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Showing content with the highest reputation on 09/25/2023 in all areas

  1. Name: Madara/Mad'rata RP Rank: Governor Suggestion: Add Walon Vau as a Whitelist Implementation: Add Walon Vau job to civillian faction Lore: https://starwars.fandom.com/wiki/Walon_Vau Workshop content if applicable: require development (If no workshop content, suggest a developer or put "Require Development") If you are asking to add or change a job, fill out the following if not, leave it out. Add or Change: add (Any job modification requires all this information) Job: Walon Vau Slots: 1 Description: Walon Vau is the training sergeant for delta squad. Model: models/jajoff/sps/jlmbase/characters/walonvau.mdl (Provide the model string if on server Ex. models/player/synergy/cblake/ls_squad/ls_trp/lstrp.mdl (Get this from the Q menu) Weapons: Dual Westar 34 Light WristBlaster red (if thats now possible then ARC Wrist Blaster (B) EE-3A IQA-11C (If you want a modfication to a weapon/saber you must put the weapon string in the suggestion. Ex. tfa_e5 (Get this from the Q menu)) Other: jetpack
    1 point
  2. Name: Arroyo RP Rank: Commander Suggestion: Reintroducing handcuffs onto the server and adding them to the Coruscant Guard jobs and Diplomatic Service jobs. Implementation: Add sturdy handcuffs to all CG jobs including Diplomatic Services. Workshop content if applicable: Requires Development https://www.gmodstore.com/market/view/cuffs-handcuffs-and-restraints Add or Change: Change Job: All Coruscant Guard Jobs + Diplomatic Service Jobs Description: Coruscant Guard Model: models/synergy_roleplay/cga/trooper_ds/trooper_ds.mdl , models/synergy_roleplay/cga/trooper/trooper.mdl , models/synergy_roleplay/cga/thorn/thorn.mdl , models/synergy_roleplay/cga/thire/thire.mdl , models/synergy_roleplay/cga/stone/stone.mdl , models/synergy_roleplay/cga/rys/rys.mdl , models/synergy_roleplay/cga/pilot/pilot.mdl , models/synergy_roleplay/cga/officer/officer.mdl , models/synergy_roleplay/cga/medic/medic.mdl , models/synergy_roleplay/cga/mack/mack.mdl , models/synergy_roleplay/cga/jek/jek.mdl , models/synergy_roleplay/cga/hound/hound.mdl , models/synergy_roleplay/cga/heavy/heavy.mdl , models/synergy_roleplay/cga/fox/fox.mdl , models/synergy_roleplay/cga/arf/arf.mdl , models/synergy_roleplay/cga/arc_pilot/arc_pilot.mdl , models/synergy_roleplay/cga/instructor/instructor.mdl , models/synergy_roleplay/cga/officer_arf/officer_arf.mdl , models/synergy_roleplay/cga/officer_heavy/officer_heavy.mdl , models/synergy_roleplay/cga/officer_instructor/officer_instructor.mdl , models/synergy_roleplay/cga/officer_medic/officer_medic.mdl , models/synergy_roleplay/cga/officer_pilot/officer_pilot.mdl Other: It's been a lifetime coming, as security on the base we would like to bring handcuffs back onto the server. The reason for this is because instead of just doing /me every time to bind someone we can now physically bind them and avoid the mess of them just doing /me breaks cuffs 2-3 times to escape. They were removed back then due to lag and abuse but now the server should be capable of handling cuffs. The abuse part is something that can always be handled easily with punishment and removal from CG if abused. Back then the cuffs were a major help to the CG and high command, not only can they not run away but now we can see when one is actually cuffed, with /me the person cuffed just looks like they are marching. During events, the cuffs can also be used to try and capture running event jobs (of course if they have no weapon out) without the hassle of CG chasing them down throughout the entire map. The military police of the base would really like this. Not to mention that game masters would also be able to use the handcuffs in their creative ways.
    1 point
  3. Gonna be real, I don't understand your point but I could be reading your response wrong. We've already had A LOT of interest in the potential return, and we're going to have an insane amount of people in the battalion shooting for the positions. 212th has had a family mentality for as long as I can remember, and helping each other in terms of enjoyment and activity is always one of our goals. It'll be the same thing if Foxtrot gets added back. Ghost Company is probably the best example I can give to back up what I'm trying to say. GC doesn't get jetpacks, they don't get a different loadout, but they do get the lore names and the extra health buff same as 2ndAC. It can be argued that GC doesn't have a lot going on, and with 2ndAC having a distinct advantage in terms of loadout, one might wonder why troopers would go down the path of GC. GC succeeds because of the type of people that want to be in it. These are guys that are dedicated to the battalion, they're dedicated to improving themselves, and there's a certain character building aspect when your peers fly around you while you're stuck on the ground in different colored armor. This is the same mentality I expect for our potential Foxtrot Squad, and it's that mentality that will allow it to thrive in 212th. If you think it'll work or it will be active, let's add it and see where it goes? Worst case scenario, we're right back to where we started.
    1 point
  4. -1 I don't think Foxtrot can be sustainable in the long run at all. Coming from a former member of Foxtrot in SO BDE, it is plagued with issues that do not allow it to work. Foxtrot always felt like a lesser squad, like a stepping stone squad, like something people who wanted to be in SO BDE would use to get experience before they hopped into a different, better squad. People say that it was handled in 212th better and that they were active, but to be honest were they? It was the same. Yes, they were active on the server and did well in 212th, but at the end of the day, it felt the same as when it was in SO BDE. People went to Foxtrot because they A. Wanted to get into SO BDE but couldn't or B. Wanted to be in SO BDE and 212th at the same time. I feel like it'll be the same way now. It'll be used so that people in 212th who want to be SO BDE can have something close enough. I don't think it won't work or that it'll be inactive or poor or anything like that, but I just think it'll be unsustainable. The people in the squad will be people who don't really want to be in the squad if that makes sense.
    1 point
  5. Unfortunately your ban appeal has been DENIED. For more information on why you were denied, please contact me or any Director+. You may attempt another appeal in 6 months. // LOCKED // MOVED TO BAN APPEALS - DENIED
    1 point
  6. I think back when there were certain jobs that had the model this would be much more feasible. After the swap to Onderon its no secret alot of BH jobs lost their models including a couple of the named models. Now they're scattered across a few whitelists or just blatantly missing. I think this would rectify that issue for the common person. Not everyone wants to main BH or Civ to get Renown to buy the correct whitelist (if there is one idk) and adding to that, giving it a job could boost its role on the server in terms of pushing RP between the Village and the Base, which is a very rare occasion aside from the couple of Base raids that happen a month. As it stands i believe SOBDE already handles the full tryout and standards for Walon. I don't really think anything here would change just because he got a job. If that was the case though i do believe a sit in with the Directors or Palpatine could resolve or at least set a precedent for the job itself, Kind of like the Senators/Mas Amedda. For the "confused" part, i think this could be a good bridge into bringing about some possible lore BH names that would be absolutely sick to have around the server. (this is all just my speculation none of this is actually a confirmation of any kind,. just how i viewed it,)
    1 point
  7. +1, the Guild has the slots, the model is in, Walon deserves to be more than "@ i need my model set pls"
    1 point
  8. -1 points
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