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Gang Bases Information


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Gang Bases

  • Rebels that gang members can spawn at
    • Only the gang that owns the base can use its functions
    • Would include all the functions of a normal rebel (Weapon shop, Market, War point shop, car/heli pull, etc.)
    • Cannot spawn at during the skirmish
  • Gang Base Skirmishes
    • These will occur on Mondays starting at 6 PM EST where this base would be up for grabs
    • During this time period whichever gang manages to capture the base and hold it for 45 minutes will be the winner.
    • The 45 minutes would be added up from all the times they had the point captured
    • It will be a 30 second flag pole capture (like Conquest)
    • Group maximum is 15 per gang
  • Location (Initially will be 1 gang base)
  • Perks
    • Randomizes a perk of three options
      • 15% reduction on weapons in the rebel shop, Only works at the gang base (Does not stack with owning Arms Cartel)
      • 15% reduction on all vehicle purchases, Only works at the gang base
      • 15% increase in all illegal run sales
  • Rules
    • Follows Conquest Rules  Chapter 22, subsection 3
      • Warzone rules apply inside the conquest zone (no NLR, KOS, etc)
      • Civilians may not make use of armed aerial vehicles or slung armed vehicles
      • Vigilantes and APD members may not camp areas solely to stop or arrest conquest participants (including, but not limited to, the nearest city/rebel/sheds)
      • Players may not go to conquest with the sole intention of stealing/chopping vehicle
      • Medics are not permitted to enter the conquest zone

 

  • APD Interactions
    • Gang Base raids (No active skirmish)
      • Follows rebel raid rules, server rules and apd handbook wise
        • No nlr for civs when killed by cops, Sgt and 2 cops to be able to raid
      • Wave limit of 5 waves
      • Timer for respawning at the base after being lethaled by a cop
        • Avoids cops having to fight the full force of civs nonstop
    • Base skirmish areas (During an active skirmish)
      • Follows Conquest server rules, but adjusted
      • APD are not to enter the redzone of the skirmish (500m radius around the base)
      • Exception: If the APD are actively following a suspect of a crime and they flee towards the zone of the skirmish they are allowed 1 wave (No first wave backup) where they are only to go after the suspect they chased in and then leave the area
      • Exception: If the APD are shot at during their raids they are allowed to fire back at the group of civilians that initiated the firefight with them. Their main objective should always be to apprehend/neutralize the civilian they chased in and then leave the area of the skirmish.
      • APD cannot utilize armed aerial vehicles
      • Exception: If the APD has actively pursued a suspect they may utilize the guns in an attempt to neutralize the suspect following standard armed aerial vehicle engagement rules however cannot return fire on any other civilian(s) that may fire upon the armed aerial vehicle
  • Like 14
  • Pepega 1
  • Weird 1
  • Downvote 1
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Compound is way to small me and @WALT mentioned it to others how there needs to be a much larger compound surrounded by sandbags and walls. That current base is going to be shit when a 12 man gang takes hold of it, cant wait to see one guy run up command and kill 8 people 

  • Like 7
  • Downvote 4
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4 minutes ago, Cliffoff said:

Compound is way to small me and @WALT mentioned it to others how there needs to be a much larger compound surrounded by sandbags and walls. That current base is going to be shit when a 12 man gang takes hold of it, cant wait to see one guy run up command and kill 8 people 

Can actually agree with you with but when I made comments on the dog shit designs they just don't care.

They think they know better than the people who fight it. 

 

 

  • Like 4
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50 minutes ago, Cliffoff said:

Compound is way to small me and @WALT mentioned it to others how there needs to be a much larger compound surrounded by sandbags and walls. That current base is going to be shit when a 12 man gang takes hold of it, cant wait to see one guy run up command and kill 8 people 

fighting that will be aids all someone would need is a mk200 and 1 mag for it and could wipe everyone there

  • Like 1
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2 hours ago, Cliffoff said:

Compound is way to small me and @WALT mentioned it to others how there needs to be a much larger compound surrounded by sandbags and walls. That current base is going to be shit when a 12 man gang takes hold of it, cant wait to see one guy run up command and kill 8 people 

Go look at it in game it’s not like that

  • Like 3
  • STFU 1
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40 minutes ago, Maddox said:

Go look at it in game it’s not like that

@Grandma Gary Mind updating the photo then to apparently how it actually looks. If that is the current design that you guys have planned for this, then enjoy the main combat gangs never returning to it again

  • Like 2
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3 hours ago, Cliffoff said:

Compound is way to small me and @WALT mentioned it to others how there needs to be a much larger compound surrounded by sandbags and walls. That current base is going to be shit when a 12 man gang takes hold of it, cant wait to see one guy run up command and kill 8 people 

 

3 hours ago, Silton said:

Can actually agree with you with but when I made comments on the dog shit designs they just don't care.

They think they know better than the people who fight it. 

 

 

Yeah I said the same thing was told that it was new and that it needed to be tested smaller or something like that idk but what Silton said 

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2 hours ago, TheoryB said:

wdf it dont stack with arms discount >.< whats the point then 

it does. just not the entire amount. So not 30%

12 hours ago, Hoonter said:

Random perks are stupid should let people choose what they want going to be a real bummer if you get the 15% off of vehicle purchases for a week

you on crack? the amount of ppl that will buy  ifrits, HMG offroads.... those things are lit when u get a discount on them. Buy em in bulk

  • Like 1
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Add another command in the middle, that base only benefits defenders right now. Your going to have about 5 people in that one command and 3 in a deersand and the rest in that fucking bunker. Another command and deerstand will do it. The fact its on a hill benefits the defenders but another factor that also benefits the defenders is the amount of buildings which means they can place more players. Add in those two buildings^ and it'll even it out for attackers giving them more choice of where to slam

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