Jump to content

Search the Community

Showing results for tags 'complete'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements
    • Community Announcements
  • General
    • General Discussions
    • Introductions
    • GMod Discussions
    • Website/Infrastructure Suggestions
    • Discord
    • Developer Applications
  • PoliceRP - GMod
    • General
    • Server Updates
    • Departments
    • Administrative
    • Suggestions
    • Bug Reports
    • Report Center
    • Ban Appeals
  • Star Wars Imperial Roleplay - GMod
    • General
    • Server Updates
    • Serious Role Play Forum
    • Imperial Quarters
    • Suggestions
    • Pyke Syndicate
    • Bug Reports
    • Administrative
    • Report Center
    • Ban Appeals
    • Custom Deathscreen Cards
  • SCPRP - GMod
    • General
    • Server Updates
    • Foundation
    • Chaos Insurgency
    • Foundation Test Logs
    • Class D
    • Administrative
    • Suggestions
    • Bug Reports
    • Report Center
    • Ban Appeals
    • Custom Deathscreen Cards
    • Custom Skins
  • Divisions
    • Support Team
    • Forum Diplomat
  • Secret Service's Topics
  • Make Star Wars Good Again!'s Topics
  • Gaminglight Players's Discussion
  • Emergency Medical Services's Topics
  • Emergency Medical Services's Applications
  • Emergency Medical Services's Club Archives
  • Rockford County Special Response Team's Topics
  • United States AirForce's USAF Announcements/Discussion
  • United States AirForce's Suggestions
  • United States Official Club's Need anything pinned?
  • 187th Legion Star Wars RP's Announcements
  • Musicians's General Discussion
  • Musicians's Guitar
  • Musicians's Keyboard & Piano
  • Musicians's Drums & Percussion
  • Musicians's Memes
  • Musicians's Personal Releases
  • Musicians's Collaboration
  • Military RP Official Club's Announcements
  • Military RP Official Club's Dev Blogs
  • [OFFICIAL] Traz's General
  • Gamblers Anonymous's General
  • [OFFICIAL] Traz's General
  • McDrontels Community Group's McDrontels Community Board
  • Mens Golf Club's Topics
  • Mens Golf Club's Tournaments
  • Fruit Snack Company's Greetings
  • Fruit Snack Company's CWRP Sales
  • utetwo's apostles's Topics
  • Coders Of GamingLight's Coding Stuffs
  • Star wars Imperial's Topics
  • SCO19 Club's General
  • SCO19 Club's Training & Meeting Calendar
  • The Christian Alliance of Gaminglight's Bible Talk
  • The Christian Alliance of Gaminglight's Confessions
  • The Christian Alliance of Gaminglight's Prayers
  • The Christian Alliance of Gaminglight's PG Memes
  • Meep's Chica
  • Farmers's Clips of trashing on bots
  • Farmers's Club mod applications
  • Farmers's Riots
  • Imperial Starfighter Corps's General Discussion
  • Lucario's Lucario?
  • IST's Know Your Place.
  • MTF D5 Club's Topics
  • Imperial Shock Troopers's Shock General
  • Imperial Shock Troopers's Shock Quotes
  • Goblins club's Leaving gaminglight
  • Frog fan club's Topics

Calendars

  • Community Calendar
  • Gaminglight Management Team's SMT Calendar
  • Secret Service's Events
  • Make Star Wars Good Again!'s Events
  • Make Star Wars Good Again!'s Star Wars RP Events
  • The Jedi Order's Meetings
  • Emergency Medical Services's EMS Schedule and Important Dates!!!
  • Rockford County Special Response Team's Events
  • United States AirForce's Meetings/RollCalls
  • United States Official Club's War Room Meeting
  • United States Official Club's U.S. Emergency Commanders Meeting
  • Military RP Official Club's Events
  • E P I C Gamer squad's Most epic events in history
  • [OFFICIAL] Traz's Events
  • [OFFICIAL] Traz's Events/Giveaways
  • SCP-RP Chaos Insurgency's Meetings // Important Dates
  • Gaminglight SCP-RP Club's SCP-RP Calender
  • Star wars Imperial's Events

Categories

  • General
    • FAQ
    • In-Game Support
    • Website Support
    • Ban Support
    • Donation Support
    • TeamSpeak Support
    • Discord Support
  • Server Specific
    • SCPRP
    • ImperialRP
    • PoliceRP

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. Hello everyone! Hovering issues This ship is the only one allowed currently on server to hover. However this is a bit tricky situation as the ship is not able to stand in place while flying. We may encounter 3 situations: a) The ship facing the ground will be gliding forward as it has some speed (1-5%) b) While maintaining the hover you need to constantly hit shift, this in situation when your nose is facing ground glides you forward not upward. c) A ship with no speed at all will be slowly going down to the ground 2nd seat ammo situation Currently, the person using a minigun on the 2nd seat is restricted to 1200 ammunition. When it gets depleted there is no way to refill it. This situation makes us frequently respawn ship for the 2nd seated person to have something to do. Is there any possibility to improve it? What do you all think about reworking/updating those 2 issues?
