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Stage

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Everything posted by Stage

  1. +/- 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.
  2. 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).
  3. ACCEPTED Make sure to contact the Shadow Guard Lead to get trained!
  4. +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.
  5. ACCEPTED Make sure to contact the Shadow Guard Lead to get trained!
  6. -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.
  7. 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:
  8. +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.
  9. +/- 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.
  10. +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
  11. +Support -Active -Capable -Overall good reputation with other battalions I think Noshow is exactly what IC needs to become a really solid branch.
  12. 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
  13. +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.
  14. @BeckettI wasn't too sure if this would count as a bug or just an oversight, so I opted to make a suggestion instead. I can submit one now if you'd like.
  15. 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
  16. What do you want to see?: Add the dueling station to the temple and create arenas for it. Why should we add it?: It would allow for better duels and would finally allow us to use the dueling holocron in the holocron machine. It should by a pretty easy thing to implement, as the only real thing you'd need to do is assign different locations as arenas and perma prop the dueling station somewhere in the temple. What are the advantages of having this?: It's just another thing for IQ and RG to do in their free time. This dueling system allows for things like honor bound (which disables force powers during fights), allows the usage of fighting spirits (which does something? maybe?), has cool ass finishing moves if you level up your dueling spirt, has the option to place a credit wager, and has a customizable time limit. The dueling system also has the ability to select different arenas if they're set up by the server. Finally, the system keeps track of every duel you win/lose. This system was actually present not too long ago, but was inaccessible due to a bug with the C menu that was caused by gmod (supposedly). By adding the dueling station you can completely ignore the bug because you don't need the C menu. The only thing that's stopping us from using it now is the lack of designated arenas and the dueling station not being present in the temple. Who is it mainly for?: RG and IQ Links to any content: N/a (added images for reference).
  17. +support Extremely active Amazing leader Has been doing an amazing job as shadow guard lead Has past VCMDR experience
  18. What is your in game name?: Shadow Guard VII Stage What is your in game rank?: Shadow Guard VII How long have you been in Shadow Guard?: 3 1/2 weeks How long have you been in Royal Guard?: 1 month (31 days) Why do you want to become a Officer in Shadow Guard?: I want to be an officer in Shadow Guard because I feel that we could greatly benefit from it. As it stands, Shadow Guard has one lead, no officers, 3 guardsmen and 3 trainees, and I feel I could fill in that gap. I also have a few ideas I would love to contribute, but require a bit more than just a suggestion, and being an officer would allow me to not only make better suggestions, but ensure that they're implemented the way I intend them to be. Lastly, I have learned a lot while in Shadow Guard, and I'd love to be given the opportunity to spread that same knowledge to the other guardsmen, something I could do better in the position of officer. How could you assist The Shadow Guard Lead?: Shadow Guard has been growing in size lately, and I feel that our glorious leader may need assistance in running the sub branch. I have a lot of experience with doc work, and could assist in the creation of new rules and protocols to be utilized by Shadow Guard. I can also do the other various tasks officers are commonly assigned, such as hosting tryouts, collaborating with other sub branches, hosting trainings, certifying other guardsmen to host tryouts, etc. Finally, I have plenty of leadership experience, and have already started to take charge when no Senior Guards or SHGO are present. How many strikes do you have?: None. Do you have any prior experience in being an Officer in a Sub-Branch? (If yes, explain): None on this server, but on other servers I have held various high-ranking positions, both sub branch wise and branch wise. (if you want a list, PM me on discord (stage11) as I don't feel it's appropriate to list it here.)
  19. +Support I'm disappointed that they don't have front robe bodygroups, but they're still a significant improvement over the current ones.
  20. Name: Stage / Quats Rank: MP / Jan 6 Log: It was during my patrol around HCZ that my tablet notified me of the damaged containment chamber belonging to SCP-106. SCP-106 had breached some time before, so long ago in fact that that I didn't even know it was out. I started off by conducting a thorough inspection of SCP-106's inner containment chamber, of which I got the following: Integrity of the cell door: 0/120 Status of the door's button's electrical components: 71/100 Integrity of the door frame: 89/100 Integrity of the cell's walls, flooring, baseplate and roof: 75/100 Status of the femur breaker: 52/100 After I finished my inspection, I got to work actually repairing everything. First, I needed to disassemble the door in order to reach the internal components, however, SCP-106 is notorious for its tendency to spread a sticky and corrosive mucus on everything it touches, including the door that I intended to handle. So before I could do that, I needed to clean it. I started by making sure I was completely protected with the proper PPE, as getting this shit biohazard on my skin would be a