Evidence Lockup: Difference between revisions

From Olympus Entertainment Wiki
Jump to navigation Jump to search
Line 7: Line 7:


=='''Starting the Robbery'''==
=='''Starting the Robbery'''==
Before the rebels will be able to access the evidence locker, there will need to be five APD officers online. To break into the dome that houses the evidence locker, the rebels will need to activate a Hacking Terminal by standing in front of the armory door and using the item in their “Y” menu. Once the door has been hacked, it will take 20 minutes, displayed on a red timer, for them to fail completely and allow access to the seized evidence located inside of the dome. If the APD successfully disarm the terminal with a defuse kit, however, they will be awarded 500k to be split among all nearby officers. Once 5 minutes have elapsed, all doors that are only accessible to CPL+ will suffer a failure in their security systems and be open for anyone to open and close. If the terminal is successful, the rebels will be able to take several illegal items seized by the APD as well as a multitude of other gear that will more than justify the fight. The rebels can expect to find three boxes that will spawn inside of the structure housed inside the protective dome which an SGT+ can also access. The first will contain all illegal uniforms seized by the APD during the current server cycle, this crate also has a 15% chance to retain suppressors, tasers, and high-value gear seized by the APD.  The second box spawns any weapons and attachments along with other illegal items which were seized. The third and final box will contain an assortment of APD Items that are kept for use by the Evidence locker Riot Squad. Once the rebels have cleared the area the APD will need to repair the door for the evidence locker before they may repair the destroyed wall in the visitation center. Once the bomb is blown, a cool-down of 40 minutes will begin until another robbery can be started. If the bomb is defused or sealed the cool-down is 30 minutes.
The Evidence Lockup now has a buy-in fee of $500,000. The money is taken directly from the starting player's bank. 7 APD officers are required to start the event. Once started players must hold the initial compound of 7.5 minutes, then escort the truck to 3 checkpoints. Each checkpoint has it's own 5 minute timer. Once the event has started the checkpoints are then marked on the map. The final checkpoint unseals the truck, allowing the civs to access the loot and disabling the tracker on the truck.




<gallery mode=packed heights=500px>
<gallery mode=packed heights=500px>
File:EvidenceLockerCallouts.jpg|
File:evidenceguy.jpg|
</gallery>
<gallery mode=packed heights=500px>
File:evidencestart.jpg|
</gallery>
<gallery mode=packed heights=500px>
File:evidencemap.jpg|
</gallery>
<gallery mode=packed heights=500px>
File:checkpoint1.jpg|
</gallery>
<gallery mode=packed heights=500px>
File:checkpoint2.jpg|
</gallery>
<gallery mode=packed heights=500px>
File:evidencedropoff.jpg|
</gallery>
</gallery>



Revision as of 10:12, 1 April 2024

"Where's my navid?"
BigJohn1

Introduction

The Evidence Lockup is now an escort vehicle style federal event. Just like all other escort style events, the escort vehicle is loosely tracked for all players, but a notification is only sent to the APD. If the tempest is destroyed before being unlocked, the loot pool is not reset before the next attempt. This event is still a federal class event, requiring APD response and sharing timers with fed and BW.

Starting the Robbery

The Evidence Lockup now has a buy-in fee of $500,000. The money is taken directly from the starting player's bank. 7 APD officers are required to start the event. Once started players must hold the initial compound of 7.5 minutes, then escort the truck to 3 checkpoints. Each checkpoint has it's own 5 minute timer. Once the event has started the checkpoints are then marked on the map. The final checkpoint unseals the truck, allowing the civs to access the loot and disabling the tracker on the truck.


Possible Rewards

Items
Items Commonality Arma Unofficial Wiki
6.5mm 200Rnd Belt Very Common Link
5.56mm 200Rnd Reload Tracer (Red) Box Very Common Link
6.5mm 100Rnd Sand Mag Very Common Link
7.62mm 20Rnd Mag Very Common Link
Sound Suppressor (5.56mm) Very Common Link
Titan AA Missile Very Common Link
Stealth Sound Suppressor (5.8mm, Black) Very Common Link
RGO Grenade Very Common Link
Explosive Charge Very Common Link
M6 SLAM Mine Very Common Link
Large IED (Urban) Very Common Link
Small IED (Urban) Very Common Link
RGN Grenade Very Common Link
.338 LM 10Rnd Mag Rare Link
12.7mm 10Rnd Mag Rare Link
Sound Suppressor (7.62mm) Rare Link
ENVG-II (Grey) Ultra Rare Link
DMS Ultra Rare Link
Weapons
Weapons Commonality Ammo Arma Unofficial Wiki
Mk200 Very Common 6.5mm 200Rnd Belt Link
MXSW Very Common 6.5mm 100Rnd Link
LIM-85 Very Common 5.56mm 200Rnd Box Link
Mk-1 EMR Very Common 7.62mm 20Rnd Mag Link
Titan MPRL Very Common 127 mm Titan Rocket Link
RPG-7 Rare PG-7VM HEAT Grenade Link
MAR-10 (Taser) Rare .338 LM 10Rnd Mag Link
MAR-10 Ultra Rare .338 LM 10Rnd Mag Link
ASP-1 Kir Rare 12.7mm 10 Rnd Mag Link
Mk-1 EMR (Taser) Rare 7.62mm 20Rnd Mag Link
Clothing
Clothing Commonality Arma Unofficial Wiki
LBV Grenadier Harness (Suicide Vest) Very Common Link
Pilot Coveralls (CSAT) Common Link
Fatigues (Urban)(CSAT) Common Link
Carrier Special Rig (Black) Common Link
Carrier Rig (Black) Common Link
GA Carrier GL Rig (Digital) Common Link
CTRG Plate Carrier Rig Mk.1 (Light) Common Link