  2. Battalion Name: Hcom Job/Class Name: Brigadier General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, rw_sw_dlt19, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced. Job/Class Name: General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, rw_sw_dlt19, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced. Job/Class Name: High General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep, rw_sw_t21 - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_dlt19, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_t21, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced. Job/Class Name: Grand General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep, rw_sw_t21 - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_dlt19, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_t21, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced.
  3. Job/Class Name: Medical Assault Unit [T1] Weapon Kit: -Current Loadout rw_sw_dlt19 / rw_sw_dp23 / rw_sw_tl50 / rw_sw_e11 / rw_sw_e11_noscope / rw_sw_se14cc / rw_sw_nade_bacta -Add: deployable_shield / rw_sw_dispencer_allammo / rw_sw_rk3_dual /rw_sw_e11t / rw_sw_tl40 -Remove: rw_sw_tl50 / rw_sw_e11 / rw_sw_e11_noscope / rw_sw_se14cc Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions) TL50 → TL40 because its just a simple revising to the gun we currently use as we switched it off the other jobs a while ago and it would make more sense for it to match with our other jobs and arsenal providing consistency E-11 Variants → E11T because it fits the imagine of an assault unit better than having the weapons standard ST’s are equipped with, allowing them to distinguish themselves as an effective assaulting unit SE14cc → Dual RK3’s it provides diversity in MC’s side arm arsenal as well as fitting AUT’s front line role with an effective side arm that suits the unit’s CQC and Assault style. Deployable Shield: to provide a more consistent hard cover for protecting other MC during their field operations, protecting friendly personnel and for using as cover to reach those who die on the front lines of a mission. Ammo Dispenser: -adds something for AUT to make it worth joining as there are currently only 4 who even have the cert -increases MC support capability -reduces MC's reliance on the chance of a heavy from another battalion in order to be effective with our bacta grenades in the field -helps other units in the field by adding another job that can provide ammo as they run out often Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so why? They will benefit the server as it means the MC corps have a more versatile class that can assist them through more ways on the battlefield and provide a wider range of support more effectively. It’s also fair because this update to the kit is purely to bring the gear of AUT up to date aswell as providing more defensive capabilities and another kind of support being brought to the frontlines. Internally it also provides incentive to join the underused certification. Cleared and Accepted by General Harry and HCOM Team.
  4. Battalion Name: Shock Security Job/Class Name: Shock ERU Player Limit: - Current: 7 - New: 12 Reason for change?: Shock ERU is a sub battalion within shock that has a 12 man limit on their roster. To have a 12 man team where only 7 of them can be on at a time is not productive to the team. In the past this has been fine because ERU lacked the members to justify all 12 slots. However, recently they have filled there roster and there has been more than one night where Shock personnel got off the server because they couldn’t play on ERU because it was full.
  5. Battalion Name: 501st Legion Job/Class Name: 501st ARC Trooper Player Limit: - Current: 6 - New: 12 Reason for change?: We have in recent weeks had our roster of ARC troopers flourish and our current count has not been high enough to accommodate as such, having to request force jobbing. For this purpose, we are requesting the ARC count be increased to reflect the numbers they have more appropriately.
