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eatenkayterd

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Everything posted by eatenkayterd

  1. 1. Your In-game: Sobilis (Bounty Hunter name) common name Fobum. 2. Your SteamID: STEAM_0:0:460165328 3. The admin's name in-game: Manbox/Kallus 4. The admin's steam name (If you know it): [GL] Manbox8 5. What did the admin do: Arrested a Criminal for attempted murder. Per MOTD Citizens and Criminals rule 14. “If a criminal opens fire on a trooper, that suspect is an automatic KOS, troopers should not attempt to arrest them.”. I was a Criminal Bounty Hunter attempting to kill my target and was arrested. I attempted to explain this to Manbox and directly asked him if he would unarrest me, he said no and did not comment beyond that. It should also be noted Manbox arrested two people and only put in one RFA both arrests were for attempted murder, its unclear which RFA was intended to be whose in that situation myself or "JEFF". Manbox later released "JEFF" for "rfr: false arrest" not one of us lacked an RFA within any reasonable amount of time and its unclear which one it was as it could've been me this may also be a failure to provide RFA and release in a timely manner. 6. Evidence of the abusive action(s) (REQUIRED): 7. What do you believe should happen to the admin: Retraining on the Citizens and Criminals rules. 8. Any extra information: I put in an RDA ticket where Admin SOnic and Moderator Trial Steely directed me to a staff report for “A clear MOTD violation” as they could not handle the situation without JMT+. JMT+ was not on the server at the time to handle it.
  2. +Support -Would be nice to not trespass just for teleporting
  3. -Support -Consistently displays conduct unbecoming of an Officer -Multiple active Strikes in the battalion this application is for -Ranting in Discord General about people's -Support's on this post -General inability to work in a group environment
  4. Battalion Name: Crafting Menu (Criminals and Pyke) What would you like to see added?: New items added to the Criminal Crafting Menu, below are the items desired, the reasons for adding them, and the suggested (but open to discussion!) costs of these items. Add: rw_sw_nade_impact rw_sw_nade_incendiary rw_sw_nade_smoke Reason for change: These grenades provide interesting new tactical options for Criminals and Pyke to employ during raids while themselves not being especially powerful. Oftentimes Criminals rely on the use of tactics and subterfuge rather than overpowering their enemy, these grenades fit perfectly within this role. Other battalions already employ these weapons as well and playing against them can be just as entertaining and interesting as using them. Additionally Criminals are the opposition on the server and the more varied their tactics the better they can serve that goal. Lastly these grenades especially the Smoke and Incendiary can be used to create interesting RP situations outside of directly attacking people in raids. Add: rw_sw_nade_bacta Reason for change: Criminals currently already can craft a Bacta grenade however it is either disabled or broken as crafting it results in an item that cannot be used. Replacing it with this functional item would not only allow Criminals to actually use an item they already have access to but increase consistency as this seems to be the servers new preferred Bacta Grenade. Remove: weapon_bactanade Reason for change: This item is non-functional and has never worked (as long as I have used the Crafting System) but can still be crafted, removing it and replacing it with the above working item seems only logical. Item Costs: As these are craftable items they come with a crafting cost, below will be the suggested material cost for the new items added, very open to discussion on the exact cost of this however. Listed alongside material cost is the amount of GC total the materials are worth to better illustrate the cost of the items that a Criminal must pay in order to access these items each time the item is crafted. For reference this is what each Material is worth if sold to the Crafting NPC per unit sold: Phrik: 3,500 GC Cortosis: 50 GC Malsarr: 50 GC Dedlanite: 20 GC Stone: 5 GC (This item is not used in any recipe) Weapon: Impact Grenades (rw_sw_nade_impact) Materials: Dedlanite (25), Cortosis (20), Malsarr (20) GC Cost: 500+1,000+1,000=2,500 Reason for Material Cost: The Impact Grenade is essentially an instant detonation Thermal Detonator with greatly reduced damage, as such its cost is similar to the Thermal Detonators already in the Crafting Menu. The price was reduced by 600 GC Material Cost to reflect the much lower damage. Weapon: Incendiary Grenade (rw_sw_nade_incendiary) Materials: Phrik (1), Dedlanite (60), Cortosis (50), Malsarr (50) GC Cost: 3,500+1,200+2,500,2,500=9,700 Reason for Material Cost: The Incendiary Grenade is a powerful tool in a smart Criminals hands denying an area to the enemy for a short period, as such the prohibitively dangerous to mine Phrik is added to prevent just any Criminal having access to this. In addition the Dedlanite, Cortosis, and Malsarr prices are double that of the Thermal Detonator. This should hopefully match the relative prices of the other Crafting Tables items and prevent these weapons from being used recklessly. Weapon:: Smoke Grenade (rw_sw_nade_smoke) Materials: Phrik (1), Dedlanite (120), Cortosis (100), Malsarr (100) GC Cost: 3,500+2,400+5,000+5,000=15,900 Reason for Material Cost: This grenade is not especially powerful as all it does is obscure vision from other Players and would most likely be used sparingly as it is not needed often. The cost being so high is to discourage spamming the Smoke effect as this could cause lag and other issues. As such the prohibitively dangerous Phrik is required to craft and the other Materials are 3 times the price of a Thermal Detonator. Weapon: Bacta Grenade (rw_sw_nade_bacta) Materials: Phrik (2), Cortosis (110), Dedlanite (200), Malsarr (110) GC Cost: 7,000+ 5,500+4,000+5,500=38,500 Reason for Material Cost: This is the already listed price of the currently available (but broken) Bacta Grenade in the Crafting Menu. As it is the same weapon functionally and it already has a price, reusing the already existing items cost seems fair and logical.
