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Adistar

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Posts posted by Adistar

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    Participants:  @Blue @Leonard @Dinaz @flappy

    Title: Main RP - Preparing a Prisoner Exchange

    Story: 

    With their hideout secured, Yakuza now sets their sights on their next target: Freeing Fernandez del Piero (Killerr), a notorious figure within The Company known for his unparalleled mastery in money laundering. With his expertise, Yakuza aims to establish themselves once again as a formidable force in San Andreas, both financially and strategically. Through information from corrupt ex-officers, it was revealed that Fernandez was still in San Andreas, facing a lifelong prison sentence. Thus, a number of members were tasked with the mission to take a high ranked officer of San Fierro Police Department hostage. The plan was to ambush the officer after his shift ends. The timing was also retrieved from corrupt ex-officers, and was found to be right, as the officer was indeed leaving the police department.
     

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    An unsuspicious civilian, who turns out to be an external informant hired by Yakuza, was spectating the police department and keeping Yakuza up-to-date about the situation. Once the informed identified the officer and the car plate, Yakuza members were instructed to start following the officer and prepare for an ambush.


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    The Yakuza members identified the car and followed the officer till the officer was in a vulnerable state and then took him hostage.

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    They took the officer to their new hideout spot and used his phone to reveal to the public that the officer has been captured, and that he can be released if the police is willing to release Fernandez. Now it is just a matter of waiting till the negotiations start.

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    • Like 6
    • Moist 1
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    Participants: @Killer208 @Jesse421 @Rose @Scofield@Blue@Adistar @Leonard @Alphaxyz

    Title: Main RP - The Beginning

    Story:

    In the dead of night, a cargo ship sliced through the choppy waters. Its hull creaked with the weight of hidden cargo, its engines thrumming a steady rhythm. Onboard, nestled in the shadows of stacked containers, a group of figures huddled in silence. They had embarked on a perilous journey, one that would lead them to the shores of San Andreas. Smuggled within the confines of a container, they arrived at the San Fierro port

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    The group emerged from their concealed container onto a waiting truck. As the truck rolled away from the port, they remained hidden, waiting for the moment to sneak away.

     

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    The moment arrived when the trucker stopped at a gas station to take a break. Sensing their opportunity, the members of the group swiftly jumped out of the truck, their movements fluid and precise. In a matter of seconds, they carjacked two vehicles parked nearby, the engines roaring to life as they peeled away from the gas station, leaving behind nothing but dust and the echo of their daring escape.

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    Arriving at an abandoned warehouse, the group encountered a small gathering. Their polite request for shelter was met with a firm refusal. With no other option, they forcefully took over the location, making the individuals there their hostages. Adopting their identities, the group vanished into the anonymity of San Andreas, their true selves concealed as they delved deeper into the city's shadows.

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    • Like 9
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    In the sprawling cityscape of San Andreas, nestled among the shadows of towering skyscrapers and neon-lit streets, two formidable criminal syndicates reigned supreme: the Clandestine Mob and The Company. For years, they held sway over the underworld, orchestrating illicit deals, extorting businesses, and enforcing their will with an iron fist.

    However, their reign of terror came crashing down when a meticulously planned police raid finally caught up with them. The authorities descended upon their strongholds, arresting key members and dismantling their operations. Among those apprehended were the leaders of the Clandestine Mob and The Company, who faced the prospect of spending the rest of their lives behind bars.

    But fate had other plans in store for these criminal masterminds. Through cunning and guile, they managed to engineer a daring escape from prison, slipping through the fingers of law enforcement and disappearing into the shadows of the night. With the full force of the law hot on their trails, they knew they had to vanish without a trace.

    With their vast resources and network of connections, the fugitive leaders made their way to Asia, seeking refuge in the bustling metropolises that offered anonymity and opportunity in equal measure. Here, in the heart of the Far East, they began to lay the groundwork for their resurgence, forging alliances with local triads and underworld figures.