  6. What do you want to see?: I want to Imperial Senior Guard and Imperial Sovereign Protector to be able to spawn in the hacking tools. Why should we add it?: Senior guard have a body group which turns them into shadow guard which are spec ops and as they are able to hack it would make sense for them to be able to spawn it in. As for Sovereign Protector as we are also part of Shadow Guard, just that we oversee them on our Sovereign Protector job it would make sense for us to spawn it in too as we do count as spec ops. What are the advantages of having this?: It doesnt end up giving us a choice between playing on the Shadow Guard job or our main job in RG, having to pick between having more health or being able to spawn in hacking tools during events and missions. Who is it mainly for?: RG
  7. What do you want to see?:The Bank added to Tattoine Black Market. Why should we add it?: The Original Suggestion was added to Lothal, it was just never added to tattoine when we returned. What are the advantages of having this?: You do not need to keep your C menu inventory cluttered by having places to store extra weapons. Who is it mainly for?: Criminals Links to any content: N/A
  8. What do you want to see?: I would like to see a change to the grappling hook swep (weapon_grapplehook) to make it so you can only fire it while on the ground and give it a set length that isnt absurd. Why should we add it?: It would make the grappling hook less broken and make it a viable thing for battalions to potentially use. What are the advantages of having this?: It would make it so it isnt completely overpowered and make it a possibility for battalions to potentially get it for use. Who is it mainly for?: Potentially everyone on the server. Links to any content: already on the server (weapon_grapplehook)
  9. What do you want to see?: The late night XP surge bar be smaller and not take up the whole screen. Look at Police RP's theirs is small and in the corner of your screen. Why should we add it?: So we dont have a late night surge bar across our screens What are the advantages of having this?: Not having our screen took up, it blocks slots in the inventory and you cant see them Who is it mainly for?: The whole server.
  10. Battalion Name: Tank, Sub Branch: Shore Job/Class Name: Shore Trooper Heavy Weapon Kit: - Current loadout: bkeycard / rw_sw_bino_white / rw_sw_k16 / keys / rw_sw_e22 / wos_inventory / garde_a_vousv1.1 / cross_arms_swep / cross_arms_infront_swep / dradio / rw_sw_z6i / deployable_shield - Add: rw_sw_dispencer_allammo - 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?): As a Heavy Unit Shore is the only Heavy class without a Ammo Crate, We believe this will allow tank to play the Support role better as a Heavy.
  11. What do you want to see?: A buff to the force ability Shadow strike Why should we add it?: At the moment it is the only stealthy/silent attack we have (that I know of) but there is no reason to use it as it does little damage and there's not really a reason to use it over just igniting your saber and attacking. I think buffing it to 1000 damage would be good. It is a one time use per encounter as you have to be cloaked with your saber ignited, it is a very situational ability and it would be nice for it to actually be worth using What are the advantages of having this?: Will give shadow Guard more stealth and would give Shadow Guard, and IQ a reason to use Shadow Strike Who is it mainly for?: Shadow Guard/ IQ
  12. What do you want to see?: I want to see Purge changing their current electro weapons to ones similiar to the pyke staff Why should we add it?: The electroweapons currently are almost useless against fighting Jedi even tho this is Purges main purpose, having electroweapons as lightsabers without force powers made to look like the current electro weapons would give Purge more of an advantage when handling jedi, it would also give Purge more variety in how they could confront a jedi. What are the advantages of having this?: It will allow for more dueling within the Temple, where even purge can be able to face off with other IQ or RG and duel, bringing in more for them to do, ofcourse damage wont need to be high, but giving them this would give them more of a chance. Who is it mainly for?: Purge Links to any content: N/A
  13. Battalion Name: Royal Guard Job/Class Name: Imperial Sovereign Protector Health: - Current: 1700 - New: 1700 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. Job/Class Name: Imperial Senior Guard Health: - Current: 1200 - New: 1400 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. This is also to justify the difference between the normal Shadow Guard job and the Senior guard as Senior guards have a bodygroup which makes their model into the shadow guard one. Job/Class Name: Imperial Royal Guard Health: - Current: 1000 - New: 1000 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. Job/Class Name: Shadow Guard Health: - Current: 1000 - New: 1250 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. It makes sense for shadow guard to have more health than the regular Royal Guard job which is for NCO+, but stil be less than Senior Guard. Job/Class Name: Imperial Royal Guard Cadet Health: - Current: 700 - New: 700 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. What do you want to see?: I want to Imperial Senior Guard and Imperial Sovereign Protector to be able to spawn in the hacking tools. Why should we add it?: Senior guard have a body group which turns them into shadow guard which are spec ops and as they are able to hack it would make sense for them to be able to spawn it in. As for Sovereign Protector as we are also part of Shadow Guard, just that we oversee them on our Sovereign Protector job it would make sense for us to spawn it in too as we do count as spec ops. What are the advantages of having this?: It doesnt end up giving us a choice between playing on the Shadow Guard job or our main job in RG, having to pick between having more health or being able to spawn in hacking tools during events and missions. Who is it mainly for?: RG Description (Optional): 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, as they will help buff the other jobs for royal guard a little bit, but not too much and make it unfair for everyone else to fight them. They will still have the normal health range, just we will be able to tank more bullets before our armor runs out. As for saber duels it doesnt matter much as the armor is gone nearly on the first hit from a saber.
