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Merrill

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Everything posted by Merrill

  1. Name: Merrill RP Rank: Commander Suggestion: Change the rule for SO/RC detecting cloak is done through the activation of equipment upon the suspicion of cloaked enemies being around rather than instantaneous spotting whenever a cloaked enemy is around, always active. Implementation: Just a change of rule related textscreens and addition of specifics to the rule document. Lore: https://starwars.fandom.com/wiki/Cloaking_device Only references to cloaking devices I was able to find shows that the only way to detect cloak was via either tracking of the objects magnetic fields (which could possibly done via handheld or mounted scanning device) or by interdictions fields (created by gravity well generators, only found when dealing with starship cloaks). Purpose of this change is to give GMs more ability to use cloaked enemies to accomplish objectives before an event begins without having to simply place bombs/communicators/etc whilst in staff mode. This would make events involving cloaks go more smoothly for the GMs and increase player immersion by not forcing GMs to create conflict while in staff mode. Workshop content if applicable: NA
  2. +1 Support Frees up Base Ops to make the server even more RP focused, might give Shock more to do, and it means that it will be easier for battalions to leave the base in emergencies. The suggestion isn't saying to remove the PTE PTL system, it's just saying to move the buttons.
  3. +1 Support First Reason: Defense. Shock are used to defending the brig from mingy CTs, and prisoners are often brought by there for detainment anyways. This would both give Shock more to do, and logically makes lore sense. If moved to SOBDE Bunks... Its SOBDE. That's all that needs explained. Second Reason: Convenience. Since Shock/SOBDE respawns there, it means even in the event of attack, Shock/SOBDE can very quickly report to defend again. If ICU was in SOBDE Bunks for some god awful reason, it wouldn't be Medic's call to move it because they are the ones to use it, it would be SOBDE's because it is in their space. The flip side can be said for IR in Medbay. It is the Medical team's call first, because it is their space. First off, that is very selfish of you, considering Shock is the only battalion (save for maybe SOBDE, IDK cause I have never seen their bunks) to have massive spaces and defenses like the Detention Level. Secondly, adding a room in the map is far more difficult than simply moving some props and a textscreen onto a pre-existing room, and may even cause more optimization issues if a new room is added. Considering that the larger cells in the brig are larger than the cell in Medbay used for IR (and the smaller cells are very close), there is no reason that the brig one would be "too small". To further that point, there is only ever a need for space for two individuals inside the IR: the prisoner and the interrogator. If anything, a smaller space could be used as a "enclosement" tactic, leaving the prisoner feeling confined and trapped.
  4. +1 to the strength part, or maybe some sort of damage modifier stat in general, kind of like what the Jedi have in their skill trees.
  5. Merrill

    Animations

    +1 Who doesn't love things that add to RP?
  6. Name: Rancor ARC MEDO SGM Merrill Suggestion: Increase the fire-rate of the DC-15S to fit more of a close-range SMG role rather than a smaller magazine DC-15A Implementation: Adjusting the value for the fire rate in the weapon pack, adjusting recoil to be stronger as compensation. Lore: DC-15S is designed to be a close range alternative to the DC-15A, better at close range due to the smaller nature of the weapon and a fire rate meant for close quarters. Workshop content if applicable: N/A, Already on the server.
  7. The original idea of ARQ was something I liked, because it was simply described as a singular training to prepare Recon units who were interested for vehicle usage. It wasn't a requirement at all unless you wanted to use vehicles such as the BARC or ATRT. I'd be fine with keeping ARQ if it was simply optional recon vehicle training, but the ARQ given is like what Fallout 76 turned out to be: a work in progress that some people were originally hyped for and then were let down by how the final product turned out.
  8. +1 ARQ is to ARF what ARF is supposed to be to ARC, while apparently ARQ and selections serve very similar purposes. I like trainings, but I don't like redundancy
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