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04-26-2018, 05:33 PM
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+support
It cannot be used in combat, but maybe add this as some sort of variation?
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04-26-2018, 06:00 PM
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+support
tranqs are shit now
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04-28-2018, 04:32 PM
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+supports a little revamp of agg rp, could change the tactics and loadouts people use, makes it interesting for more people and could revive it for some souls
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05-31-2018, 01:46 AM
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Bumped.
+Support
Adds a different aspect to aggressive roleplay and a use for the tranq. I'm surprised why this hasn't been approved yet - nothing wrong can come out of it and adds a feature to something that would otherwise be pointless. And also helps to stop medkit spammers
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05-31-2018, 01:50 AM
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+Support
Tranqs are worthless metal stick now, make them useful again for combat
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05-31-2018, 01:58 AM
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(05-31-2018, 01:46 AM)Grapefruit Wrote: Bumped.
+Support
Adds a different aspect to aggressive roleplay and a use for the tranq. I'm surprised why this hasn't been approved yet - nothing wrong can come out of it and adds a feature to something that would otherwise be pointless. And also helps to stop medkit spammers
Just a bit worried about how this will effect government vs how it will effect criminals (Criminals can equip both a tranq + primary while SRU has to go only a tranq, meaning Criminals are very likely to use this while gov aren't). Also actual implementation of it may be hard. This may sound a bit odd as you may just think "Just check if they use a medikit and cancel it if they get tranqed?". We would for sure have to edit the core gamemode files and add the ability for medikits to be "cancelled" as a networked variable or something along those lines. If the files are spread out then it's pretty much almost impossible to change without a major rework, just the nature of working on the gamemode. I'm up for it though if you lot really want it c:
Pollux
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bork
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05-31-2018, 02:02 AM
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(05-31-2018, 01:58 AM)Pollux Wrote: (05-31-2018, 01:46 AM)Grapefruit Wrote: Bumped.
+Support
Adds a different aspect to aggressive roleplay and a use for the tranq. I'm surprised why this hasn't been approved yet - nothing wrong can come out of it and adds a feature to something that would otherwise be pointless. And also helps to stop medkit spammers
Just a bit worried about how this will effect government vs how it will effect criminals (Criminals can equip both a tranq + primary while SRU has to go only a tranq, meaning Criminals are very likely to use this while gov aren't). Also actual implementation of it may be hard. This may sound a bit odd as you may just think "Just check if they use a medikit and cancel it if they get tranqed?". We would for sure have to edit the core gamemode files and add the ability for medikits to be "cancelled" as a networked variable or something along those lines. If the files are spread out then it's pretty much almost impossible to change without a major rework, just the nature of working on the gamemode. I'm up for it though if you lot want it c:
Very true. Maybe make it so that if criminals use equip tranqs, you can only equip a pistol or something because tranqs are that heavy or something idk. But what I am saying is, this is a feature that the majority of people want, and is the only logical way to give the tranq a purpose again and tackling the whole medkit spam epidemic. Boom, 2 birds with 1 stone.
Remember, everything is fixable. This is why you guys have us, the community, so we can give you feedback on what to improve, add, or remove!
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05-31-2018, 02:06 AM
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(05-31-2018, 02:02 AM)Grapefruit Wrote: (05-31-2018, 01:58 AM)Pollux Wrote: (05-31-2018, 01:46 AM)Grapefruit Wrote: Bumped.
+Support
Adds a different aspect to aggressive roleplay and a use for the tranq. I'm surprised why this hasn't been approved yet - nothing wrong can come out of it and adds a feature to something that would otherwise be pointless. And also helps to stop medkit spammers
Just a bit worried about how this will effect government vs how it will effect criminals (Criminals can equip both a tranq + primary while SRU has to go only a tranq, meaning Criminals are very likely to use this while gov aren't). Also actual implementation of it may be hard. This may sound a bit odd as you may just think "Just check if they use a medikit and cancel it if they get tranqed?". We would for sure have to edit the core gamemode files and add the ability for medikits to be "cancelled" as a networked variable or something along those lines. If the files are spread out then it's pretty much almost impossible to change without a major rework, just the nature of working on the gamemode. I'm up for it though if you lot want it c:
Very true. Maybe make it so that if criminals use equip tranqs, you can only equip a pistol or something because tranqs are that heavy or something idk. But what I am saying is, this is a feature that the majority of people want, and is the only logical way to give the tranq a purpose again and tackling the whole medkit spam epidemic. Boom, 2 birds with 1 stone.
Remember, everything is fixable. This is why you guys have us, the community, so we can give you feedback on what to improve, add, or remove!
I like that idea and also think I know a good way of how to implement it. I will have to look into medikits a bit more though.
Pollux
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bork
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05-31-2018, 02:11 AM
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(05-31-2018, 02:06 AM)Pollux Wrote: (05-31-2018, 02:02 AM)Grapefruit Wrote: (05-31-2018, 01:58 AM)Pollux Wrote: (05-31-2018, 01:46 AM)Grapefruit Wrote: Bumped.
+Support
Adds a different aspect to aggressive roleplay and a use for the tranq. I'm surprised why this hasn't been approved yet - nothing wrong can come out of it and adds a feature to something that would otherwise be pointless. And also helps to stop medkit spammers
Just a bit worried about how this will effect government vs how it will effect criminals (Criminals can equip both a tranq + primary while SRU has to go only a tranq, meaning Criminals are very likely to use this while gov aren't). Also actual implementation of it may be hard. This may sound a bit odd as you may just think "Just check if they use a medikit and cancel it if they get tranqed?". We would for sure have to edit the core gamemode files and add the ability for medikits to be "cancelled" as a networked variable or something along those lines. If the files are spread out then it's pretty much almost impossible to change without a major rework, just the nature of working on the gamemode. I'm up for it though if you lot want it c:
Very true. Maybe make it so that if criminals use equip tranqs, you can only equip a pistol or something because tranqs are that heavy or something idk. But what I am saying is, this is a feature that the majority of people want, and is the only logical way to give the tranq a purpose again and tackling the whole medkit spam epidemic. Boom, 2 birds with 1 stone.
Remember, everything is fixable. This is why you guys have us, the community, so we can give you feedback on what to improve, add, or remove!
I like that idea and also have think I know a good way of how to implement it. I will have to look into medikits a bit more though.
Remember, the current medkit/pharmaceuticals system is A-Okay. It's just about finding a way to balance it.
People complain about medkits, but people will complain if we remove them/change the way they work. Why not make everyone happy, and give a tranq a purpose?
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05-31-2018, 04:22 PM
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Approved.
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