  14. Shock Heavy Specialist Kit Change Made by Cans and Harry Weapon Kit: - Current loadout: Keys Dradio Rw_sw_bino_white arrest_stick cross_arms_infront_swep riot_shield rw_sw_e11 tfa_stun_e11_5 rw_sw_z6i rw_sw_t21b weapon_cuff_elastic weaponchecker deployable_shield activity_logger - Add: rw_sw_dp23 - Remove: rw_sw_t21b Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The Shock Heavy Specialist job has needed a change for a long time, especially since it has little to no short range options, which is one of the main purposes of the sub branch. The T21B weapon remains mostly unused, and a shotgun (the dp23) would be a much more efficient replacement for Heavy Specialists. (suggested by big man Harry) Shock ERU Kit Change Made by Cans and Harry Weapon Kit: - Current loadout: Keys Dradio rw_sw_bino_white arrest_stick cross_arms_infront_swep tfa_stun_e11_5 rw_sw_rk3 rw_sw_t21b weapon_cuff_elastic weaponchecker rw_sw_tl50 activity_logger cross_arms_swep - Add: rw_sw_e11s - Remove: rw_sw_t21b Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The ERU sub branch is supposed to partially specialize in recon, and snipers are needed to allow ERU to carry this out, as they already can use the jetpacks to get a better vantage point. The T21B is an inefficient option for ERU to have, and should be replaced so that they can operate better as a long range sub branch. Shock Officer Kit Change Made by Cans and Harry Weapon Kit: - Current loadout: keys dradio rw_sw_bino_white arrest_stick unarrest_stick cross_arms_infront_swep riot_shield rw_sw_e11 tfa_stun_e11_5 rw_sw_dlt19 weapon_cuff_elastic weaponchecker cross_arms_swep activity_logger rw_sw_t21 rw_sw_shield_imp_e11 - Add: rw_sw_dp23 - Remove: rw_sw_T21 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The officer kit should have the DP23 instead of the T21, as all Shock already have the DLT-19, which is a better mid range alternative to the T21B, but a shotgun instead would provide a reliable close range weapon. Shock K2 Kit Change Made by Cans and Harry Weapon Kit: - Current loadout: Dradio rw_sw_bino_white arrest_stick cross_arms_infront_swep rw_sw_dp23 rw_sw_e11t weapon_cuff_elastic weaponchecker activity_logger tfa_nmrih_fists - Add: tfa_stun_e11_5 dark_trooper_fists - Remove: tfa_nmrih_fists Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The Stun E11 should be added, as every major Shock sub branch is supposed to have one. The fists need to be updated as the current ones don’t have a proper working hitbox (suggested by big man harry)
  15. Battalion Name:501st Job/Class Name: 501st Phase Zero Trooper (T3) Weapon Kit: - Current loadout: Dual DH-17A(rw_sw_dual_dh17a), DP-24(rw_sw_dp24), T-21(rw_sw_t21), DP 23(rw_sw_dp23), Jet Pack, Imperial Shield (rw_sw_shield_imp). - Add: Dual Westar 35(rw_sw_dual_westar35), EL-16HFE (rw_sw_el16hfe), Valken 38a (rw_sw_valkenx38a) - Remove: Dual DH-17A(rw_sw_dual_dh17a), DP-24(rw_sw_dp24), T-21(rw_sw_t21) Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Phase Zero is at present largely ignored as its kit is rather weak despite having HP and Armor equivalent to ARC, thus we are hoping to revitalize the branch with a new loadout to properly maintain their abilities with the updates to other kits, keeping their combat ability relevant. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: As a Tier 3 job I feel that this kit is reasonable, nothing in this kit update would be needlessly beyond the balance of our other branches and it would benefit the job as a whole to have a new kit to work with. Battalion Name:501st Job/Class Name: 501st Officer Weapon Kit: - Current loadout: DH-17(rw_sw_dh17), DP-23(rw_sw_dp23), TL-40(rw_sw_tl40), TL-50(rw_sw_tl50), Deployable Shield(deployable_shield). - Add: DLT-19s(rw_sw_dlt19s) - Remove: TL-40(rw_sw_tl40) Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions? At present the 501st Officer and Sergeant Jobs are effectively just whitelist bots with nothing in particular to offer, by giving them a sniper currently only available to us on the ARC job it would give them a purpose beyond that of giving whitelists, additionally, having both the TL-40 and TL-50 is terribly redundant. