting a vehicle. Reasoning: Prevents the Blackfish from being able to be airborne for a significant amount of time, allowing the opportunity for players to attempt to catch up with the Blackfish, or locate the Blackfish. A Blackfish (Vehicle Transport) transporting a vehicle is carrying extra weight so this should be reflected in fuel consumption. Remove the ability to sling the HEMTT Transport Covered. - The price increase compared to the HEMTT Box is not enough to compensate for the benefit of being able to fit into the federal reserve dome and have the same storage. As well a weight decrease would result in the box becoming useless as the HEMTT Transport Uncovered can already be slinged for just 200 less base weight when compared to the HEMTT Box. Reasoning: The HEMMT Transport Covered holds the same weight as a HEMMT Box (which cannot be slinged) and is currently able to be slinged. This is obviously a significant amount of weight that the vehicle can carry and far surpasses all other vehicles that can be slinged. Reduce Vigilante bounty payout by 50% for bounties that are restrained within 500m of a DMV. Eg. Vigilante restrains someone in Athira Square, upon sending the player to jail at a Vigilante Outpost they would receive 50% less money for the bounty. Reasoning: Vigilantes camping major cities preventing civs (especially newer players) from being able to regear after respawning is an issue. This has the domino effect of that player not getting the gear they need to conduct whatever activity they so choose resulting in less content on the server. Increase vehicle pull price after being impounded by APD/RnR. Vehicles will not incur a fee if retrieved from an impound yard at a hospital Vehicle Impound Fee for Vehicle Type. Car (Hatchback - SUV) - $5k Small Truck (Flatbed - Zamak) - $10k Large Truck (Tempest - Hemmt) - $15k Small Heli (M900 - Hummingbird) - $10k Medium Heli (Orca - Hellcat) - $15k Large Heli (Mohawk - Taru) - $20k Reasoning: This is an additional tax for players that do not store their vehicle, incentivizing players to store their vehicle, or be essentially charged by the state for not doing so. Change bomb defuse to a scroll wheel action. Remove bomb defuse kit. Reasoning: Quality of life update that removes the requirement to access y-inventory to attempt to defuse a bomb. Senior RnR Add Deny by APD option on dispatch - It's really not hard to tell that the 3rd party is the APD when you're dead; if there's a need to give the player more details, send a text message It helps let other medics & civilians know that APD denies them. Medic Delivery Crate missions “S&R+” - Let's fix medic DP missions instead. Requiring they carry a crate that'll cost them money if it's not delivered will make them far more invested in the mission and less likely to want to divert for a revive. This could be something for medics to do when we have downtime while playing. Similar to plane missions the medic would sling a crate from Hospitals and APD stations for money. They could pay between 60k-125k based on the distance traveled. The ability for medics to save a vehicle that's been destroyed If they can respond fast enough, medics will be able to windows key burning wreckage and try to save it. If the medic is able to save the vehicle it will return to the owner's garage with basic insurance if it had any insurance or with none if it did not have any. This can have medics moving around a bit more and give them the opportunity to interact more with the Civilians and APD. Medic can earn from 15k-50k based on the vehicle saved. One minute drowning immunity after getting revived underwater. This QOL change can help civilians make it to the surface of the water. Change Fuel can to be unlimited like the tow & sling (only for medic) Making it unlimited will help medics help the civilians if they forget to buy another can of gas and the civ is stuck in the middle of nowhere. Give Dope to the windows key instead of the scroll wheel. This QOL feature will make it easier for medics to give dopamine. Fix Xi’an bug - We'll try, but no promises A temp fix for this until Bohemia fixes this is to have the group leader issue the “Stop” command and it fixes the issue for Xi'an and blackfish fliers. Remove Vehicle animations for the Orca and hellcat. (only for medic) Another QOL change to help medics get in and out of their vehicles faster to provide medical service
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o7 to the greatest content creater in olympus history
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Civilian Council Spots are open. Recruiting 1 Vigilante and 1 Scat Council Member. Apply today!
