Removal of Plant B gone

Locked
User avatar
SASoperative
Donor
Donor
Posts: 1319
Joined: 26 Dec 2014, 20:49
Location: Mobile constantly. Never really in one spot for long.

Removal of Plant B gone

Post by SASoperative » 25 Jun 2015, 01:33

Summary (a quick, 2-3 sentence summary): Remove plant B gone grenades and chem formula from the server, Why do marines even have this stuff in the first place? Its a military station, And they don't know about Xenomorphs

Benefits (How this will benefit the server and game as a whole): It makes marines less meta gamey. I literally saw a survivor RUIN the ENTIRE aliens round by running around with a beaker of the stuff using a dropper to remove EVERY weed in the halls in less than 1 minute this stuff could be used to EASILY break the round and ALWAYS marine victory

Details (Description of how you think this would work, the benefits, etc): Remove weedkiller grenades and Plant B gone

Implementation (Optional, if you have an idea how to implement it): Remove weedkiller and Plant B gone from the code

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Removal of Plant B gone

Post by apophis775 » 25 Jun 2015, 03:09

No.

Then anti-weed grenades wouldn't work.

And didn't I say, I wanted staff making suggestions in the Dev Forum? Pretty sure I've mentioned this before...

User avatar
SASoperative
Donor
Donor
Posts: 1319
Joined: 26 Dec 2014, 20:49
Location: Mobile constantly. Never really in one spot for long.

Re: Removal of Plant B gone

Post by SASoperative » 25 Jun 2015, 03:14

Was never informed about that.... Also I mean removal of all weed killer in general. It seems a bit meta.. But ok than

Locked