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: As this rifle is already available within the battalion and would be being given to officers in this instance I don’t see any issues pertaining to balancing arising from this item’s implementation, and it would allow for a more used job. Battalion Name:501st Job/Class Name: 501st Sergeant Weapon Kit: - Current loadout: DH-17(rw_sw_dh17), DP-23(rw_sw_dp23), TL-40(rw_sw_tl40), TL-50(rw_sw_tl50), Deployable Shield(deployable_shield). - Add: DLT-19(rw_sw_dlt19) - Remove: TL-40(rw_sw_tl40) Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): At present the 501st Officer and Sergeant Jobs are effectively just whitelist bots with nothing in particular to offer, by giving them a submachine gun that won’t be used elsewhere in the battalion it differentiates the job and gives a reason to use it, additionally, having both the TL-40 and TL-50 is terribly redundant. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: This weapon is not unreasonably powerful and it provides a variety from that of the other non branch jobs within the battalion. As well it gets rid of the redundancy of having both TL models on a single job. Battalion Name:501st Job/Class Name: 501st Vice Commander Weapon Kit: - Current loadout: DH-17(rw_sw_dh17), DP-23(rw_sw_dp23), TL-40(rw_sw_tl40), TL-50(rw_sw_tl50), Deployable Shield(deployable_shield), Westar-M5(rw_sw_westarm5), Z-6I(rw_sw_z6i). - Add: Jetpack - 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?): With the 501st having one of the largest populations of Jetpack utilizing sub-battalions(JT, ARC, PZ), it would not be unreasonable for our command staff to be able to utilize them without changing jobs and using slots our troopers should be utilizing instead. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: I feel this change would not negatively affect the server in anyway and would instead allow for our command team to be better equipped to be on par with those below us at all times. Battalion Name:501st Job/Class Name: 501st Commander Weapon Kit: - Current loadout: DH-17(rw_sw_dh17), DP-23(rw_sw_dp23), TL-40(rw_sw_tl40), TL-50(rw_sw_tl50), Deployable Shield(deployable_shield), Westar-M5(rw_sw_westarm5), Z-6I(rw_sw_z6i). - Add: Jetpack - 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?): With the 501st having one of the largest populations of Jetpack utilizing sub-battalions(JT, ARC, PZ), it would not be unreasonable for our command staff to be able to utilize them without changing jobs and using slots our troopers should be utilizing instead. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: I feel this change would not negatively affect the server in anyway and would instead allow for our command team to be better equipped to be on par with those below us at all times.
  16. What do you want to see?: Pyke's being able to do /demote Why should we add it?: The thing that should be added is Pyke being able to /demote on people that are afk too clear up job that people should not be afk on. What are the advantages of having this?: The advantages of this is if a member of Pyke falls asleep while on a job like say Spice Refiner they can be demoted off the job so someone else can use the job. Who is it mainly for?: Pyke (The rest of the server all ready have it)
  17. What do you want to see?: A objective tool of kind of like the flags in the city but that can be used in mission. Why should we add it?: I think that it should be added because it would give GMs another tool to create immersive events and opens up a lot of new possibilities for GMs. What are the advantages of having this?: Like I said before it would be great for the server because it would add another thing to create an immersive RP environment for people to enjoy. Who is it mainly for?: Gamemasters and JMT Links to any content: https://steamcommunity.com/sharedfiles/filedetails/?id=2764500087&searchtext=capture
  18. Other Suggestion Format: What do you want to see?: A SF Mission system {Like IQ mission system} Why should we add it?: The addition of a mission system to Starfighters could significantly enhance the roleplay experience. At this moment, Starfighters really don’t have any real reason to be in the air except for events and some minor missions. This addition can provide Starfighter members with an objective to follow and accomplish, and we would gain more engagement from our pilots. This mission system not only adds more depth to the roleplay, but helps to promote teamwork and enhances our pilots flying skills. The mission system would create a more immersive, and enjoyable gameplay experience for the members of SF. What are the advantages of having this?: This system can offer numerous advantages such as keeping players engaged and active in the server, encouraging teamwork and cooperation which will foster a more healthy community within Starfighters. A mission system such as this can greatly assist the Starfighters in both player counts, and in morality. The system could include missions of the following types, Standard air to air combat, Air to air combat with a ship that SF must protect from the enemy ships, Supply runs, Close Air Support , etc. Who is it mainly for?: Starfighters
