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Shiny Keldeo

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  1. +1, do keep in mind though this comment from the pack itself: I've voiced my concerns about this in the past on other addons, though I doubt it will change anything as it hasn't in the past. Just making sure I mention it here.
  2. If you mean about the ship spawning into the side of the world or something, I've never had issues. Generally it just sits there. Other than that, there is a harmless error upon the vehicle spawning in. It's fairly simple from how I've used it, and I've tested it on the Anaxes map a few times. To both, would you be able to elaborate more? The more info we have, the better to make a decision after all.
  3. +1, Personally like the model though it's limited on options and again would clash with the HQ models. Though they HQ Models clash with the CGI Models already so point is moot. When it does come to the Sabers, I can say that it is actually rather easy to make the hilt not appear on the belt. Just a simple option in the code. I've messed with them a bit in my free time (picked up the system a while back) and although I haven't done it in a while, would be fairly simple to make one if the one we have doesn't work.
  4. Only Warthog and Tracer have the secondary Trooper Helmets, why they do I have no idea. I'm not too sure why you'd need them honestly, it works just as well as the standard. Most of the time you never saw Pilots in gear due to them either being deployed in the air, or with their helmets off while walking around base. You don't expect any soldiers to keep their helmets on 24/7 if there's no combat. I'll be the first to -1.
  5. And our current ones don't? At this point, it would be swapping one laggy system for one that's about as 'bad' but with better features. Really though, when's the last time you saw Y-Wings bombing a target during a huge assault on the base? The only time most vehicles even see the light of day is before or after Prime Time, which really hurts those units that are completely dedicated to it... but that's for a different time. It's like, at this point, either way, something's gonna lag and they're barely going to be used properly. I'd rather go with the one that works better.
  6. I've tested this one myself. Switching between flight modes, at least in a Multiplayer Server, is quite buggy for some reason. It is also weird to control, moreso than other vehicles on the base. Things like this are why I try to test in a MP Setting along with a SP setting.
  7. +1. With the Pilot Rework, Engineering Training became a Requirement to become a Pilot anyways. So you would still have the same skill set. There already was a model created for the Synergy Pack. It is unused, but available on the Server already. I can easily agree, with how Pilot-Reliant the 187th seem to be (from an outsiders perspective alone), that a Pilot Job would not be that bad of an idea. Also boosts the number of people available for Top Priority who should (hopefully) know what they're doing.
  8. I'm... confused at this response. It functions perfectly well with DarkRP, that's the gamemode I use to test on my personal server. And... what do you mean making a custom script? You mean make a completely custom Vehicle Base just for the server?
  9. I can definitely understand that. Not sure how you guys test the addons prior to approval or denial, but I've been testing heavily on a private dedicated server trying to push it to its limits. Obviously I could never really recreate the exact same environment as the main Synergy server, though for the most part it's generally very little strain. Even with entire squadrons of dogfights. The AI control itself I wouldn't even consider being an "NPC" by the traditional sense. It's really, the best I can describe, the vehicle/entity being controlled by a "Phantom Player" for lack of a better term.
  10. [ - Name(s) | Rank(s) - ] 104th PLTO Major "Keldeo" | Jedi General Plo Koon | Jedi Mythos Master Kellyn Deo [ - Suggestion - ] Beginning the Transition to LFS Vehicles [ - Implementation - ] Oh boy, here's a touchy topic. Before you see this and instantly -1 because "It's Been Denied" before, hear me out. When it was first suggested back in its early days, it was very rough and there wasn't much content available to suit our needs. Back then we had maybe the ARC-170, Vulture Droid, and I think the BTL-B Y-Wing which was very buggy. What we have nowadays is amazing, and it's come a very long way. Firstly, I'm going to cover the basics of what we need on the Server for aerial vehicles. Fighter. Bomber. Transport. Simple enough. There are currently several available vehicles to suit these roles. Fighters: ARC-170 Starfighter, V-Wing Starfighter, V-19 Torrent Starfighter, Z-95 Clone Headhunter Starfighter, ETA-2 Interceptor, Delta-7 Starfighter, Vulture Droid, Tri Fighter Bombers: BTL-B Y-Wing, Hyena Droid Bomber Transports: LAAT/i Gunship, HMP Droid Gunship, Nu-Class Shuttle And even beyond that there are even more amazing vehicles available that can easily boost the realism and impact of battles. Turrets: Anti-Infantry Turret, Anti-Vehicle Turret, Anti-Aircraft Turret Carriers: LAAT/c Light Frigates: Consular-class Cruiser, Republic Assault Frigate And most recently, LFS has pushed