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Everything posted by Willyworm1
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+1 if you can keep the good/useful ones and remove/block the bad ones, then that would be great.
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I have a dupe for a firing range, but I probably would need to decrease the number of props. +1
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I think people should read up on the difference between churches, sects, and cults before they give their opinions. ESPECIALLY CULTS since people don't seem to understand them (key words to learn more: Sociological classifications of religious movements).
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+1 we would no longer need the transport LAAT to travel with, but we need to make sure that each warp is in a distinct spot on each map so people don't accidently fly into the wrong one, and I'm guessing from this that we will need 1 warp to each planet on all the maps (I.e a Geonosis warp, an Umbara warp, a Mustafar warp, and an Endor warp for Anaxes). P.S. AOS Piff GTA
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I was reading some of the comments on it, people are saying that they can't talk between tables to communicate. That seems like an issue, unless you just want it to show the people and not actually be used to talk to someone else
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If possible I would ask to add a Hud/Gui to allow the AV-7 to aim better (I.e. like vertical angle display/"Azimuth" or something that lets you see the ARC of the shot as well as the estimated impact area). That way we could hit things more accurately, but idk how easy that would be.
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The main change of turning speed should be possible, I talked with maxwells about it a little while back, but idk if it can be made to move slowly.
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-1 Honestly i just +1'd this as a meme, it's already been stated that this could and would be ridiculous to see this happening. Whats next? we gonna add kill cams so we can see the emote better when they dome us in the head?
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Name: Willy RP Rank: Executive Officer Suggestion: Improve the minor issues of the AV-7 that makes it difficult to use by buffing parts of it's mobility. Implementation: Increase the turning speed of The AV-7 by a considerable amount so that the gun can be useful and lock on a target more efficiently, since this is an item that all troopers can be trained to use, this suggestion will benefit everyone that gets the training and make these more usable for more operations. Lore: https://starwars.fandom.com/wiki/AV-7_Antivehicle_Cannon Workshop content if applicable: Requires Development (just the AV-7 in the LFS pack added to the server) (If no workshop content, suggest a developer or put "Require Development") Other: (Optional additional change) If we could somehow make it so that the feet could either retract and allow the cannon to float (https://starwars.fandom.com/wiki/Repulsorlift) or just make it so that the AV-7 can move without the feet being altered. The movement speed would be very slow and we would make it so players would be prohibited from using it to walk long distances, only using it for short distance relocation. The main reason is because this item in lore was able to move on it's own and then dig its feet into the ground when it is at a suitable spot and then fire. Obviously we would need to make it so that the cannon cannot fire while moving, or just make it failRP. This second modification listed under "Other" is optional and if you don't like it, please specify that instead of -1ing the whole of the suggestion, I can remove that part if need be. If you are curious to why we should increase the turning speed, please try the AV-7 out for yourself.
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Idk what you guys are talking about usually when it comes to volume of shit, cause i don't normally notice anything that is breaking my hearing on the server, But hey. if you want it, and it is a simple issue that can be fixed, +1.
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I spoke with Gret about it, and the suggestion will be specifically for your lore character Mack, other support/engineers jobs would need permission in order to having temporarily given to them. The permission would most likely be from GMs (if it was an event) and either SA+ or VA+ (If it was in training or a patrol). Thank you for your questions, we will ensure that these aren't over used in events by probably adding a rule that these are more so to be able to shoot down fighters and capital ships, but if the number of droids on the ground are very large, they may be used in that regard as well. At the end of the day, it's 16 jobs that would have immediate access to this (because swep would be added to their loadout), and only two of the jobs have more than 1 slot for it, The odds of there being more than 10 out of the total number of jobs I have chosen being on at the same time is fairly low, not to mention the odds of all of the people that would receive them actually spawn them in for combat (as it would make them a perfect target for a sniper in an event since they are stationary). But we definitely would be putting restrictions in order to make them only needed in specific contexts and not just whenever someone sees a single B1 standing in the open not doing anything. To answer your second question, the swep will most likely instantly spawn it in, Unless @Maxwells wants to add something to the swep that makes it a bit slower to spawn in. If it spawns in instantly when the swep is used, the naval will include a guideline to setting it up in RP, so that it can't just be set down and picked up instantly, this would benefit the GMs so they don't have to worry about turret users just changing locations in a matter of 10 seconds. I hope these answers were what you were looking for.