    Under their guidance, a new criminal empire began to take shape: the Yakuza. Drawing upon the ruthless tactics and organizational prowess of their predecessors, they quickly carved out a niche for themselves in the Asian underworld, establishing a stranglehold on illegal enterprises ranging from drug trafficking to human smuggling.

    But the Yakuza was more than just a mere continuation of past criminal enterprises. Infused with the unique culture and traditions of their new surroundings, they adopted the code of honor and loyalty that defined the ancient Japanese criminal syndicates from which they took their name. This blend of East and West, of old and new, made them a force to be reckoned with on the streets of Asia.

    With the passage of time, the once-mighty empires of The Company and Clandestine Mob crumbled in the absence of their leaders. Rival factions vied for control, plunging San Andreas into a chaotic power struggle that left the city's underworld fractured and weakened.

    Meanwhile, across the Pacific, the Yakuza flourished under the shrewd leadership of the fugitive bosses. They amassed wealth, expanded their operations, and solidified their grip on the Asian criminal underworld. But amidst their newfound success, the desire for vengeance simmered like a dormant volcano, waiting for the perfect moment to erupt.

    Years later, whispers began to circulate in the shadowy corners of San Andreas – rumors of a formidable new player on the scene, a mysterious force known only as the Yakuza. As if conjured from the nightmares of the city's criminal elite, they emerged from the darkness with a singular purpose: revenge.

    The Yakuza's return sent shockwaves through the fractured remnants of The Company and Clandestine Mob. Forged in the crucible of betrayal and incarceration, the leaders of the Yakuza were determined to reclaim what was rightfully theirs, to settle old scores and establish dominance once and for all.

     

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    In the shadows of San Andreas, where whispers of betrayal echo through the neon-lit streets, a tale of vengeance unfolds. Fueled by the flames of past injustices, a clandestine faction emerges, their eyes set on one singular objective: revenge. They wield three potent tools to achieve their retribution:

    Territory Control: territory control involves the strategic acquisition, defense, and expansion of a faction's influence over specific areas within San Andreas. It requires careful planning, coordination, and sometimes brute force to establish dominance and fend off rival factions. Whether through negotiation, intimidation, or outright confrontation, factions vie for control of lucrative territories, such as neighborhoods, businesses, and key landmarks, to solidify their power and expand their operations.
    Money Laundering: money laundering is the process of disguising the origins of illegally obtained money to make it appear legitimate. It involves a complex series of transactions and financial maneuvers designed to obscure the illicit source of funds and integrate them into the legal economy. Through shell companies, front businesses, and offshore accounts, criminals launder dirty money to evade detection by law enforcement and enjoy the fruits of their criminal activities without arousing suspicion.
    Blackmailing: blackmailing is the act of obtaining something, typically money or favors, through the threat of revealing compromising information or secrets about a person or entity. It involves gathering incriminating evidence through surveillance, hacking, or other means and leveraging it to manipulate or coerce the target into compliance. Whether it's politicians, businessmen, or rival gang leaders, those who possess damaging information hold significant power and influence in the cutthroat world of organized crime.

    With each calculated move, they carve their path through the city's underworld, leaving a trail of chaos and defiance in their wake.

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    Founders: Scooty, Adistar, Jesse, Killer, Blue
    Gang Foundation: 14-03-2024
    HQ:  Scooty, Adistar, Jesse, Killer, Blue
    Gang Tag: Yz|
    Gang Level: 0
    Gang Mottos: confidence is silent, insecurities are loud - things are more complicated than you think
     
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    Currently Yakuza has 20 members. The most up-to-date roster with the hierarchy can be seen on Discord: Click here to join our Discord server
     
    The current members:
     
    HQ team
    Adistar
    Jesse
    Blue
    Killerr
    Scooty
    Rose
     
    Members
    Alpha
    BobMarley
    Briwlaman
    Cold
    DarkSider
    DocPizza
    Griffin
    Leonard
    Noizi
    iOuail
    Poodlyz
    Scoffy
    Vodka
    Wither
     
     
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    Please join our Discord and follow the instructions in the channel #✍_apply-here_✍ if you would like to be a part of Yakuza: click here to join our Discord server
     
    • Like 30
  4. @silalius said in [CHANGE] Turf War Zone Cooldown:



    I dont remember us crying making topics to change turfs because we were on the losing side when the no life NavM and thc were always winning. Now thats its the other way around with us dominating you, you guys start cry wanting turfs changed so you can win lol



    I see you don't cry about not winning like we do so you must be turfing because you enjoy it. Thus the question: do you like turfs the way it is right now, or would you like to have turfwars more frequently, like in the past? If the latter, why not support this suggestion? I'm pretty sure it will revive the other side.