  19. What do you want to see?: A tool that allows Gamemasters to HP a Prop or Have NPCs Target it Why should we add it?: I believe it should be added as it could allow Gamemasters to do more things, instead of Ray shields you could do blast doors instead with higher HP requiring troopers to work together to advance. You are also able to allow NPCs to attack props, so more defensive style event with actual reason to protect the POIs could be given. What are the advantages of having this?: The Advantages are it can Give Gamemasters another Resource to use during their events, There is already a way to place a prop with health during Automated Events and this is kind of the same thing. Like I said above you can require more team work with instead of one person doing a 2-3 minute hack 10 people can work together and shoot a wall for 30 seconds. It would also give more things you can do with Defensive or Offensive things instead of just planting an RP Bomb Every where. I've seen it been used before and its pretty fun to just firing squad a wall then the NPCs behind it instead of placing your 20th det pack of the mission. Who is it mainly for?: Gamemasters Links to any content: https://steamcommunity.com/sharedfiles/filedetails/?id=1156199630&searchtext=prophr
  20. 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
  21. What do you want to see?: Move the LOA/ROA Section above the activitys section. Why should we add it?: Since the Roster Logs ALL activitys forever it gets to be a long list. Example Myself and ST Mike. Then when someone posts an LOA/ROA it apears at the bottom of all that. With the change of moving to the top they wont be burried bellow loggings of very active players. What are the advantages of having this?: Easier to approve and deny loa/roa. a lot more mobile/phone friendly. Who is it mainly for?: Battalion Command Links to any content: N/A
  22. Battalion Name: ISB:Internal Affairs Job/Class Name: ISB Operative Weapon Kit: - Current loadout: rw_sw_dt12, rw_sw_cr2, dradio, arrest_stick, unarrest_stick, weapon_cuff_elastic, activity_logger, cross_arms_swep, cross_arms_infront_swep - Add: rw_sw_dc15se - Remove: rw_sw_cr2 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): With ISB:IA being considered one of the Special Operations battalions, we would like to have a weapon that is known for quality over quantity. In our opinion, the DC-15SE is just that. It has a moderate fire rate and great accuracy, which are values that really matter within the ISB. ISB typically doesn’t fight in the frontlines, thus the need for a fast pacing weapon like the CR-2 is not needed. Job/Class Name: ISB Agent Weapon Kit: - Current loadout: rw_sw_dt12, rw_sw_cr2, rw_sw_stun_dc15s, dradio, arrest_stick, unarrest_stick, weapon_cuff_elastic, activity_logger, cross_arms_swep, cross_arms_infront_swep - Add: rw_sw_dc15se - Remove: rw_sw_cr2 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): With ISB:IA being considered one of the Special Operations battalions, we would like to have a weapon that is known for quality over quantity. In our opinion, the DC-15SE is just that. It has a moderate fire rate and great accuracy, which are values that really matter within the ISB. ISB typically doesn’t fight in the frontlines, thus the need for a fast pacing weapon like the CR-2 is not needed. Job/Class Name: ISB Chief Weapon Kit: - Current loadout: rw_sw_dt12, rw_sw_cr2, rw_sw_stun_dc15s, dradio, arrest_stick, unarrest_stick, weapon_cuff_elastic, activity_logger, command_activity_logger, cross_arms_swep, cross_arms_infront_swep, vehicle_spawner_swep - Add: rw_sw_dc15se - Remove: rw_sw_cr2 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): With ISB:IA being considered one of the Special Operations battalions, we would like to have a weapon that is known for quality over quantity. In our opinion, the DC-15SE is just that. It has a moderate fire rate and great accuracy, which are values that really matter within the ISB. ISB typically doesn’t fight in the frontlines, thus the need for a fast pacing weapon like the CR-2 is not needed.
