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Stage last won the day on December 4 2023
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About Stage
- Birthday 01/28/2005
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+/- support I think it's an interesting idea, but I just see too many flaws with it. 1. Having the ID expire every hour just sounds annoying, no one wants to stop whatever it is they're doing to go hunt down a shock/other enforcement branch every hour. 2. What happens if there's an ID check and your ID is expired? Do you get sent to jail? Jailing someone for something they didn't do just sounds unfun.
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Battalion - Royal Guard Current Models - https://steamcommunity.com/sharedfiles/filedetails/?id=3071008312 (88 mb) Replacing Models - https://steamcommunity.com/sharedfiles/filedetails/?id=3282194937 (116 mb) How would this benefit the server? - This suggestion is more of an update than a replacement; it only adds and modifies things that were previously missing or inadequate from the original pack. This addition will allow for guards to have more customization in their appearance, something that we feel was missing when we first originally introduced these new models back in November. The biggest complaint that we got about the current models was the lack of customization, and that's what this addition seeks to rectify. Here is a list of each change that was made to the models: The droid now has it's textures included within the addon instead of being separate. The cape is now a bodygroup, meaning it can be removed. Each model now has c_arms. The head is now a bodygroup which can be toggled between a helmet or a human face. (We have plans to use this for the purpose of expanding RP potential). Minor surface prop changes. If the new pack is larger in size, do you believe the benefits exceeds the risk of adding more content to the server and why? - These additions are all things that either A) Don't substantially impact file size or B) Were done with full intent of being used to enhance the roleplay experience of Royal Guard. Not to mention that the file size isn't all that crazy for a battalion-wide (minus saber guard) model pack. _ JOB MODEL CHANGE_ Job Name - Imperial Guard Cadet (royal_cadet) Current Model - models/player/starwars/mistersweetroll/imperialguard.mdl New Model - models/player/sw_empire/royal_guard.mdl Reason for Change - Now that the cape can be removed, there is no need to use this model. (No other jobs need to be changed because the same model paths should apply to the updated pack).
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ACCEPTED Make sure to contact the Shadow Guard Lead to get trained!
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+Support While IPO do have a common channel they can use for cross-comms, having an in game option would be nice. ISO comms would also be nice, but I don't think black ops is a thing anymore so IBO isn't necessary.
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ACCEPTED Make sure to contact the Shadow Guard Lead to get trained!
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denied Clearance Card Change Suggestion
Stage replied to C l o u t l e s s J o s h u a's topic in Archive
-Support I see where you're coming from here, but I just don't think it's necessary. I think how the card levels are distributed as it stands is fine, and that if you want the authority of a cl lvl 4 keycard then you need to become a cl lvl 4 rank. -
What do you want to see?: The disabling of the burn damage on our sabers (weapon_saber_guard_lightsaber and weapon_royal_guard_saber). Why should we add it?: This would allow Royal Guard to focus more on defending our VIPs and killing attackers rather than having to worry about accidentally hurting our VIP/innocent bystanders/each other. What are the advantages of having this?: The amount of friendly fire would significantly decrease, and would allow us to operate in closer groups without having to worry about accidentally stabbing someone. This shouldn't decrease the amount of damage that we do. (For those not aware, burn damage for lightsabers is the damage done by the blade when not swinging). Who is it mainly for?: Royal Guard. Links to any content: N/a ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What do you want to see?: A keypad added to our bunk's door, along with a 4 digit code. By keypad I don't mean the face scanner, but instead the keypad variant from billy's keypads (the addon used by the server for the face scanners). Why should we add it?: This addition addresses an ongoing issue involving the Royal Guard Cadet whitelist, that being the fact that anyone with the proper donation rank is instantly granted one of the strongest weapons on the server for them to abuse. This also addresses the less serious but still prevalent issue of untrained cadets using the whitelist to gain access to the skill machine. What are the advantages of having this?: It stops people from abusing the whitelist in ways that were not intended. The code to the keypad would only be given to cadets following their training, and would be pasted into our information channel and handbook, ensuring that only people who have access to these are able to leave bunks. It also stops people from entering our bunks, something that similarly classified battalions already have. Who is it mainly for?: Royal Guard Links to any content: N/a Image: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Battalion Name: Royal Guard Job/Class Name: Royal_Senior - Current loadout: bkeycard activity_logger rw_sw_bino_dark weapon_royal_guard_saber Keys rw_sw_westar35 wos_inventory garde_a_vousv1.1 cross_arms_swep dradio - Add: Datapad (the one that defuses bombs) - Remove: N/a Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): We wish to make this change to allow Senior Guards to defuse bombs. The reason we want this change is because Senior Guard is used by both the Royal Guard and Shadow Guard, as is evident by the ability to swap between the two models. In the past, we've gotten the senior guard whitelist access to the hacking tool on the same premise, so I see no reason for it not to apply here as well. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Battalion Name: Royal Guard Job/Class Name: royal_cadet Model Addition: models/player/starwars/mistersweetroll/imperialguard.mdl Reason for change: This change is being made to better distinguish royal guard cadets from royal guard NCOs. As it currently stands, both the royal guard NCO and cadet share the same model, something that we feel needs to be changed. The reason we want this as a model addition rather than a model swap is because of concerns regarding uniformity during ceremonies or other scenarios where matching uniforms are preferred, during which the cadets will be granted permission to wear their robes. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes. The model is already on the server so this addition would require no additional workshop content to be added. This change also helps motivate cadets to reach the higher ranks. Image:
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complete Pyke Tier 2 Sentinel Job/Saboteur Kit Rework
Stage replied to D r . P e r i s h's topic in Archive
+Support Pyke IPO sounds like a fun idea. Instead of using one of the Pyke models, ya'll could probably get away with using the magna guard droid model or the BX droid model until you get your custom one. -
+/- Support I think something like this is needed direly, it's stupid for people to be walking around with upwards of 3k HP. However, such a change would require so many changes to the server that it may end up being too big and end up changing how the entire server feels to play. Things like gun stats, CCs, NPCs, lightsabers, lightsaber powers, and who knows what else would all require changes to make this possible. If things were handled similarly to how SCPRP does things then I think it could be beneficial because the combat on that server isn't all that bad.
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+Support Correct me if I'm wrong, but wasn't this exact thing added and then removed almost immediately once because of lag issues? Both RG and DT had one if I remember correctly. Still +1 bc this thing is dope
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+Support -Active -Capable -Overall good reputation with other battalions I think Noshow is exactly what IC needs to become a really solid branch.
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What do you want to see?: The NPC health bar returned to the hud. Why should we add it?: I understand that you can still see the health of NPCs when you get close to them, but that isn't always possible. This addition wouldn't really change anything for the human NPCs, but would come into play for the creatures because the current health bar doesn't display for them. Even if the health bar did display for the creatures, the size of some of the creatures would probably block it, so just adding the health bar back to the screen hud would make things easier for us. What are the advantages of having this?: Fighting bosses such as jedi, rancor, and acklays become less of a guessing game Who is it mainly for?: Anyone who might find themselves fighting creatures. Links to any content: N/a
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+Support Any guardsman knows the pain of seeing a target just outside our sphere of influence and being unable to do jack shit while he melts away your VIP; blocking only lasts for so long, we don't have enough force power to block more than a single mag. We can't simply jump after the target because that leaves our VIP open, meaning we need to make an impossible decision to either abandon our VIP in favour of killing the target (possibly leaving them open for counterattack) or stand there like an idiot while we both get melted, either way we end up looking stupid or incompetent to outsiders. Not to mention the sheer impossible task of killing NPC's that just so happen to be in a group. A gun in the guardsman's arsenal isn't going to through the balance off in any way, or even replace the lightsaber as our main method of damage and protection, it's just a way of giving us a fair chance at doing our job from a distance that's not a foot away. As a side note, for those of you who complain about sabers or force lightning hitting friendlies during combat, this is the solution.
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What do you want to see?: So, a little while back I suggested that the dueling station be added to the temple, which got accepted. Small problem here though, as no arenas were created to go along with the dueling station. The dueling station DOES NOT work without arenas. I found the following article from the Wiltos ALCS knowledgebase that mentions how to create these arenas which is linked here: https://support.wiltostech.com/knowledgebase/16/Console-Commands.html (wos_duelplacer_start and wos_duelplacer_end). I really want to see this dueling system fully implemented as I believe its many features could greatly benefit in spicing up combat. (Also here's a link to an article detailing the full extent to which the dueling system can be used if implemented fully and properly https://support.wiltostech.com/knowledgebase/104/Dueling-Spirits-and-Artifacts.html) Why should we add it?: Because it's necessary for the dueling system to function. What are the advantages of having this?: Allowing people to use a system that has been present since 2020, encouraging duals, and spicing up trainings. Who is it mainly for?: IQ, RG, anyone with a lightsaber. Links to any content: N/a