safety hazard and the medical bay is two zones away. Once properly equipped, I got to work cleaning away the sludge. The cell itself was in decent shape, but the door -or rather what was left of it- was caked in the stuff (how the frame managed to remain undamaged is beyond me). After cleaning the majority of the cell, I cleaned the sides of the door just enough as to allow me to cut it free of the frame, this way I could easily dispose of both the mucus and the door. Once the door was detached and safely stored away, I got to work on the it's internal systems, here's what I found: Status of the door's electrical systems: 70/100 Integrity of the door's mechanical components: 44/100 The electrical systems weren't in the best condition, but it was clear that the damage that was done wasn't critical and just needed a few wire replacements. The mechanical components on the other hand were in a much worse state. Some of the gears and belts were salvageable, but there were obvious signs of decay on some of the components that would have significantly degraded the quality of the metal cogwheels, and needed replacing. I removed all the damaged parts and stored them in a biohazard bin for later salvaging. After I was done stripping the door from the frame, I got to work repairing the minimal damages done to the cell itself. SCP-106's inner containment chamber is composed of several layered sheets of lead-lined steel with scattered supports located in-between the sheets. The most inner sheet had minimal decay, but due to the nature of SCP-106's corrosive effects, it was safest to assume that the entire sheet was compromised. I stripped away the inner sheet and placed the pieces next to the decaying door. After that, I replaced the hydraulic piston in the femur breaker with a fresh one and re-attached a few loose wires in the button that controls the door. After all the stripping was complete, I of course had to replace it all. I requested that the replacement parts be delivered down to SCP-106's containment chamber (the parts were stored in the surface bunker, a location I do not have the clearance to visit myself) and once they arrived, I got to work installing them. I started with the inner layer of lead-lined steel which was a simple enough task, followed by the electrical and mechanical components of the door, and finishing with the fresh door itself. This concluded the bulk of the necessary repairs. Finally, once all that was done, I took a moment to have a quick lunch break before moving on to the ELO-IID electromagnetic systems and the femur breaker recall button. I started with a quick dry-fire of the femur breaker, of which I got the following results: Attempted activation of the SCP-106 recall system: Failure. Once I got the results, I concluded that something must have been wrong with the transmitter that relays the electrical signal from the control panel to the femur breaker. Armed with this in mind, I grabbed a ladder and did an inspection of the wiring and the transmitter located on the opposite wall from the panel. Here were the results: Status of the transmitter: 92/100 Status of the electrical connection: 33/100 I swiftly replaced the wiring and went back for another dry-fire, which functioned as normal. From here, all I had left to do was make sure that the ELO-IID electromagnetic supports located below the inner chamber were undamaged and functioning normally. I re-enabled the magnetic systems via the reboot lever located in the control room, and attached four (4) steel support beams to the chamber, allowing the magnets to be disabled and repaired without the chamber falling to the ground. I inspected each of the nine (9) ELO-IID electromagnets for damage or decay, here were the results from top left to bottom right: ELO-IID Electromagnet 01: 79/100 ELO-IID Electromagnet 02: 44/100 ELO-IID Electromagnet 03: 98/100 ELO-IID Electromagnet 04: 89/100 ELO-IID Electromagnet 05: 98/100 ELO-IID Electromagnet 06: 91/100 ELO-IID Electromagnet 07: 100/100 ELO-IID Electromagnet 08: 4/100 ELO-IID Electromagnet 09: 53/100 ELO-IID Electromagnetic systems 03, 04, 05, 06 and 07 were in perfect condition, system 01 was in minor disrepair, systems 02 and 09 were experiencing moderate decay damage, and system 08 was completely decayed to the point where a three (3) metre hole had been tunneled through the magnet and into the floor below. System 01 was an easy fix, only requiring a replacement coil, and systems 02 and 09 needed a replacement iron core along with a few external wire repairs. System 08 needed to be completely replaced with a spare magnet brought down from the surface bunker, along with some concrete mix to fill in the hole. After all that, I turned the ELO-IID Electromagnetic system back online, and removed the four (4) support beams. And with that, SCP-106's containment chamber had been fully repaired. I took all the old pieces off to either be scrapped for later use or completely disintegrated due to the high level of corrosive mucus. The overall repair took nearly four (4) hours to complete. Shortly after, SCP-106 was re-contained via the recall system. Attached are a few screenshots from ingame:
  21. +support -pretty cool -Got that experience -active
  22. +support Strong Capable Leader Good role model to the CDTs Generally swell guy Got some large shoes to fill but i think he can handle it
  23. +1 Pretty cool Good leader knows the ins and outs of RG
  24. Stage

    Stages LOA

    Name: Stage Rank: MSGT Callsign: XM1 Date of LOA Leave/Return: Nov. 5th - Dec. 5th Reason (if private write N/A): Lost the flair to play SCPRP, the combat and other things have gotten very repetitive and no longer exciting.
  25. Name: Stage Rank: MSGT Discord ID: Spooky Stage#1247 Steam ID: STEAM_0:0:224489743 Ideas for CI: None How do you think command is doing; if you are command how do you think you are performing? Great, nice balance between fun and good at their job.
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