  5. +Support +Responsible Officer, would make a good staff +Very interested in GM +Very active
  6. +Support +First Official Unofficial Pyke-ISB:IA liaison +Is an honorary resident of the Gangsters Paradise +Impounder extraordinaire +Literally the first guy I go to in order to report treason (for a profit)
  7. +Support There's an obvious need for this that I think it laid out nicely by Fred.
  8. Giving this ap da big ol +support -Active -Bro's chill -Always trying to up activity -Always thinking of new things for his battalion
  9. What do you want to see?: Move the Phrik Rocks to the far ends of the Canyon. Why should we add it?: Having them placed outside of IQ temple makes it incredibly difficult for Pyke or Criminals to mine Phrik not because Imperials are actively choosing to contest them but because they are forced to do so. A Pyke or Criminals only option to effectively mine Phrik is show up in force to protect a mining operation, as this is directly outside IQ temple this forces Purge/IQ/RG to either ignore the operation (which may break character or other wise be seen as ignoring an active criminal operation) or to attack the Pyke/Criminals. Pyke/Criminals will be forced to defend themselves creating a large battle right outside of where 3 battalions spawn. Any IQ/Purge/RG would be forced to intervene since they can't just allow members of their own battalion to be murdered essentially forcing them to engage in PvP just for leaving their spawn, even if an IQ/Purge/RG wanted to ignore the operation once a fight breaks out they're likely to be hit by stray blaster, explosion, or T4 and most people don't want to be shot just because they left spawn. What are the advantages of having this?: This makes any attack on a Phrik operation an entirely voluntary choice for Imperials wanting to stop it, IQ/Purge/RG likely do not want their spawn to be a constant battle-zone which under the current rules and location it will become. Pyke also do want to have to fight some of the strongest players on the server every time they want to mine Phrik, Pyke has little options but to fight and can't really sneak into canyon forcing Pyke to also engage in PvP. Who is it mainly for?: Pyke/IQ/Purge/RG
  10. What do you want to see?: A mission board added to the Cantina in Lothal City, specifically by one of the booths on the right side of the Cantina.. Why should we add it?: Currently if Pyke wish to join a mission against the Imperials they have to go to the Imperial Base, ask for permission to enter the base (or trespass; risking arrest) in order to join the mission against the Empire. By the time Pyke do this the mission is likely partially completed and gives Pyke little time to actually contest the mission. The inconvenience of traveling so far also means most Pyke aren't inclined to oppose missions in the first place. Additionally Pyke had their own Mission Board on the old map so this would be a return to status quo rather than a proper change. What are the advantages of having this?: Pyke would be more likely to join missions giving more things for Pyke to do when not raiding and also make missions more interesting for Imperials as they're more likely to have real players to fight with rather than just NPC's on missions. This also gives Pyke a good source of XP outside of raiding the supply shipments that are ordered by Naval. Who is it mainly for?: Pyke.
  11. +Support -Active -Dedicated to Pyke -Lives in a Gansta's Paradise 24/7 ong.
