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Fars

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Everything posted by Fars

  1. +1 I love getting myself some extra plot armor!
  2. Fars

    Temple Changes

    +1 The temple as it is is rarely used in any non-official manner, at least not in any way I've seen it been used. So I think a change in the overall look may promote others to try and use it for more RP opportunities and other existing things. Also I didn't even realize we don't have a crystal cave on this map, its odd considering how many old ones had at least some variation of it.
  3. +1 I'm a sucker for a lot of the RCs music, and I think the more available, the more creative people can get with them.
  4. +1 Change in sniper is deserved I always see them running around doing med work, so perhaps with change in sniper I'll get to see their marksman skills in use.
  5. +1 I may be crazy but I swear I remember Tech doing translation in the show, either way it just feels right for them to have access to the tech given their special operations.
  6. +1 A better shield is a greater shield, would also make 'em even better for defensive holding of brig and what not.
  7. Hmmmmm, would the HVO's be limited to a certain amount per life if they could buy it similar to armor? And if it was a vendor, would the GM be able to have it spawned in for deployments to keep the HVO needs resupply tickets lower? Mainly I'm curious to see more of your idea regarding the implementation this, but I do +1 this mainly to reduce ticket count of "I rolled a 63 for rockets with this crate".
  8. +1 would be huge for Jedi since I remember seeing some of 'em scramble for a support trooper every now and then if they don't get immediately gunned down.
  9. +1 Only thing that might make it better is that if there were options for battalion or faction specific flags. (I.e. Jedi, BH, 241st, Naval, SOBDE, etc.)
  10. +1 Makes sense the tank battalion would have more tanky armor, eh?
  11. +1 Makes sense honestly can't use a huge mortar without proper tracking, and might be an extra reason why the 241st are 'le big mortar' users in the first place.
  12. Fars

    More EVIL EJ models

    +1 current sith models are really restrictive, and having more variation might should help out with that. Also I'm sure you got these from a very, very normal place.
  13. +1 One of the main reasons I don't entirely like playing BH is because I'm stuck being a part of the guild, these would give me a great reason to hop on civvie, esp. the mechanic, feels like it'd add some extra layers of fun to stolen republic vehicles.
  14. +1 Heavy helmets have always been an ugly duckling in the server, and perhaps with this it'll mean that they'll be maybe a little more enticing to players since they wouldn't be so ugly. Slightly related to the reasoning, I love the first model you put up, with it's chunkier visor / front piece, which might also be nice to see on them.
  15. +1 Would actually mean that Renown has usage past trading inside the guild or giving to higher ups.
  16. +1 More options for Republic sided EJ's past the limited options we have atm.
  17. +1 I would love to have the option to use disguised commando droids without their armor looking like plastic.
  18. Fars

    More Music Options

    +1 I believe the more music the better, since I think my ears will bleed if I hear even more Deferance of Darkness
  19. I agree with this, I will change my stance to primarily the secondary part I listed in my original -1, which is that there isn't enough details or lore writing to explain why they have it. While I think it'd be cool to have more drones around, without any variation into why they would have access to it, makes it difficult to understand why they would have it past it being a cool addition.
  20. +1 Make sense to keep it accurate.
  21. Fars

