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Broon Khavar

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Everything posted by Broon Khavar

  1. I seem to be having trouble with Remote-controlled turrets. I don't know if it's just this server. I can set up the turret, set it's ID, and can connect to it successfully with a computer station. I can control the turret and look around, but I cannot fire the turret. When the turret is in Peacekeeper mode, it cannot be connected to at all, and when it's in attack all, it'll shoot NPC's just fine. Basically, I can do anything I want with it, except shoot it while remotely controlling it.
  2. If you're worried about casual players, then cars spawning in the wild is the worst possible scenario for them. The problem with having cars in the wild, is that it makes it a wipe-day race to snatch up all the cars. Then they're kept around, even if people are not actively using them, in the hopes of profiting. By removing them from the wild, and making them craftable, it shifts the ownership of cars to those who actually have a use for them - not just prospectors looking to profit. Those seeking profit via in-game trades can do so with modules, parts, fuel, everything else a car needs - but it breaks the monopoly of car hoarding. With a limit of 1 car per player, this prevents it from becoming another horse farm situation as well. Casual players therefore have NO chance to get ahold of a car that fits their playstyle the way things are now. Either you're a wipe-day sweaty player, you pay out the nose for a car, or you don't get one. This problem becomes bigger when the server pop exceeds the car pop. Even if the admins enforce Car Hoarding, it still doesn't matter. Even in that scenario, some players will NEVER get a car - which is exactly what is now happening. With my proposal - If you need a car for a purpose, you make one. Even a casual player can swing that, if it's something they really want to do. If you don't need that size, and want to make a different size one for something else, you can do that by destroying your current chassis - but it naturally keeps the population of cars on the server in check naturally. As for having a bed, that's what Camper modules are for. They already work with the /home screen - which is great. If a way could be found to go to sleep inside one, that'd be all one needs. As for parking at monuments - that is a potential problem, though we do already have rules regarding monument camping, so that seems like something relatively easily enforced. As for car storage, I think making the car boxes the equivalent of, say, the size of a fully-unlocked backpack, makes the most sense. Regarding how this would affect Pure ... eh, it wouldn't. Nothing about this proposal is intended to be used on Pure. As I understand it, Pure is a classified as a "Community" server (ie: un-modded), and therefore simply vanilla with decay turned off. Thus none of this would apply.
  3. Here's my suggested proposal to fix some of these problems with Cars/hoarding/availability/etc. Suggestion: Improved Modular Vehicles
  4. Modular Vehicles are a big hit, especially on our servers. There's still a lot of things holding them back though from being anything more than a novelty, rather than a viable play strategy/goal. Cars have become quite a commodity, and with the increased population on our servers, some people are having a very hard time acquiring a car at all - and most players are unable to get ahold of a car that fits their particular play style or goals. Hoarding is a REAL problem, and the fixed numbers of specific chassis makes it nearly impossible for players to get a car that really fits what they want to do. I've looked around and there are several plugins for vehicles that would make the below viable, as long as they're compatible and set up properly for balance. I propose the following, working in conjunction with one another: Make vehicle chassis craftable at a Lift. Limit this to 1 per player or something, to eliminate hoarding. Make vehicles locked to owner and/or team in some way (Codelock?). REMOVE randomly spawned vehicles in the wild. If players want one, they can trade/buy/research/craft the things they want. Crafting cost could be set quite high, including scrap, frags, hqm, wood, fuel/crude, battery, components, etc - plus whatever else to make it a real accomplishment for a player to achieve. (IDEA: maybe make the Aiming Module something useful for this as well? Just a thought.) Modified storage boxes on cars, so they are much bigger, or multiples stacked in one slot. Current storage modules are just too small to be viable. Make vehicle living with Camper module viable, without a base (ie: lift). Remove vehicle decay, or reduce it to levels similar to base despawn for offline inactivity (1 week?) - Solo players would love this especially, since they could even play most of the wipe without a base at all. Just lock the ability to push the car by other players, to prevent shenanigans. EDIT: Parking a camper car for extended periods of time at Monuments would fall under the Monument Camping rule (pun intended?), and be subject to admin enforcement. Some possible plugins, in no particular order: Craft Car Chassis Claim Vehicle Ownership Vehicle Manager Vehicle Deployed Locks Vehicle Storage Vehicle Decay Protection Spawn Modular Car Car Radio
  5. im going to post a proposal that includes this, but also has other ideas to make cars much more interesting and viable as a playstyle goal
  6. This is continuously happening on US Scourge still. Water Treatment and Sewer Branch especially seem hard hit, but not sure about others. Reboots do not appear to fix this either, as it happens even after a fresh server restart.
  7. Small suggestion for US Scourge et. al. Is it possible for Scourge to have a plugin that automatically turns on fuel-fired lamps during nighttime? I have seen this on other servers, and it was an extremely nice feature. Thanks to Death and the rest of the team for all you do! Cheers!
  8. US Scourge, Grid P16. I think it might have something to do with water treatment plant, but the geometry just doesn't make any sense. I have mapped out IN DETAIL the buildable area, and marked it on the map in Blue. Players can, and have, built in these areas. The red marked area is the area that cannot be built in, that seems to make no sense, and why there are large areas of prime buildable areas being off limits. We just wanted to make sure there's no issues with the custom maps.
  9. Still having trouble with trade not working. Am able to initiate trade, and the recipient can accept, but when they do, the trade window opens fine for the trade sender (and sees the recipient's box and name) - however, the recipient never gets the trade screen to open up. Once the sender cancels out, they are on trade timer, so cannot try again for 4 minutes - as if the trade was successful.
  10. One of the most commonly asked questions in chat is "When was Bradley killed?" or some variant of this. There are plenty of indicators for Heli, Cargo, Airdrop, and such. After some thought, an actual timer would lead to increased camping. Optionally, a chat announcement like that for Patrol heli would also do the trick, but that could also possibly lead to a similar situation. I believe a simple UI indicator to show when Bradley is actually out and on patrol would be more subtle and less prone to camping/rushing.
  11. I for one support lowering the decay of Minis - but not removing decay completely. Currently, even when fully repairing a mini in a hangar, it won't last until the next day. This makes it very difficult for players like myself, who have full time jobs and other real-life responsibilities that mean we cannot always log in until the same time the next day. I can only imagine how frustrating it'd be for someone who has to be gone for more than a day. I totally understand why mini decay, even while inside, is necessary. I don't think it should be removed completely - it keeps people from hoarding them and making them unavailable to others. Just a tweak is all it needs. Maybe making it last from 24 hours outside to 36 or 48 hours while inside would be more than sufficient. This would mean that a player that works full time could still log back in and save his mini before it disappears (or blows up and kills him if it's parked on top of his bedroom, lol) - but if he neglects it more than a day, he'll have to go find another. Just my two cents. Love all the work the staff do to make the RustEZ servers so fun and welcoming!
  12. I want to say that our Admins are the best! Thanks for all you do!
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