out a 'Ground'breaking update that has introduced, yes the bad pun says it all, its first Ground Based Vehicle. The AT-TE. Now before it gets stated, yes. There are a number of vehicles that do not exist on the base. Things like the latest Republic Patrol Transport (LAAT/ie), AT-RTs, BARC Speeders, all still only exist on the Star Wars Vehicle Base we currently use. Simple solution, however. We do as we did for the Star Wars Vehicles we currently have, and pick and choose. Decide what things we should keep from SWV, and what things to add and replace with LFS. LFS brings a lot of positives with it that the current base we use does not offer or is severely lacking. Better Targeting and Combat System: Dear god, I can't tell you how many times I've launched a BTL-B Torpedo and it locked onto a friendly vehicle and obliterated it. SWV's targeting system is about as good as the targeting for Force Abilities on the Lightsaber. And with SWV, you barely get the chance to abandon ship. Quite annoying when you have a full transport. LFS gives you time to bail out once you've been put down. AI Controlled Aircraft: I'm sure GMs would go absolutely CRAZY if they didn't have to call EJs or they themselves to fly attacking starfighters. The AI is surprisingly, well, intelligent. Works very well with the Anaxes Map and the Venator Maps I've tested it with. At times they can be a real threat, and most enemy AI will attack ground targets. Some with explosives. Options for Co-Pilots and Gunners: Oh man, multiple Pilots in a single aircraft? Yup. Before, it was only our BTL-B Y-Wing Bomber that had the Co-Pilot Ability. Now we can have up to 3 Pilots for an ARC-170. 4 for the LAAT/i Gunship (Yes, the Side Turrets Actually Work!). Promoting Cooperation between Pilots as well as Coordination between Starships and Air Traffic Controllers. And if you don't have another Pilot to man your tail gun, no worries! You can take limited control from your position! Shields: ...'Nuff said. Really though, many ships have shields that block incoming small arms fire for a good while, and even regenerate to a degree out of combat. Look. I've laid it all out, and I've taken up enough of your time. So, the closing arguments. Star Wars Vehicles was an amazing base for its time. It helped revive Star Wars on the Workshop, bringing many things into a modern age. And it still holds up today. But with the creator no longer updating it and many SWV Developers moving their vehicles to LFS... I'd say it's time we get with the times. The transition might be awkward, getting used to a more WAC/SWV Hybrid style is certainly not easy. But in the long run, it provides a more enjoyable experience for Pilots. Pilots in our current state really get little enjoyment out of the dogfights they're in. It's a game of ring around the rosey until one side gets in just the right position to lock onto their target and just chip away at them. This rewards pilots for taking risks and knowing how to use their aircraft, getting the right position to intercept and take down an enemy fighter. But in the end, I speak for a very small minority it seems. The choice is yours. Just please, if you do not want this change, or even if you do... explain why. If you don't like LFS, give us the reasons. If you absolutely love it, tells us why! It's what can make suggestions like this easier in the long run. [ - Lore - ] https://starwars.fandom.com/wiki/Republic_Navy/Legends [ - Workshop Content - ] [LFS] - Planes (Base) | https://steamcommunity.com/sharedfiles/filedetails/?id=1571918906 [LFS] Vulture Droid (CIS), Animated Startup | https://steamcommunity.com/sharedfiles/filedetails/?id=1573617472 [LFS] LAAT/i + LAAT/c & ATTE | https://steamcommunity.com/sharedfiles/filedetails/?id=1878568737
  11. Can confirm it does function as I described above in the DarkRP Based Gamemode, which the server is directly based on. Still looking into the issue of no audio between tables.
  12. For the Turbolaser Tool, it's a pack we already have for a lot of the models for the Command Deck and such. The Ship Destruction Tool is the one I can accept for that point, though I'm planning on a suggestion in the near future now that LFS has had time to grow and develop, with some insanely awesome creations we could use.
  13. +1. Reasons have already all been stated before me.
  14. For the current addon, I would have to -1. As well, I do believe the Outposts at least will become extraordinarily dark with it, though the insides of the base remain fairly well lit. Though that was used with another addon, same concept but better control. That coming into my next part: https://steamcommunity.com/sharedfiles/filedetails/?id=1132466603 StormFox is a mod I've used and tested extensively since it came out. Gives a massive amount of control over the weather, time of day, temperature, wind speed, and many other options that can affect the RP and Gameplay. If you want the full package, there's really nothing else like it that's of good quality. For this, I would +1.
  15. +1, a bunch of us went and tested it out. Though it seems like Table to Table Chat is non-functional for some reason, contacting a trooper in the field lets the voice communication go through just fine. May have to look into if the table to table is just a bug.
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