    Jaro Tapal Model

    +1 Make him look nicer!
  22. Name: Fars RP Rank: Captain Suggestion: Give the other Ghost Company white lists the ability to wear the Geonosian Camo in the armory. Implementation: Take the currently working Geonosian Camo set that both Waxer and Boil have and make minor changes to remove the identifying red marks / numa stickers. After they have been removed, possibly add 1-2 variations to the orange markings on the armor for customization. Body groupers can be the same as the Ghost Company black and orange armor (aside from visors / helmet additions that ARC has). As well there would be additions to the Medic model, changing it to an unused GC Trooper model. Lore: A majority of the characters Ghost Company have participated in The Battle of Geonosis or operations separate from it. It would stand to reason that any member of Ghost Company would have access to the same armor camo that both Boil and Waxer have. Not to mention most terrain the Ghost Company tended to operate on with Ryloth / Geonosis being the most prevalent examples of their characters, it would make sense they would have a matching set of armor for such terrain. Workshop content if applicable: Require Development If you are asking to add or change a job, fill out the following if not, leave it out. Add or Change: Addition Job: Ghost Company ARF Slots: N/A Description: Adding Geonisan Camo Pattern Model to armory Model: models/synergy_roleplay/212/arf_ghost/arf_ghost.mdl Weapons: N/A - Add or Change: Addition Job: Ghost Company ARC Slots: N/A Description: Adding Geonisan Camo Pattern Model to armory Model: models/synergy_roleplay/212/arg/arg.mdl Weapons: N/A - Add or Change: Addition Job: Ghost Company Heavy Slots: N/A Description: Adding Geonisan Camo Pattern Model to armory Model: models/synergy_roleplay/212/heavg/heavg.mdl - Add or Change: Addition Job: Ghost Company Medic Slots: N/A Description: Adding Geonisan Camo Pattern Model to armory while putting a medical patch on the shoulder, as well as change the current model off of the arf model and to a previously used GC Trooper model (models/synergy_roleplay/212/troopeg/troopeg.mdl) This would also include adding a medical symbol to it's shoulder, and swapping the arf model for the new trooper model to the whitelist. Model: models/synergy_roleplay/212/arf_ghost/arf_ghost.mdl
  23. -1 Primarily since this is basically what GC just got, but also because of a lack of detail. If you can give more of a reason, such as in lore examples of civilian class drone models, or ones that were available to BH's that would make sense for the Guild members on Rakata to have. Or alternatively you could've provided more on the lore as to why the guild spys would have access to the drones, since maybe then I might have given this a +1. But for now it's still a -1.
  24. Name: Fars RP Rank: Captain Suggestion: Add to Ghost Company’s arsenal to round them out a bit. Implementation: Give current GC whitelists access to additional weapons (max 1-2) in order to round out their kit and fit their designation more, that being a subunit who specialized in special operations that often separated from the main units. In other words, making them more adaptable. Lore: In almost every canon iteration of Ghost Company members, they are often in small squads, operating away from main forces with limited assistance. It would stand to reason that any member of Ghost Company would have an arsenal that is rounded with the ability of allowing oneself to operate as best with the troopers they were with at the moment. Workshop content if applicable: Require Development If you are asking to add or change a job, fill out the following if not, leave it out. Add or Change: Addition Job: Ghost Company ARF Slots: N/A Description: A DP-24 to compensate for closer range and the loss of being the only sniper wielding GC + a pistol to compensate further as a backup for closer ranges. Model: models/synergy_roleplay/212/arf_ghost/arf_ghost.mdl Weapons: Gains DP-24 and DC-17 [Extended] - Add or Change: Addition Job: Ghost Company ARC Slots: N/A Description: While the ARC kit is insanely well rounded, it wouldn’t hurt to add a sniper that’s powerful enough while not conflicting with any existing ARC weaponry. Model: models/synergy_roleplay/212/arg/arg.mdl Weapons: Gains DC-15x - Add or Change: Addition Job: Ghost Company Pilot Slots: N/A Description: A Pilot has access to the DP-23 for close range, and the 15a/s for medium. We wanted to round them out and compensate for the lack of father ranged weapons. Model: models/synergy_roleplay/212/pilog/pilog.mdl Weapons: DC-15x - Add or Change: Addition Job: Ghost Company Heavy Slots: N/A Description: A Z6 overshadows most any gun, except in range. Thus, we wanted to give HVY’s an option of range on top of their Z6 to allow them to better work as a unit alongside GC in certain missions. Model: models/synergy_roleplay/212/heavg/heavg.mdl Weapons: Gains a DC-15x - Add or Change: Addition Job: Ghost Company Medic Slots: N/A Description: Medics are for the most part often in the work of healing. As such they are usually in the backlines, thus allowing them to heal and harm without being at risk of injuring themselves. Model: models/synergy_roleplay/212/arf_ghost/arf_ghost.mdl (GC Med currently uses the ARF model, but if a different model is used in the future updates I will change this as needed. Weapons: Gains DC-15x
  25. Fars

    New EJ Models

    +1 More models means more creativity from the GM team
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