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Showing content with the highest reputation on 05/07/2023 in Posts

  1. +1 for the addition of medics. but i don't think you can remove the Officer Job as i think its a default for all battalions. -1 on the Purge additions. The purge weapons surpass the Westar in terms of usefulness and strength. Not to mention both are currently Perma weapons purchasable through credits, which i don't think the Developers or Founders want to circumvent by giving to a Subunit.
    2 points
  2. Name: Rohan RP Rank: Guild LT Suggestion: Adding base/visitor's passes to the in-game contract menu as a tab. Implementation: The addition of base passes to the /contracts menu, that according to the main discord github channel is being improved, as a tab on there. Allowing the ranks that ARE able to grant base passes to access that tab through a command, I.E. /pass, and log it there for people to check. Anyone should be able to check the menu, however the exact ranks that would be able to grant it, copied from our BH Rules & Regulations would be the following: WO-CPT = 6 hour Pass Jedi Master = 12 hour Pass Any Naval = 12 hour Pass Any CG = 12 hour Pass MAJ = 12 hour Pass Jedi Overseer+ = 24 hour Pass Commander+ = 24 hour Pass Additionally, if this is possible, upon death remove the base pass from the system to enforce the NLR ruling. If it was an OOC death it could always be re-added (prop kill etc.) How does this benefit the server you may ask? Prevention of someone just filling in the current form and forging the pass (linked to the base access database). Having a system in-game that allows us to keep track in game as opposed to having sheets which used to benefit the RSB, which no longer exist. Enforcing the NLR rule with base passes and the system for removal of it upon dying. Lore: Lore Workshop content if applicable: Requires development Other: I know the system is being worked on now and hope that posting it now it could still be added before the next update drops. @Brooklyn was involved from navy side from this, forgot to add that
    1 point
  3. When it comes to medic ive been aproched by multipule 212th medics that have said they would love to join Ghost Company but we dont have medics 2 of the people that wanted this was our MEDL Yapper and one of the first MEDL Chill
    1 point
  4. Competing is a bit closer to "friendly competition" than actual competition yet I hear what you're saying and don't disagree. High quality roleplay is what distinguishes the subunits however these changes could add some variety and spice into the current Ghost Company.
    1 point
  5. I suppose truthfully the "strengths" of the Purge weapons are dependent on the person using it. Though that can be said for any gun. The DC15S Purge has a better Fire rate and higher damage than the Westar and the DC15A Purge is essentially a DC15X with a higher fire rate and mag size but still slower than the DC15A base which it makes up for with its 50+ damage shots (including its long range scope) So statistically they are better than the now nerfed Westar and they work better in events where tick rate affects the Westar Fire Rate. TL;DR The Purge Weapons are statistically better than the Westar, but are far less versatile in terms of one gun doing it all. (my last comment. Just wanted to give Eclipse some insight. Don't merc me Guac)
    1 point
  6. +1 for the medics, this can provide cool new roleplay with special operation medics -1 for the purge weapons (if what Mystic said is true) I think this is a dumb reason for wanting additional things tbh. I understand where it comes from, but I don't think 2ndAC and GC can be (and should be) equally compared. GC is supposed to draw people in not because cool models but because of cool lore and prospects of special operations and the tight-knit squad structure. Saying that the quality members that could choose between either choose 2ndAC on the criteria of good model vs jetpack is IMO more indicative of a larger issue that needs to be resolved and that shouldn't be resolved just by giving a strong weapon to GC. There has to be something that allures people that isn't just a strong weapon. GC is sick as hell and you guys gotta use the other stuff you have to do that. You don't need a medic job and a new weapon to get more members and compete with 2ndAC! You can use what you have, like the interesting dynamic of GC and the interesting lore characters and the elite stance on roleplay to get quality members. If those members make their decision on where to go based on models/jetpacks, they aren't that quality of a member anyway! But yea a medic job would be cool nonetheless and pretty useful for operations and stuff
    1 point
  7. Can understand the purge weapon comments. GC wanted to pick a weapon that wasn't taking away from the regiments inside the subunit while also giving a spec ops unit an advantage. We've been told that while perma weapons are unlikely to get added, anything above blue rarity is 100% a no go. Fingers crossed we can find some sort of weapon in the future that helps us out.
    1 point
  8. 1 point
  9. +1 I like having medics and guns :)
    1 point
  10. ^ As current BCMD Cody, this has my full approval. Ghost Company and 2ndAC competes with each other to bring in quality members into either subunit, and one having jetpacks vs cool looking armor is definitely a little lopsided. We NEED medics in Ghost Company to ensure the ability for full on spec ops missions and a weapon kit change would help out our elite unit. The 2 slots for lore names are an added bonus and something that would help us create unique RP. While Wyler and Nova were not clearly indicated as Ghost Company troopers, it can be inferred that they were at minimum within the 212th. I believe 212th can make use of these lore characters and create new RP with them.
    1 point
  11. -1 I think the sim room is good enough.
    -1 points
  12. +1 For Medic -1 For Weapons After reading from a few others I think medic can actually be a good fit with the limited slots of the two jobs. I was just skeptical about it fitting in, I do however have a question for Super. Would Nova and Wyler be limited to being medics? Or would they be able to be taken to other reg slots like the other lore names are? The Purge versions of the guns are pretty powerful, and are perma weapons. Not to mention they are pretty damn powerful. I feel maybe if you wanted to add specifically the DC-15A / S purge, not both, it'd be better. As for lore wise, similar to how I feel to the first one, I feel if Cody gave his specialized subunit a better weapon than most troopers, it would probably be something that isn't a modified version of their standard kit.
    -1 points
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