  5. I wonder what group managers are even trying to achieve with their restrictions. A game is supposed to be fun, not to be taken seriously. This server is pretty much cop vs robbers. Barely anyone wants to play as civilian so stop forcing it as it is the only way to be an "unique" group according to the criteria that I have seen so far.


    Get rid of that "uniqueness" nonsense and help the groups that (1) have a big memberbase and (2) are fulfilling the groups role in the server actively out to get the material that helps them to have a consistent activity. The purpose should be entertainment, not stupid restrictions that have 0 positive impact on the gameplay and 0 vision behind it


  6. @petrow said in Suggestions for turf wars:



    Hello there! I have a better suggestion which would be more skill based. The % bar to be influenced by 7 everytime either the attacker or defender got a kill on each other.



    How will you differentiate between helpers? How will this help Velona's first point? To me this doesnt seem like a better suggestion but rather a totally different suggestion (which I do support by the way)


  7. @terry said in Public method to check playtime:



    Is there any other logical reason than what is below for this suggestion?


    Would be useful for gangs/squads , they can use it to check their members activity and their active members hours played


    If we're gonna implement such a system, we might perhaps just completely delete the activity requirements... Lolz


    The reason playtimes are private is because so that GM's activity requirement doesn't get exposed. If it gets exposed, people will be able to cheat the system easily by getting players who don't really play to AFK the required time and count towards the monthly activity limit, and we will have lots of dead gangs which are, in theory, active. We do already have lots of gangs and as harsh as it sounds, to survive you need actual active players and those who don't sadly should suffer the consequences or we will end up with 50 gangs which will probably ruin the gameplay even more, I'm surprised that no one actually sees that.


    I mean it's not rocket science, one can still easily cheat the system if you try so hard, but let's not make it that easy...



    The consequences you described in this post are like you said "in theory". The average playercount is already in decline nowadays. By implementing this you will motivate people to contribute the playercount. So what if they stay AFK? Actually, who says that they will? Maybe a turf war will happen, and they will get called, and realize that they could still enjoy the game and be active. This might be the opportunity to attract players back to the game, but new features (like casino rob) should be added too, and who knows other issues that need to be solved. At least you're making people login; the rest depends on the staff to convince these players to be active and not AFK at all


    After all, this feature might be a small but effective one, even in theory. It just depends on how you look at it.


  8. My suggestion was more aimed at convincing criminals to make the switch to cop side so that ratio gets improved.


    Also I just want to be honest about one thing I consider also an issue here. Right now everything about solving this whole problem is just being treated circulair and always results in no changes, with all due respect. First we suggest gameplay changes which get rejected due to lack of free time to implement those changes, sure understandably so. Then we look into ideas that would not have this problem, but now I get to read that gameplay changes have to be done.


    Why are we even assuming all of the reasons given in this topic are practical? Reasons like "the problem lies at gameplay changes" shouldn't even be considered to be honest.


    Try to do something as a first step and improve it from there...


  9. Hello,


    Given that squads are struggling in activity for a while and the amount of gangs is way higher than the amount of squad, it would be good to balance this. One first step could be to reduce the application review time for squads from 1 month to 2 weeks (maybe keep it 1 month for level 1 so that the squad has time to stabilize itself. But this isnt needed; if an applying squad is not stable enough, it can be given pending), but possible warnings/demotions/notifications will still be given every month. This may attract players to open a squad.


    Update: a discussion was going on about this. Another option would be to grant squads a spaqn at level 1 instead of 2


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