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I've thought carefully about your point, and I would argue that this would balance things. Most groups on the server have basic jobs that are common among almost all of them, and each one has something that makes it useful in combat (I've excluded special unit specific jobs and officers/commander jobs): ARC Trooper - Has a rocket launcher, minigun, westar, etc ARF Trooper - Has a sniper and a rocket launcher Medical Trooper - Is a medic (their job mainly isn't combat, but healing instead and occasional combat) Heavy Trooper - Has a z6, and may get buffed if the suggestion goes through Jet Trooper - Has a jetpack to allow them to flank and gain a high ground on opponents Normal Trooper - The base trooper, not meant to be special Engineer/Support Trooper - Other than being able to fly (only if the server isn't laggy and the pilots are actually needed) and being able to fix vehicles (which there are maintenance stations that can do that job for them often) they only have an RP advantage (I.e being able to spawn in a hacking tool or defuse kit) not a combat buff on the ground In general, I honestly believe that it will give the engineer/support classes an edge against other job classes. We can even add a rule that (With proper permission, and if there aren't many of the engineer/support lore characters on to utilize their turrets) the regular engineers/support troopers can receive a temporary turret to fight with. I know in my battalion, some people want to be pilots/engineers as well as ARCs, but the biggest frustration is how long it takes to get the trainings needed to be those jobs. People are more willing to wait long amounts of time to become an ARC trooper because of what it allows you to do and what you get in your loadout, but pilots and engineers only appeal is to allow you to fly, which they can only do when the right conditions are met. For them to fly, they need no extreme server lag being present, The GM of an event actually wanting pilots in the air, someone actually being at the ATC to grant them, there not being too many pilots already in the air or vehicles spawned in general, and a senior admin+ being on the server and actively taking the request for a ship to be spawned in (which at the end of the day jet troopers can fly around without having to go through all this trouble, granted they have to ask to leave and they have limits to their flight). At the end of the day, becoming a pilot can be much faster than being an ARC, but many people always go to ARC because of the way ARCs are. Thank you for your point Dennis, The reason RC has it is due to that fact that I wanted to be fair in giving this to all groups when I was deciding to make this suggestion. In all honesty, this has nothing to do with and was not meant to be accurate to the lore of the characters I want to add it to, This was meant to be accurate to the fact that turrets existed in this time period and I wanted to allow for all basic jobs to at least have an edge in combat. I as well came up with some rules for the turrets that I will bring up to the directors and naval (because I wanted naval to have a say in how the turrets are RP set up, and a say in what people shouldn't be doing with them).
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I couldn't find one other than the old one and a different version by the same creator that needs other content to get it to work. But if you find a different one, I would be glad to use it instead. I'll include the old one in the suggestion to see if Maxwell can fix whatever bug it had. I understand your point on KU support, but they don't have an actual slot for a Engineer lore job, and the other jobs on 21st have more slots, meaning they would get quite a few turrets, I thought of this as a happy medium, as I wanted all battalions to benefit from this. I took that into consideration when looking at this, the reason (that I recieved from a higher up staff member) that this was removed to begin with, was due to the addon being buggy when spawned on certain terrain. The previous turrets were already belonging to the naval at the time, and (unless I am wrong) they either were working on giving it to other engineer jobs or lore character engineers to begin with. If you read the last section, there is a different turret that the high staff can decide on if they want to keep it in and allow people to have them spawned in. It's not really for the sake of being lore accurate for the lore characters specifically, but for the turret to return to the server like it used to be.
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Name: Willy RP Rank: Executive Officer Suggestion: Adding a turret addon to replace the old turret addon that was removed due to issues involving it not working properly. Implementation: The turrets will be given to all naval engineers, as well as all Engineer/Support lore characters (Two exceptions were made in order to be fair and let every unit have a turret) This items will need a swep in order to spawn it (which maxwell told me he is able to do). There will be general guidelines/rules for the RP setup of the turret and what you are not allowed to do with it, but I've given those decisions to the naval. Lore: https://starwars.fandom.com/wiki/Turret https://starwars.fandom.com/wiki/E-Web_heavy_repeating_blaster Workshop content if applicable: https://steamcommunity.com/sharedfiles/filedetails/?id=1790763731 (also needs development to have a swep that spawns in the turret) https://steamcommunity.com/sharedfiles/filedetails/?id=1382020460 (This is the old turret addon) https://steamcommunity.com/sharedfiles/filedetails/?id=1387693767 (This is a buildable variant of the old turret, but it requires the repair tool from the old vehicle pack that we had) https://steamcommunity.com/sharedfiles/filedetails/?id=801595691 (This is the original source of the model for the old turret, I haven't checked if it actually works, but the two addons above definitely have sweps for them) (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 Add or Change: Change (Any job modification requires all this information) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Commander Faie Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Wolfpack Warthog Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Wolfpack Tracer Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: 212th Oddball Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Foxtrot Group Engineer Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: 501st Pilot Hawk Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: KU Support Trooper Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Havoc Squad Acid Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Havoc Squad Locke Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Alpha-26 Maze Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Delta Squad Fixer Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Omega Squad Atin Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Bad Batch Tech Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Jaing Skirata Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Diplomatic Service Mack Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server) (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) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Job: Operations Engineer Slots: Leave the same Description: Leave the same Model: Leave the same (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: turret_bullets (need a swep for this, and probably needs it's damage, fire rate, and/or laser model modified to best fit the server if it isn't good enough) (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: Please be advised that I have spoken with the highest rank of each unit, and there has been no rejection of the idea, only suggestions that I am accommodating which has been mostly guidelines/rules that would need to be added. As well there is a second type of turret in the pack that is the railgun (launches rockets, weapon string is turret_rail) If you want to leave it in the server, it could be useful for certain applications and maybe GM or future use.
