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Shiny Keldeo

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Everything posted by Shiny Keldeo

  1. I am aware that it is possible to give them weapons via the NPC Spawner Tools. However, most of those weapons were not made with NPC usage in mind at all, and thus when used in that way they end up buggy and sometimes just don't even work. And again, if they reupload other content that specifically states it shouldn't be reuploaded, if this is added they will likely do the same. I brought up the same concern but it was glossed over.
  2. It also says the same thing on the Star Wars Vehicles Addon. I stated that in my Vehicle Update Suggestion. They still reuploaded it all. They likely will if this does go through anyways as well.
  3. [ - Name - ] 104th PLTO CSM Keldeo | 104th Jedi G ACE KoC Commander Kellyn [ - Suggestion - ] New NPC Weapons [ - Implementation - ] As it stands at the moment, there is little weapon variety when it comes to the NPC Spawning. You have the regular E-5 SMG Blaster Rifle, the T-21 Machine Gun, the standard Republic Weapons, and that's about it. As such, you don't get much variety with them. Just recently I saw Avavel post a suggestion for new Droid Models and NPCs. I myself was going to suggest them along with a new Star Wars NPC Weapon Pack. It was created by a good friend of mine, and I've been testing it about as long as it has existed. The weapons are much more balanced and lore accurate, as well as having a massive variety of weapons to choose from. It would pair well and bring a bit more life to the battles. [ - Lore - ] Standard Weaponry Used During the Clone Wars [ - Workshop Content - ] - https://steamcommunity.com/sharedfiles/filedetails/?id=727905714 You can see from the page the wide assortment of available weapons at the Gamemaster's Disposal, from a wide array of Clone Weapons, to Droid Weapons including things such as Magnaguard/Shock Trooper Shock Staffs. A good number of the Required Items are not even really needed for the Addon itself to function (such as V-Fire or iNPC). Things that are needed could simply be added to a content pack, as is the usual Server Tradition.
  4. I'd be for it, but it would be difficult to enforce, especially during those massive firefights in courtyard or when everyone's just running after a Commando Droid down the hallways. Either people would simply not do it or they'd be too caught up in the action to really notice, since a lot of clones do generally just run after enemies until they die it seems like. If something could be put into place to fully manage it other than a written rule or guideline, I'd give it a +1. Otherwise it's just hard to manage.
  5. I do like the idea of being able to become a GM without having to become Staff. I'm not completely opposed to having to become Staff to do so, but doing so in the past on other servers has just left a bad taste in my mouth. I'd love to be a GM for Synergy, but don't have the time to put into reaching the Staff Ranks needed (which from past experience forces the server to be your number one priority). Unfortunately I also know how much trouble it would be to do something like the proposed suggestion. If I eventually have time I'll still go for GM through the current system. But for now, considering how much of an issue it would cause the Staff Team as a whole, it'll have to be a -1.
  6. I can say this now, as 104th's new PLTL, that I +1 this Suggestion. Sure, it means that Pilots won't be exclusively a 104th thing with priority. But, an up side I see is that we will have more pilots available, and thus people who are pilot trained but assigned to different sub units shouldn't have to fly as much (something that is one of my biggest pet peeves). Besides, having more actual Pilots means we have better trained pilots than people who've only gone and done the ATC Training. I trust Hawk and Scrape as much as I trust any of my Pilot companions in 104th.
  7. The mod is still being updated regularly with optimization improvements, with most of the graphical settings being completely client side. The mod has also been tested for player counts and the latter if this quote from the author is any indication. "It is made to support as many people as possible. This means SF runs mostly on the client, will adjust its quality to each individual machine and even try to adjust itself to most maps for the best outcome."
  8. -1 You can make your own Night Vision using GMod's built in Post-Processing Settings. Also the ones I've used in the past are kind of glitchy.
  9. I've used the addon pretty much since it's been released. Most of the effects are able to be adjusted client side, and it's fairly well optimized for servers.
  10. Name: Keldeo Suggestion: StormFox - Environment Mod Implementation: A better alternative to the current Atmos Weather/Day/Night Cycle mod currently implemented on the server. Better control over Weather, Temperature, Time, and even Wind. Has various weather types including Rain/Snow (Depending on Temperature), Acid Rain, Overcast, Sunny, Sandstorm, and Fog Cover. Time can be haulted, and weather is automatically generated over time but can be activated manually. Special Weather like Acid Rain and Sandstorms are Disabled to automatically generate, and have to be manually. Wind affects props and other items in the open and can push them around if the config is allowed. Overall a better mod than the current one that was last updated over 2 years ago now. Lore: Basic Weather Workshop Content: https://steamcommunity.com/sharedfiles/filedetails/?id=1132466603
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