  12. +Support -Consistently provides strong leadership to Pyke and IQ -Knows IQ SOP like back of his hand -Active -Always trying to create good RP on Pyke and IQ
  13. As Head of Godly Refinement for the Pyke Syndicate I personally relay the blessing of the Spice Gods upon this happy couple, may they live in eternal Spice filled bliss long into their old age
  14. What is your In-Game name?: Fobum What is your SteamID?: STEAM_0:0:460165328 What is your rank?: Soldier II, Head of Refinement. How long have you been in the Pyke Syndicate?: Since 9/12/23 so 42 days. What leadership experience do you have?: 1LT and Pararescue Vice Marshall in the 69th Medical Battalion. Head of Refinement in the Pyke Syndicate. Why do you want to be a Pyke Officer? (100 word minimum): The Pyke Syndicate has to walk a very fine line between maximizing the chaos they create and allowing just enough order in their ranks to function as an effective unit. Many people seek out Pyke specifically for the chaos without understanding where that line is. That lines not always clear even for experienced Pyke but I like to think as an NCO I've displayed good judgment on when to reign in the chaos and when to let it run wild. As an officer I'd be more easily able to set a clear example for the NCOs so that they can pass that common sense to the Enlisted. Why should you be trusted with this rank? (100 word minimum): I've never received a Strikes on Pyke or Medical and I like to believe any mistakes I have made I've quickly corrected and adjusted myself for the future. Beyond that I like to think I manage communication well, Pyke is a constantly changing organization. New rules and methods of play come into existence pretty much every week, any Officer or NCO must of course be expected to look out for this information, understand it, and then pass it along. While I've been in the Pyke Syndicate I've adapted to these new rules and passed them along to my junior NCO's and Enlisted. Do you understand that if you fail to meet the expectations of a Pyke Officer you may be removed from your position?: Yes Pyke on top fr fr ong no cap.
  15. 1: What's you're in-game name and rank: MC IRS PRLS CSM Jaice 0515 2: What's your Timezone?: CDT 3: What's your SteamID?: STEAM_0:0:460165328 4: How long have you been in Medical?: Since 09/02/23 so 38 Days. 5: Who were the 2 MAJ+ who gave permission for this application?: VCMDR Johnson and VCMDR Meow 6: Why should you be a Medical Officer? (100+ words): I like to believe I bring an approachable and down to earth attitude to Medical that helps to foster the newer enlisted and NCOs finding their place in Medical. I think this attitude has established me as someone to come to to solve problems from the enlisted and junior NCOs as I've had many experiences where this precisely happened. Just yesterday (as of writing this) a fresh NCO by the name of Classy asked me to sit in on their first tryout. While Classy displayed themselves as capable they were very nervous during the course of the tryout and I provided what I hoped was the kind of positive reinforcement and correction when needed while allowing their own self expression as their own NCO and person. This is the approach I take to leadership and problem solving in general. In my opinion most people only need light adjustment when mistakes happen to get them back on course so long as that adjustment is reinforced with positive responses from those above you. 7: Why should we trust you as a Medical Officer? (100+ words): A common habit of mine is to double then triple check before doing anything I'm not confident is allowed explicitly or implicitly by Server Rules or the SOP, this could be in the form of pulling up the SOP to check it or putting some sort of message out in the Discord to get myself educated on the subject. If anyone was to go through my messages in the Medical channels on Discord it's likely a series of questions of "How should we handle this?" or "Who is allowed to do X?" which I think shows a clear pattern of cautious action on my part. 8: What do you bring to the Medical Corps? (100+ words): I think I bring a consistent flow of information to Medical. When delegating orders or responsibilities to those under me I make sure to use clear direct language. "Person 1 go here to do X and person 2 go there for Y". Communication is key and I think its something I'm quite good at, as I elaborated on earlier I communicate when I lack information and follow chain of command to see out that information, this also extends to relaying information, when I'm informed of something I pass it on to those who may also be uniformed, this could be a recent change to the SOP or something that isn't listed on the SOP (Such as Medical doing experiments on other Medical being frowned upon). 9: Why should we accept your application over other applicants? (100+ words): I don't leave potential problems for other people to deal with later and always attempt to gather as much information on a subject before taking any action, even if that action is passing up chain of command. I always try to make informed decisions or allow those above me empowered to make those decisions to make them while informed. I think this is best highlighted by something that happened while acting as a Pyke NCO though it applies to how I handle potential issues across the board. I had hosted a tryout and passed the person who tried out, their performance didn't give me anything to worry about but they mentioned that they had actually recently been removed from their previous battalion (Out of respect for that person's privacy I won't mention their name). I took it upon myself after the tryout to try and get in contact with their previous commander and to hear what the person who tried out had to say about the whole story. Their previous commander was unavailable but I had managed to get the trainees side of the story, having to log off for the day I reached out to Pyke Underboss Turqos to pass along what I was told, it wasn't my business' as a junior NCO to deny this person a tryout or kick them out (drastic actions in my opinion) but I felt we needed to make sure we weren't letting a problem player in. Turqos managed to get in contact with their previous commander later and determined it was nothing to be worried about. While my worries were unwarranted I think my actions were the right one in the given situation and indicates a level of care other potential officers may lack. 10: Do you have any warns? If so what for?: N/A
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