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Everything posted by Zyner
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Your hand-held rockets wouldn't do anything to a Frigate regardless. Even the firepower of Frigates against other frigates takes a few shots to take them down, specially with shields. Pertaining to lore, blaster fire or any Trooper-based attack at that, has always been futile against Frigates. People just shoot at it because within the realm of being a game you can do damage but because that's how the game is designed. I do believe that if you freeze the Frigate then it becomes immune to damage so that may have been a part of it but not too sure anymore (I've seen it happen a few times but perhaps fixed now or different circumstances). I would add to the suggestion that usage of rockets against anything but vehicles/frigate should also result in an immediate FailRP+Arrest then if they are to be buffed because they can't take down frigates (which they really shouldn't be able to do.) but enforcing this will be difficult. You will waste minutes yelling "Who shot that rocket" and everyone just looking the other way. Have to also take into account the size of the Frigate - it is not accurate to the vehicle that is spawned on the server. To get a better representation, go into Singleplayer and put the Frigate in the Skybox then look at it from the ground. If you still think hand-held rockets could bring that down, specially with a shield, I don't know what to tell you. I'm neutral on the vote, result would rely on a Director commenting if they will encourage rockets being only used against vehicles and approve the punishing of people who fail to follow such rule(s) or Nade stating within his suggestion this to make it a part of it. Neutral. Edit: Frigate for scale - Galactic Marine boarding for scale -
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Tested it for a bit. I would definitely recommend adding the CIS & Venator that have working Hangars, can be used to Roleplay being deployed during an event or flying up/down to the ship. Would give GM a whole lot more to do with in terms of boading as the CIS ships have a lot more space. As well as use for the Venator one, could have better scenes where Venators come in for repairs or loading/unloading objects and people can fly up and down. As to the ones that can be destroyed, while cool, they break into about 3 large props and they seem to be collidable to large change to crash the server when they explode. I would say add the individual parts as wreckage for scenery during roleplay or even test the props that blow up and see how it affects performance. +1
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Leaking tryouts. -1
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An individual of high stance within the community stated during a conversation in my channel that there are no current plans to increase event job healths or change the current system due to the knife buff. Per their explanation, it is difficult already to hit someone with the knife while both are moving and on top of that possible being shot at.
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I would suggest just using any Astromech job. Would be lore friendly and even explain why they can fly - as long as they don't noclip around everywhere without being cloaked.
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E11D no longer being buffed or left out from the list? Any chance we can get more clarification on what the damage of the Knife will be? Such as it'll 1-hit Troopers but not Event jobs?
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This one is an interesting one. Based on performance, I would suggest to let a few high/active ST get it so if someone is FailRP/Minging, a person can call a ST and show them directly so there's no confusion over what may or may not have happened and ST takes swift action.
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Gamemaster for sure, my main intent for this Add-On would to be used during events. Otherwise, it would be to the discretion of the Gamemaster overseeing an encounter or someone requests it during passiveRP with a worthy reason. As far as Donator Perk, it would certainly be unique and worth spending real money on over sweps. It has both utility and entertainment value but the cost of it would certainly be high, I'd even guess at $20, because of the necessary precautions - or perhaps make it "invite-only" so to speak? Where you allow it to be sold 20 times over the course of 3 months or so. I was also suggesting BCMD+ to spawn with it so it's more common for them to use it on the battlefield and not have to hassel a Game Helper constantly for it, including respawns. The numbers of who have it is limited and they can easily be held accountable for when abusing it. The testing phase is truly what I'm waiting for since that's what will decide the fate over this Add-On. I'd give one to every BCMD+ and see how it goes from there, start from heavy load then see how it gets better from there when lowering the numbers who have it.
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People used to do Gregor Laps in these Hangar Bays and they loved every hour of it.
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DISCLAIMER: While the file is only 0.007MB, the true decision will come from how it affects performance as the Add-On most likely has a script that repeats "Is Player Here?" and such when performing the video & voice link between the two Holocomms. The suggestion is mostly to see how you guys would feel about adding this as while it is very immersive, it is also very useless as it is only usable within reason. The testing of it will decide its final fate. Name: Zyner Suggestion: Adding a Holocomms device Implementation: Allowing Admin+ to spawn a Holocomms device to BCMD+ (or any rank with a worthy reason) during events when requested or approved by a Game Master. Could potentially add this to the loadout of all High Command jobs depending on performance after it is tested. Lore: There were Holocomms in Star Wars. Currently we just use /comms but with this it would allow more direct & immersive coordination & communication between High Command on the Battlefield or even in the base where immediate yet confidential information is required to be transferred. Workshop content if applicable: (If no workshop content, suggest a developer or put "Require Development") https://steamcommunity.com/sharedfiles/filedetails/?id=1693000098 https://www.youtube.com/watch?v=2dID5JW1Dok&feature=youtu.be&t=40 If you are asking to add or change a job, fill out the following Add or Change: Add the Holocomms Entity Job: All High Command Jobs (Either BCMD+ or REG+) Model: N/A Weapons: N/A Other: Holocomms Entity As stated before, the adding of this entity to High Command would only be allowed if there is no performance impact from them having this item; Otherwise, it will be only able to be spawned by an Admin+ at the discretion of a Game Master during events/encounters (which includes the request of one even if below the rank within reason.)
