Whiskey Outpost: Loadout Selection

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Edgelord
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Whiskey Outpost: Loadout Selection

Post by Edgelord » 11 Jan 2017, 18:47

Summary (a quick, 2-3 sentence summary): Upon spawning, marines are greeted with one or several selection menus so that they can pick out which loadout they want to spawn with.

Benefits (How this will benefit the server and game as a whole): Marines won't have to beat the tar out of each other or try breaking into some armory just to play with the weapons they want.

Details (Description of how you think this would work, the benefits, etc): Upon round start a menu would pop up:

Select your loadout!:

Rifleman: M41A
Support: M39
CQC: M37 (Buckshot)
Non-Combat: M4A3
Slugger (Can't think of a name for this one): M37 (Slugs)

And then the armory could be filled with scabbards, holsters, and sidearms.

Implementation (Optional, if you have an idea how to implement it): I assume this wouldn't be that hard to implement.
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Artouris
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Re: Whiskey Outpost: Loadout Selection

Post by Artouris » 11 Jan 2017, 19:12

Already sort of addressed by the soon to be removal of the armory itself. Marines already also get a full loadout as well when the spawn. If they want to swap out with someone they can, but I don't intend to allow alot of customization to be done since this isn't a regular gamemode where you get to choose your loadout. Its sort of more like caught with your pants down grabbing whatever you can to defend.

Not to mention that the archaic back end code for Whiskey is getting tweaked by me already so its not as bad/doesn't include ideas that were phased out long ago but stay as a relic.
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Re: Whiskey Outpost: Loadout Selection

Post by Edgelord » 11 Jan 2017, 19:37

Artouris wrote:Already sort of addressed by the soon to be removal of the armory itself. Marines already also get a full loadout as well when the spawn. If they want to swap out with someone they can, but I don't intend to allow alot of customization to be done since this isn't a regular gamemode where you get to choose your loadout. Its sort of more like caught with your pants down grabbing whatever you can to defend.

Not to mention that the archaic back end code for Whiskey is getting tweaked by me already so its not as bad/doesn't include ideas that were phased out long ago but stay as a relic.
If it's too much trouble it's too much trouble but trying to hunt someone down to trade weapons with them isn't fun and it detracts from prep time.
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Re: Whiskey Outpost: Loadout Selection

Post by Artouris » 11 Jan 2017, 22:46

Edgelord wrote:If it's too much trouble it's too much trouble but trying to hunt someone down to trade weapons with them isn't fun and it detracts from prep time.
But you shouldn't be trading weapons. I gave a wider selection of weapons to not only follow the lore a bit more (M240s were basically standard issue) but because I wanted people to try out different weapons instead of sitting with the same old buckshot shotgun or M41A. Although I did weigh it so M41As were the common armament of the standards, mainly because it is the main weapon.

Honestly the last thing I really would like to see is all the standards walking around with buckshot shotguns in Whiskey Outpost. I rather give classes guns that would work (M41A, etc) and loadouts that make sense for that class.

I am open for suggestions to perhaps change out the balance of how common a weapon is, but I do not intend to make it so you select your weapon. I don't hate !FUN!, I just hate having everyone follow the same route of weaponry (big meta on the whole buckshot shotgun) unless its suppose to be a logical common weapon (aka M41A) which is when its weighed to be a more common weapon.
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Re: Whiskey Outpost: Loadout Selection

Post by Edgelord » 12 Jan 2017, 11:30

Artouris wrote:Consider yourself snipped
You know I can appreciate the random weapons from what you said about the hasty defenses thing. But I do think that WO may not be the most ideal place to force people to try new weapons.

If the loadout thing isn't going to be added can we at least make some marines spawn with buckshot? The shotgun is and always has been my favorite weapon, and while I use other weapons a lot too, buckshot is what I have the most fun with. The fact that I have to trample others for a box of rounds kind of bugs me.

Also it doesn't seem like everyone rolls with the buckshot in the regular gamemodes, I feel like the M41A is still king (as it should be) and I see a decent amount of SMGs, especially since the speed nerf. If you were referring to the use of buck over slugs well... personally I don't like slugs in ANY game. At that point why not use an assault rifle or a sniper?
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Re: Whiskey Outpost: Loadout Selection

Post by Eenkogneeto » 12 Jan 2017, 16:25

I believe I voiced my opinion on this previously, And it seems you're monitoring the thread, Rather than loadouts specifically, Could we get a /not/ secure armory with some pulse rifles, pistols, and general spare ammo? I feel like that would make a lot of sense. Particularly specialists get hosed when it comes to ammo. Smartgunners get 300 smartgun shots and one or two clips of SMG and then have to scavenge for guns.
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Re: Whiskey Outpost: Loadout Selection

Post by Casany » 12 Jan 2017, 16:57

Eenkogneeto wrote:I believe I voiced my opinion on this previously, And it seems you're monitoring the thread, Rather than loadouts specifically, Could we get a /not/ secure armory with some pulse rifles, pistols, and general spare ammo? I feel like that would make a lot of sense. Particularly specialists get hosed when it comes to ammo. Smartgunners get 300 smartgun shots and one or two clips of SMG and then have to scavenge for guns.
We had that, and every time marines rushed it, took all the ammo, and trashed the place leaving nothing. We removed it for that reason
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Re: Whiskey Outpost: Loadout Selection

Post by Eenkogneeto » 12 Jan 2017, 22:29

Casany wrote:We had that, and every time marines rushed it, took all the ammo, and trashed the place leaving nothing. We removed it for that reason
So we should remove the sulaco armory too? :^)
I'm not talking about the secure armory, I'm talking about a prep area for people who didnt spawn with ammo to get ammo, or swap for a limited amount of different weapons. But most importantly it should have some powerpacks if nothing else so smartgun specs arent screwed.
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Re: Whiskey Outpost: Loadout Selection

Post by Casany » 12 Jan 2017, 22:35

Eenkogneeto wrote:So we should remove the sulaco armory too? :^)
I'm not talking about the secure armory, I'm talking about a prep area for people who didnt spawn with ammo to get ammo, or swap for a limited amount of different weapons. But most importantly it should have some powerpacks if nothing else so smartgun specs arent screwed.
If you can find a way to stop all marines from stealing the stuff from it without needing it, then go for it
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"

"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP

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Re: Whiskey Outpost: Loadout Selection

Post by Artouris » 13 Jan 2017, 04:11

Eenkogneeto wrote:So we should remove the sulaco armory too? :^)
I'm not talking about the secure armory, I'm talking about a prep area for people who didnt spawn with ammo to get ammo, or swap for a limited amount of different weapons. But most importantly it should have some powerpacks if nothing else so smartgun specs arent screwed.
Yeah no the looting was a actual major issue. To the point where you could see roughly 1/2 of the marine force trying to force itself into the armory to grab all the weapons or ammo inside of it. I decided to remove it because of that reason. Ammo + supplies are getting reworked.
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Re: Whiskey Outpost: Loadout Selection

Post by Snypehunter007 » 21 Jul 2017, 18:14

Denied.

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