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Stage

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Posts posted by Stage

  1. 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

  2. +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.

  3. 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

  4. 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).

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  5. 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.)

  6. 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:

    spacer.pngspacer.pngspacer.pngspacer.pngspacer.pngspacer.png

  7. 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. 

  8. 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. 

  9. + support

    The only time auto-clickers we’re used before mining is for melee weapons, so rules around them are loose. However auto clickers are third party and that’s the punishment for it. My point is that the third party rule is more tuned for harsher things like aim bot or such, and not something small like auto clickers. I think you should get a warning instead 

  10. Name: Stage

    Rank: SGT

    Callsign: XR6

    Date of LOA Leave/Return: 10/7/2020 - 10/12/2020

    Reason (if private write N/A): Going to my dads for thanksgiving

  11. Post name: “General Suggestion - Highlight ingame PMs”

    What are you suggesting? - Have Chatbox PMs be highlighted in something like yellow or some other eye-catchy colour. Rn the only difference between normal chat and PMs is PMs have the word PM in front, thats it, its not even very easy to see.

    How would this change better the server? - rn PMs are so easy to miss, they blend in with the chat that almost no one notices them. 

    Are there any disadvantages of making this change to the server? If so, explain. - i mean not really, none that i can think of

    Who would this change mostly benefit? - It would let the PM feature actually be useful.

    Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - N/a

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