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Anything to get rid of the loading lag at this point. Not only would this improve the server performance as a whole but also improve events by allowing more to happen. With less lag and better performance, more NPCs can spawn, as well as ships, explosions and grander set-pieces to be used for events. One question though, isn't there a Rhino system that has newer force powers that aren't WiltOS? Middle ground for people, skill-based combat with Rhino while also having newer and better force powers than original.
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What would you suggest as a more realistic approach? What about their connection to Palpatine/Mas Amedda? (Swithing from applications & a "chain of command" to - ?) As far as event jobs, they could be used as encounter jobs when someone actually wants to roleplay and has an idea for a scene. This would allow anyone who understands the role of a Senator to step in and create roleplay [under supervision].
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I've spoken to Gideon previously to make EVO models, just waiting until all models are done to commision them. They will hold a lot more accurate detail and match the current new models. +1 to at least have the EVO slots in now until updated.
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How is this an issue? I can only imagine it being if someone is going out of their way to bother whoever claimed it. Such as they are training on it and people just come in to see what's going on but get in the way instead of sitting down and spectating. Base Ops run the facility, so they should be able to claim an area for official use just as they do with Medbay/Engine Room. If the Briefing room is required for a promo or debrief then it should override their claiming as the room is now required for a legit reason vs. training. The briefing room is still a ceremonial room and should be treated as such, not another hangout place. Claiming it is a bit weird but the harm is coming from how people interact over it, not the actual act of claiming it.
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While true, it just seems people have lately taken a more liking to having fun over abiding lore; as long as things aren't game breaking, unfair or heavily disrupt immersion and are fun it seems okay.
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+1 Ton of the dead people are on the server and lore has been out the window for a while now. Would add passive roleplay and visually let anyone know that's around him that roleplay is going on.
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Name: Zyner Suggestion: Re-introducing Client Icons but as a Donation option. Where would this be implemented?: TeamSpeak, with a thread on the forums similar to VIP Fist where the Donator puts the image he would like as a Client Icon after making the purchase. This also gives Ron time to handle each Donation at his own discretion since there will be a list to go through rather than be PMd by each person after they purchase it or Ron can also give feedback on the images themselves (such as if too large, too lewd, etc). How would this benefit the TeamSpeak/Community?: Benefits the TeamSpeak by bringing in Donations and the Community by allowing each person to have their own flair they'd like to display/represent. Would also help the individuals within the Community that enjoy doing art, banners, avatars, etc by having a new area to work in and provide said Client Icons per requests. Have you asked for Feedback from others about this suggestion?: No. Figured the best would be to post it here where everyone can take their time to look through it rather than bothering individuals through PMs. Briefly explain why this should be implemented?: The answer would mostly be based on how much of an impact Client Icons have on the TeamSpeak itself. I know 99% of them were wiped recently, unknown to me if the reason was sapce or other. Most of the Client Icons I have made myself are from 250-650 bytes, a restriction or guideline could easily be made in order to streamline the file size of the icons. Should that not be an issue, a reason I see this to be implemented is that it would bring in joy or a simple enjoyment of having a personal tag displayed by your name while also creating another way for the server to receive funds from Donations.
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Would be cool to have, another leadership figure for the enemy side but seems like an auto-deny strictly off the file size.
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-1 38th is already depoyed on another planet alongside 187th.
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-1 Square already has the job. Also, waste of a job slot. Just use a civillian as if it were an encounter.
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+1 This would be great for Event Server events where dupes are created, gives the GM more control over the path of the event (without it being too forced) and can not only create new ways of getting around a map but also utlize it for the event (say the elevator is supposed to get stuck and the troopers have to be rescued or find a way out) On another note, I previously suggested another form of travel but was denied; Teleporting. While the similarity is slim, you'd be able to take the teleporter just the same way as the Elevator although it wouldn't be as immersive - on another hand the Elevator can only go up or down, typically, while the Teleporter can take you from any point in the map to any other point wherever the GM sees fit.
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