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Civilian Rework SWAT. @ doctor doom Remove APD Requirement. Rework Senior SWAT. Senior SWAT are not enforcing rules. Sergeant Rank should be restructured to a merit based promotion for players who have experience & lead (like Corporal on S1) Allow LT+ to accept applications. The current system only allows @ Caden to accept SWAT applications. The current system is gatekeeping a dying faction. Should allow a lower standard of acceptance in order to increase SWAT roster/ skill. Willing to establish a new alternative metric for application evaluation. Factors: Ban History within previous month of application. Conquest Time/ Experience. Community Standing: (Whitelists including APD, Support, CC, etc.). Results: [1] The official requirement for deputy will be dropped, however, it will still be up to Sr SWAT's discretion to determine who can be accepted into SWAT (including, but not limited to the factors listed below). Ie, players with excessive conquest experience and clean ban history should be accepted, but @ Caden will still retain the ability to deny applications for players that appear unfit for the role. There may be additional discussion on this point with Head CC & Caden to further settle on something agreeable. Changes to application metrics have already been established internally. Cartels Drug Cartel Perk/ Value Changes @ WALT Owning the Drug Cartel automatically speeds up processing to 50% processing bonus for Meth & Moonshine. Owning the Drug Cartel automatically processes Weed, Cocaine, Heroin, & Mushroom to double processed, instead of the current two cycle process for drugs. Incentives Fights & Incentivizes Illegal Runs Change the current drug cartel tax system @ WALT Instead of taxing sales, tax processing instead. Value is determined based on individual drugs at a max flat rate. Reason for Denial: [1] There is already a speed buff when owning the cartel, along with many other benefits (eg tax on sales, passive income, etc). [2] Seeing lots of opposition to this; if you want to buff cartels, I don't think this is the way to go about it. Especially considering that someone doing runs isn't going to be able to consistently pivot to cartel fighting. Overall, this probably wouldn't have a huge impact on cartels but could significantly harm runs. Scats Suicide Vest Rule Change. @ Pol Suicide vests can now be used to kill restrained players. If the APD or the Hostage takers group, spots a tagged gang member from said group with a suicide vest on they can KOS. Players can already crossfire with a Grenade and such + contradicting statements from staff makes it unclear whether you can crossfire with a vest or not, this rule change is healthy as the vest alone is expensive, rarely used, and give much need clarification on grey area. Rule Change - Chapter 15: Explosive Items: Suicide vests may be used at any time following normal roleplay rules. Misuse of suicide vests to kill restrained players or destroy vehicles for no reason may still result in administrative action. Suicide vests may be used to kill restrained gang & group members. APD & players holding said player in restraints may KOS spotted gang member wearing a suicide vest. Reason for Denial: [1] See @ David Miller's response outlining what you can and cannot do; it's almost already allowed, but with some constraints to force a little bit of roleplay. Runs Move Platinum Processor to a new & location. @ TroyOGG Players who participate in run, want a better & safer spot for processing. Due to long travel distance & low pay from platinum, it seems justified. Reason for Denial: [1] Already changed recently, also no reason to further buff legal runs at this current time. https://gyazo.com/92351982985ff66371194a34956c2e7e Feds Add RPG-42 to Blackwater Loot Table. @ doctor doom Item is to be set as "Ultra Rare" Reasoning: [1] Was added as a new dynamic item for the Blackwater loot pool, to give a new rare item to the civilian arsenal. Add Verona to Blackwater Loot Table @ doctor doom Item is to be set as "Ultra Rare" Limit range on Verona to "2 Kilometers" amount. Reason for Denial: Wire guided ground missiles have no place in a life server. Pharma Changes: @ Big John1 Change 85% Drop Off -> 50% Drop Off Create a 200% Pharmaceutical Drop-Off near Pygros. Reasoning: [1] Changes were established because the 85% Drop Off is highly uncontested for both APD & Civilians, leading to this event to be too easy and a money farm for civilians. Therefore, nerfing 85% and adding a 200% Drop-Off will add to the dynamic of pharma for both Civilians & APD. The 200% location will be located near Pygros, so it won't be an easy "cop out" option. Remove CMR from Patrol Officers. @ Big John1 Too overpowered for the ability for all patrol officers to use. Reason for Denial: [1] Gun is not widely used, and there is no valid reason for weapon to be removed from Patrol Officers. Limit APD to 2 Striders per wave at Federal Events. @ Big John1 Only limiting total number of striders pulled for Federal Events, this does not include Hunters. Too much smoke & smoke fighting at Federal Events Reason for Denial: [1] There are circumstances where this may make sense, but others where it does not. If re-proposed, there should be some included bounds where this is applicable (ie, escalation parameters). Additionally, the current fed stats are learning in the favor of civilians, so it's probably not an optimal time to make this change. Increase time to search red zones for APD from 15 Minutes -> 20 Minutes. @ virus Rule Change will be in effect from June 26th and rolled back on July 25th. WPL bonus will be nerfed 5% ( 20% -> 15%) Some illegal processers will receive changes to be more defendable in the August Update. Reasoning: [1] Currently APD numbers are at an all time high, while the percentage of illegal runs being completed is decreasing. We need a reason for players to do more illegal runs, which is why a smaller risk for players to complete these runs are the best way to go about the change to cater to current server population. Rule change is being assessed through a trial period, to determine if illegal run productivity is increased, with that being said WPL bonus was determined to be nerfed with change by 5%. With this change it was determined to buff processers locations for illegal runs, to maker runs easier to defend rather than being a sitting duck waiting to be robbed. RNR Rule Restricting amount of medics that can be taken for a Federal Event The number of medics allowed to be taken would go on the number of medics online. 