  23. What do you want to see?: Adding back the system where SMT can give money to command members for money. Bassacily the way I envision it is adding a bank system which gets lets say 50 million every month deposited into it. However the money in the bank can only be transferred to members of your battalion and cannot be given to yourself. It must be approved by your overseer or something like that. It would kind of be like the content I linked below. I don't recommend using this one however you can if you want to. But I know you guys like to make your own custom things. Why should we add it?: This will help boost troopers morale and make them want to get on more. It makes it easier for command to entice there troopers to get on the server and boost our battlemetrics. I think this will be very beneficial to the server. It gives people more stuff to do on the server and gives them more of a reason to get on. What are the advantages of having this?: It would give people more stuff to do and give them more of a reason to hop on the server. This also entices people to get on the server as well. Who is it mainly for?: Everybody tbh Links to any content:https://www.gmodstore.com/market/view/voidfactions
  24. Battalion Name: Pyke Job/Class Name: Pyke saboteur Model Path: - New model: models/gaminglight/pykes/pyke_officer.mdl Weapon Kit: - Add: dradio , rw_sw_bino_desert , sw_pyke_a180s (silenced), sw_pyke_a180 (silenced,), rw_sw_dlt20a (silenced), weapon_pyke_electro_staff Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): These weapons are suitable for what the class is. The Silenced weapons allow them to complete their stealth objectives while giving them the means to fight in a close quarters with the Electro staff if needed. Health: - New: 700 Armor: - New: 200 Reason for health/armor changes: 700 Health and 200 Armor puts it right between Leader and Supervisor, allowing them to act as the elite Pyke they are. Description (Optional): Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: This allows for investigative groups such as ISB to have the opportunity to root out actual traitors and greatly enhances raids by giving fun new objectives and more to do on our own. Pyke Saboteur is almost a Spec Ops version of Pyke specializing in Infiltration and have the ability to disguise as anyone below the rank of Senior Commander(Obviously the higher rank you disguise at the greater chance of being caught) They have a secondary priority of Guarding Pyke Command and Spice Operations, always acting in the best interests of the Syndicate. They have strict rules and are on a 1 strike system meaning if they mess up they will have to tryout again. Limitations are in place with their use of Black Market weapons, This includes T4's strictly being banned from this class. Job/Class Name: Pyke Leader - Current loadout: sw_pyke_a180, sw_pyke_a240, weapon_pyke_electro_staff, sw_pyke_a180s - Add: dradio , rw_sw_bino_desert , lfs_vwing Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The Radio is mainly because during events we need to communicate and hear orders when we work with the empire. GM’s can give us a radio but rarely will give it again if we die. Binoculars are simply because everyone else has them and being able to watch people from a distance and not getting sniped because they think they are going to be assassinated is nice. The V Wing is to better allow Pyke to Dogfight with SF. Giving us a Dogfighting ship allows us to engage with SF much easier, and gives us a better starting ship that is not as strong as the ARC 170 to help out Pyke. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?:Radios and Binos are standard amongst everyone else, Radios are needed simply so we can interact with imperial forces for the sake of events easier. Job/Class Name: Pyke supervisor - Current loadout: sw_pyke_a180, sw_pyke_a240, weapon_pyke_electro_staff, sw_pyke_a180s - Add: dradio , rw_sw_bino_desert , lfs_vwing Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):The Radio is mainly because during events we need to communicate and hear orders when we work with the empire. GM’s can give us a radio but rarely will give it again if we die. Binoculars are simply because everyone else has them and being able to watch people from a distance and not getting sniped because they think they are going to be assassinated is nice. The V Wing is to better allow Pyke to Dogfight with SF. Giving us a Dogfighting ship allows us to engage with SF much easier, and gives us a better starting ship that is not as strong as the ARC 170 to help out Pyke. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Radios and Binos are standard amongst everyone else, Radios are needed simply so we can interact with imperial forces for the sake of events easier. Job/Class Name: Pyke Spice Refiner - Current loadout: sw_pyke_a180, sw_pyke_a240, booster_bacta_kit, weapon_armorkit - Add: dradio , rw_sw_bino_desert Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):The Radio is mainly because during events we need to communicate and hear orders when we work with the empire. GM’s can give us a radio but rarely will give it again if we die. Binoculars are simply because everyone else has them and being able to watch people from a distance and not getting sniped because they think they are going to be assassinated is nice. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Radios and Binos are standard amongst everyone else, Radios are needed simply so we can interact with imperial forces for the sake of events easier. Job/Class Name: Pyke marauder - Current loadout: sw_pyke_a180, sw_pyke_a240 - Add: dradio , rw_sw_bino_desert , lfs_pyke_transport Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):The Radio is mainly because during events we need to communicate and hear orders when we work with the empire. GM’s can give us a radio but rarely will give it again if we die. Binoculars are simply because everyone else has them and being able to watch people from a distance and not getting sniped because they think they are going to be assassinated is nice. With Officer Getting V wings We want to Have Nco to fly the Transport while Officer Protects them. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Radios and Binos are standard amongst everyone else, Radios are needed simply so we can interact with imperial forces for the sake of events easier. Job/Class Name: Pyke Infantry - Current loadout: sw_pyke_a180, sw_pyke_a240 - Add: dradio , rw_sw_bino_desert Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):The Radio is mainly because during events we need to communicate and hear orders when we work with the empire. GM’s can give us a radio but rarely will give it again if we die. Binoculars are simply because everyone else has them and being able to watch people from a distance and not getting sniped because they think they are going to be assassinated is nice. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Radios and Binos are standard amongst everyone else, Radios are needed simply so we can interact with imperial forces for the sake of events easier.
  25. Battalion Name: Royal Guards Job/Class Name: Imperial Guard Cadet Weapon Kit: - Current loadout: dradio, rw_sw_bino_dark, weapon_royal_guard_saber, cross_arms_swep - Add: Rw_sw_westar35 - 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?): At the moment if a target is far away, in the air, or running around groups of people it is hard for RG to kill them. Only Shadow Guard can kill targets in the air (force lightning). And if they are running around groups of people we can not ignite our sabers, and unless you are a donator RG dont have any other weapons. This pistol does not give us a advantage over other battalions, it is not overly good, and is not bad, just gives us the ability to kill targets far away/running in groups of people/and in the air. Job/Class Name: Imperial Royal Guard Weapon Kit: - Current loadout: dradio, rw_sw_bino_dark, weapon_royal_guard_saber, cross_arms_swep - Add: Rw_sw_westar35 - 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?):At the moment if a target is far away, in the air, or running around groups of people it is hard for RG to kill them. Only Shadow Guard can kill targets in the air (force lightning). And if they are running around groups of people we can not ignite our sabers, and unless you are a donator RG dont have any other weapons. This pistol does not give us a advantage over other battalions, it is not overly good, and is not bad, just gives us the ability to kill targets far away/running in groups of people/and in the air. Job/Class Name: Imperial Saber Guard Weapon Kit: - Current loadout: dradio, rw_sw_bino_dark, weapon_saber_guard_lightsaber_saber, cross_arms_swep, cross_arms_infront_swep - Add: Rw_sw_westar35 - 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?):At the moment if a target is far away, in the air, or running around groups of people it is hard for RG to kill them. Only Shadow Guard can kill targets in the air (force lightning). And if they are running around groups of people we can not ignite our sabers, and unless you are a donator RG dont have any other weapons. This pistol does not give us a advantage over other battalions, it is not overly good, and is not bad, just gives us the ability to kill targets far away/running in groups of people/and in the air. Job/Class Name: Shadow Guard Weapon Kit: - Current loadout: dradio, rw_sw_bino_dark, weapon_royal_guard_saber, cross_arms_swep - Add: Rw_sw_westar35 - 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?):At the moment if a target is far away, in the air, or running around groups of people it is hard for RG to kill them. Only Shadow Guard can kill targets in the air (force lightning). And if they are running around groups of people we can not ignite our sabers, and unless you are a donator RG dont have any other weapons. This pistol does not give us a advantage over other battalions, it is not overly good, and is not bad, just gives us the ability to kill targets far away/running in groups of people/and in the air. Job/Class Name: Imperial Senior Guard Weapon Kit: - Current loadout: dradio, rw_sw_bino_dark, weapon_royal_guard_saber, cross_arms_swep - Add: Rw_sw_westar35 - 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?):At the moment if a target is far away, in the air, or running around groups of people it is hard for RG to kill them. Only Shadow Guard can kill targets in the air (force lightning). And if they are running around groups of people we can not ignite our sabers, and unless you are a donator RG dont have any other weapons. This pistol does not give us a advantage over other battalions, it is not overly good, and is not bad, just gives us the ability to kill targets far away/running in groups of people/and in the air. Job/Class Name: Imperial Sovereign Protector Weapon Kit: - Current loadout: dradio, rw_sw_bino_dark, weapon_royal_guard_saber, cross_arms_swep - Add: Rw_sw_westar35 - 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?):At the moment if a target is far away, in the air, or running around groups of people it is hard for RG to kill them. Only Shadow Guard can kill targets in the air (force lightning). And if they are running around groups of people we can not ignite our sabers, and unless you are a donator RG dont have any other weapons. This pistol does not give us a advantage over other battalions, it is not overly good, and is not bad, just gives us the ability to kill targets far away/running in groups of people/and in the air.
×
×
  • Create New...