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+1 It just adds diversity to the event server options
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This seems kinda pointless, trust me when I say that there are just people that don't have the capacity to know the difference between an accidental and intentional RDM. For example, a day or so ago, I showed off that I have a rocket launcher to a CT and a 21st decided to show his in the bunk hallway as well. I put mine away and started to walk away, i hear an explosion and see two 21st, one CT, and one of my DU dead in the hallway. It was an accident, all parties agreed and we went our separate way. It really depends on the person or people present during it. I won't vote on this because It doesn't matter to me whether it gets approved or not, because I judge things situation by situation.
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I thank everyone for their input on the idea, a lot of you made good points, and this was mainly to see what the community thinks of it. With that being said, I will VOID this suggestion due to the quality feedback provide. Thank you all once again for your time. @Fizzik@Naffen@Crimson@Sinister@Bud@Fyi if one of you could lock this for me and send it to the great beyond, I would appreciate it.
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I understand your reasoning, the main purpose is that the heavy shields do not get used and they can't be set down, which means they shouldn't be used on frontlines, but since the sub unit is breach and clear centered, it makes sense to give something that helps in breaching and clearing. the shield has curved edges on it unlike its deployable counterpart, making it better for covering and doing close quarters combat. Personally since we don't have z6s for all DU classes anymore, I believe the agreements have changed. As well if this is an issue of agreements with the server, I believe that we have been talking with high command regarding it this suggestion for the past weeks. I may be biased, but I am +1ing this as I have not seen much uniqueness for HS and this would help them with breach and clear tactics.
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He really wants this position
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-1 It's not that it's inherently bad, it's just that the reason 187th, 327th, and 91st was removed is the same reason we aren't making new battalions. And in my opinion, if anything, 327th should be re added instead (but i'm biased in that regard).
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Honestly, their duties would depend on the commander they are paired with. I know for a fact that RCMDs+ aren't always on or need help with getting the ball rolling for their battalions, so they can help people with things when their commander is offline and give them a hand with their workload. I would say that the there would have to a form of application give to the high command and they simply vote on it, this way the RCMDs have say on who they will be working with, but they don't just pick their friend. There wouldn't be incentive in terms of a job added to the server with benefits or a higher pay, as the pay would be incentive to just afk on the job and not actually help. None taken, the rank abbreviations are real ones used, and the main reason I suggested this titles is because they best match the RCMD and MCMD Good point, but the only way we make sure people aren't doing nothing is by breaking the chain ourselves Thank you all for your constructive criticism so far, this is what I was looking for.
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Name: Willy RP Rank: Commander Suggestion: Add the two ranks Regimental Sergeant Major and Sergeant Major of The Army to the server for the Regimental Commanders and the Marshal Commander. They would be an NCO for their respective commander and would assist their commander with their job. They would not outrank an officer, but they represent commanders and would be able to enter areas that RCMD+ would. Implementation: Just add these two into the rank structure at the top of the NCO ranks above CSM. They would just be on CT unless RCMDs+ want them to have a specially allocated new job. each RCMD+ would get one, and unless the RSM/SMA gets in trouble and demoted, they don't get a new one. Lore: None https://en.wikipedia.org/wiki/Regimental_sergeant_major https://en.wikipedia.org/wiki/Sergeant_Major_of_the_Army Other: I asked one RCMD, and they liked the idea. If anyone really wants it to have a job slot then I will add it. If you guys don't like it, it's fine, this is a spitball to see what the community thinks.
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I just realized this will also be super helpful for the AV-7 spotters, cause it can note the distance, thank god
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+1 so to clarify, players still can do double zoom with certain scopes (i.e I am able to use the scope on my DC15x and then suit zoom to increase the range)
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+1 just increase the damage by a decent margin, SLIGHTLY decrease the spread, maybe 100-200 more hp, maybe 50-100 damage, and like 2-3 grenades of one type (cause all the rocket launchers for ARF get only 3 shots), not different ones.
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