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Fixing sabatoged lights - Denied


Comrade Boekhom

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What are you suggesting? -  Requiring foundation to roll to fix lights that ci have destroyed, with the same rolls as CI for sabotaging.  60+ for lights and teslas, 75+ for full lockdown

How would this change better the server? -  Making it fair. Ci BREAKS the lights not just turns them off, so it makes no sense you can just flick a switch to have them back on

Are there any disadvantages of making this change to the server? If so, explain. -  Lights out may last longer

Who would this change mostly benefit? -  Ci I suppose, and just rp in general

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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                                                                             Chad of many names       Professional Shit talker

                                                                                       

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1 minute ago, [GL] Fizz-y Soda said:

Just to clear things up so no one gets confused,

You want to be able to BREAK lights, meaning they have to roll let's say 60+ to FIX the lights. Then having to roll again to turn them on.

Sound right?

no, Just roll to fix/turn them on since ci BREAKS them

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                                                                             Chad of many names       Professional Shit talker

                                                                                       

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8 minutes ago, Comrade Boekhom said:

no, Just roll to fix/turn them on since ci BREAKS them

Don't they already do that ? I recall having to roll to turn them back on while on maintenance.

Edit: Correction, you only have to roll when recontaining 280.

I honestly don't like the lights being off for that long anyway tbh...

Ima leave a -Support. 

Edited by [GL] Fizz-y Soda

CI CMDR / CA

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