1-3 Medics Online (Hostages Max 1) 4-5 Medics Online (Hostages Max 2) 6+ Medics Online (Hostages Max 3) Reasoning: [1] This will help maintain the ability for other players to still be revived across the island when there's an active federal event. This should significantly reduce the number of complaints that Senior R&R receive of “Medic didn’t revive me” // “I bled out, and the medic didn’t even move” //. R&R Enter As Co-pilot Simple QOL change; allows medics to enter as copilot without unlocking their helicopter. APD Weapon seizure gives 10% of weapon value split between all APD Officers in the area. Eg. An APD Officer seizing an MK-1 ($125k) would receive a split of $12.5k. Reasoning: [1] APD Officers receive money for seizing virtual illegal items and this should be no different for illegal/charge permitting seizure weapons. A 10% value of the weapon is a reasonable amount of money for disposing of an illegal/charge permitting seizure weapon. Rare weapon item seizure prices are to be evaluated further. Flares and Radar notification to Hummingbird. The Hummingbird is already an exposed vehicle that is not difficult to shoot down. The lack of flares and radar means it has no counter to titans. Reason for Denial: [1] It was determined that their is no reason to add flares for the same reason that vanilla Arma does not include flares on Hummingbirds. It is determined if you wish to have flares on Heli, players should just have to pay for an upgrade for a vehicle that has flares, rather than go cheap and risk being titaned. Perks of paying high value for said protection. Also it was seen as an issue for players that bench snipe, it would give them too much of an advantage. Black, Dazzle and Olive Hummingbird variants for SGT+ for patrol. The Hummingbird is already an exposed vehicle that is not difficult to shoot down. This adds additional varients for SGT+ to utilize for patrol. Reason for Denial: [1] APD Vehicles shall have APD textures; if you don't like your current texture; please work with texture design to get a new one. Ifrit to Active Captain+ Limited to utilizing one Ifrit on the server at a time. Adds an additional armoured vehicle to the APD arsenal. This is balanced due to it only being accessible by Active Captain+ and limited to only being able to utilize one Ifrit on the server at a time. Reason for Denial: [1] Ifrits will not be added to the APD outside of SWAT; additionally, captain was justified as a whitelist with perks no different than LT as a bridge between LT and deputy chief, we intend to uphold this decision. Mushroom converted to illegal item. Cow Manure Field changes to a redzone. Mushroom is a low risk run that is the only single field illegal run that the field is not illegal. Mushroom contributes a significant amount of money to the economy and needs to have additional risk. Reason for Denial: [1] Diversity in runs is good; if you think mushrooms are too strong given their situation, a price of distance change would be more appropriate. Increase Ghillie Suit price. Marksmen $10k -> $25k Rat Ghillie (non-marksman DLC) $10k -> $15k Reasoning: [1] Obscures player's names at close distances providing a considerable advantage for a currently negligible price. Increase bullet damage to tires by 30%. Tires currently take a more than reasonable amount of bullets to shoot out tires on vehicles. Increasing damage to tires makes it easier for everyone to disable vehicles rather than being forced to attempt to pit. Reason for Denial: [1] Many tires are already very easy to destroy, especially with the resources already at the APD's disposal. Remove armour stacking on server 1, convert to Conquest System. CSAT/Granit would only be able to be worn with a tier 2 vest. Pilot Coveralls (only obtainable from Federal Events/Airdrop) would still be able to be worn with any tier vest. Solution: Granit's in-shop are not stackable with t3+ Remove one variant of granits from warpoint shop and make item event exclusive like pcovs. Reasoning: [1] Players are able to wear granits which are reasonably low priced for the considerable amount of protection they provide, paired with a tier 3 or higher vest which in the case of the tier 3 is purchasable for a low price. This turns players into bullet sponges and causes a significant disparity compared to a majority of the APDs armour and the armour of newer or less war orientated players. Solution was created to make granits less accessible and more expensive. APD Escort Vehicle spawns tier 4. Reasoning: [1] The APD escort vehicle spawning tier 0 means it is sluggish to drive. Changing the vehicle spawn to tier 4 mirrors how the Blackwater vehicles spawn. There will be a maximum number of 2/3/4 Qilin/Prowlers per small/ medium/ large APD escort. Reasoning: [1] This was originally added to the APD Handbook when the APD Escort Event was first added to limit the number Qilins/Prowlers that the APD utilizes during the event. Since the event has been added and APD Officers have conducted the event a considerable number of civilians usually attempt to stop the event to get the high value loot from the vehicle. Due to the number of civilians and the gear that they use attempting to counter the event it is no longer felt limiting Qilins/Prowlers vehicles is necessary. You can find the roster for the @Head Civilian Council here. As always you can find details on how to apply here: