Rail Lights and Bayonets in Marine Vendors

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Trench007
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Rail Lights and Bayonets in Marine Vendors

Post by Trench007 » 24 May 2017, 02:00

Summary (a quick, 2-3 sentence summary):

Move low level attachments like Rail Flashlight and Bayonet to marine vendors.

Benefits (How this will benefit the server and game as a whole):
This will reduce the number of people in the RO line, as the essential attachments will already be available. The amount of people with attachments will go up, as many try to avoid the long wait in line (this also ensures that there will always be some attachments if the CO restricts access). The workload of the RO also goes down, as he will only need to vend higher-level attachments.

Details (Description of how you think this would work, the benefits, etc):
Simply, remove them from the RO's vendor and move them to the marine vendors. Boom! Attachment nightmare is now slightly solved and we can assume less mutinies over them.

Implementation (Optional, if you have an idea how to implement it):
Fiddling with some code? Shouldn't be too hard.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by kazere » 24 May 2017, 02:40

+1 only for the bayonets. Having rail lights vendable presents an easy source continious light whether as attachments or as a converted flashlight and it is very abusable.
Last edited by kazere on 04 Jun 2017, 00:15, edited 1 time in total.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by TheMaskedMan2 » 24 May 2017, 02:55

+1 Because now even when RO is closed marines can still get their basic attachments and have "slightly" less of a tantrum when they don't get their five RDS's
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Edgelord » 24 May 2017, 16:00

I'd give this a definite +1.

I love using rail lights but it feels like a waste to wait in the mile-long RO line for it.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Swagile » 24 May 2017, 17:16

Same.

I used to bypass the RO line in Sulaco by going to the public Engineering area at the bottom floor right of Hangar, as a screwdriver and flashlight spawned there almost all the time as well as cable coil for bayonet.

That is no longer an option, and I hate waiting for just the most basic attachments, so I usually just go attachment less.

+ 1
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Nick123q23 » 24 May 2017, 18:00

You could add machetes, holsters, and webbing to marine venders too, depending on how much work you want requisitions to be doing.

+1
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Edgelord » 24 May 2017, 18:36

Nick123q23 wrote:You could add machetes, holsters, and webbing to marine venders too, depending on how much work you want requisitions to be doing.

+1
-1 to this. Those items shouldn't be carried by everyone. With the possible exception of M44 holsters.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by tuzz » 24 May 2017, 18:44

+1, would make RO line go a bit faster

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Re: Rail Lights and Bayonets in Marine Vendors

Post by Jeser » 31 May 2017, 02:46

Yeah, considering that bayos and RF can be manually made by anyone, I don't even count them as "attachments". Definitely should be done. More baldies with RF means more lights on the battlefield. Which means baldies will become at least a bit more useful.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by contactdenied » 03 Jun 2017, 14:21

+1, I can't live without my 20 rail lights
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Challenger » 03 Jun 2017, 14:49

20 rail lights is a good joke but also presents a serious issue: some people are gonna vend a shit ton of pistols and slap rail lights on them to use as stronger flashlights.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Trench007 » 03 Jun 2017, 14:52

Challenger wrote:20 rail lights is a good joke but also presents a serious issue: some people are gonna vend a shit ton of pistols and slap rail lights on them to use as stronger flashlights.
Then that person will get banned for powergaming, problem solved.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Challenger » 03 Jun 2017, 14:55

I don't think admins are in favor of having to enforce yet more rules on what can and can't be done roundstart especially if, while it's odd, bringing a ton of pistollights with you DOES make some sense given it's a nighttime op so long as it all fits in your bag.

Plus that just pushes the "slap lights on pistols" threshold to after first drop when contacts are sighted. Same problem, someone's gonna suck up all the rail lights for their pistollights and no one will be left with any for themselves.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Trench007 » 03 Jun 2017, 15:03

Challenger wrote:I don't think admins are in favor of having to enforce yet more rules on what can and can't be done roundstart especially if, while it's odd, bringing a ton of pistollights with you DOES make some sense given it's a nighttime op so long as it all fits in your bag.

Plus that just pushes the "slap lights on pistols" threshold to after first drop when contacts are sighted. Same problem, someone's gonna suck up all the rail lights for their pistollights and no one will be left with any for themselves.
I honestly am not seeing this as a problem, you would have to vend a lot of pistols and a lot of lights. I believe you are over-worried about problems that may or may not exist in the future. Plus, you can carry way more flares than you can pistol lights. It seriously just makes more sense for someone to place more flares, rather than waste their whole inventory on pistol lights.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Challenger » 03 Jun 2017, 15:04

pistol lights have way wider light range and are more permanent than flares plus you can pick one up off the ground and shoot it if you need to. It has definite advantages compared to boxes of flares.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Trench007 » 03 Jun 2017, 15:09

Challenger wrote:pistol lights have way wider light range and are more permanent than flares plus you can pick one up off the ground and shoot it if you need to. It has definite advantages compared to boxes of flares.
In the end, I'll let the admins sort out the possibility of abuse by implementing this suggestion.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by misto » 03 Jun 2017, 15:10

+1

for "pick it up and shoot it" you would have to go through the trouble of loading all the pistols as well, wouldnt you?

if youre concerned about this sort of thing, you could just let xenos step on them to smash the lights. its a little funny that they need to go thru the trouble of glooping acid onto flashlights and flares when they can slash up the colony floodlights and shatter other light fixtures
Last edited by misto on 03 Jun 2017, 15:39, edited 2 times in total.

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Re: Rail Lights and Bayonets in Marine Vendors

Post by TheDonkified » 03 Jun 2017, 15:30

+1. It'll also give those marines that have latejoined something to attach to their guns when everything else has essentially run out.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Trench007 » 07 Jun 2017, 10:23

CM Wiki
6 June 2017
phil235 updated:
"Adds rail flashlights to the marine vending machines in marine prep rooms."
-------------------------------------------------------------------------------------------------------------------
I'm guessing this topic will get locked or denied now, as half my suggestion was just implemented.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Jeser » 07 Jun 2017, 10:27

Except that I didn't find any rail lights in weapon vendors.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Trench007 » 07 Jun 2017, 10:29

Jeser wrote:Except that I didn't find any rail lights in weapon vendors.
Perhaps, they updated the wiki before updating the server?
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Jeser » 07 Jun 2017, 10:31

Maybe, but there is in changelog, there there were few rounds already, still nothing. Except current one. I am not playing current one, so dunno.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by Monoo » 07 Jun 2017, 13:55

Seconded, there's definitely no rail flashes in the vendors yet.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by caleeb101 » 07 Jun 2017, 15:16

Nick123q23 wrote:You could add machetes, holsters, and webbing to marine venders too, depending on how much work you want requisitions to be doing.

+1
Hard -1 to this idea. Those extras are not to be considered basic, extra space is always godly.
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Re: Rail Lights and Bayonets in Marine Vendors

Post by TopHatPenguin » 07 Jun 2017, 15:19

Currently a known bug. Phil has been notified it'll hopefully be fixed soon.

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