Enough attachments for everyone and move the vendor

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Kilm
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Enough attachments for everyone and move the vendor

Post by Kilm » 21 Mar 2016, 06:33

Summary (a quick, 2-3 sentence summary): Round start takes too long, the RO's office is a nightmare, and it's unrealistic - lets get the vendors into the squad prep rooms with enough for everyone.

Details (Description of how you think this would work, the benefits, etc): Put a single vendor in each squad prep room, fill it up with everything, move SL stuff to the SL room, and let the Marines sort themselves out to speed up round start and prep time. To be lore-specific, the USS Sulaco can support 90 on full life support. There are not enough attachments for half that I think.

Benefits (How this will benefit the server and game as a whole): Rounds take far too long as it is, and so much time is wasted at the start getting ready. I've seen it take thirty minutes before we've even left the Sul. The RO is a busy man, and the vending of attachments is just ridiculous. They should be (and are in real life) available in the armoury with everything else. Put enough attachments in them for everyone - this will let the RO focus on important stuff, and spend his req points on important matters.

It feels like we're just trying to validate the RO's existence, when in fact, if used properly (I.E. people weren't just shuttle-bussing back and forth to the Sulaco to get supplies) he would be far more important in that respect.

Implementation (Optional, if you have an idea how to implement it): Move the vendors on the map, change the item loadouts, change the access levels, bish bash bosh.

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spheretech
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Re: Enough attachments for everyone and move the vendor

Post by spheretech » 21 Mar 2016, 08:25

Aliens need time to grow at roundstart. And people would put chargers on 7 magnums in their backpacks.
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Dyne
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Re: Enough attachments for everyone and move the vendor

Post by Dyne » 21 Mar 2016, 08:39

RO ques are pretty fun. At least people learn not to push. A trained RO also mkes it pretty fast, so you can serve 20 marines in under 10 minutes.
Not to mention in high-pop RO likely has subordinate CTs and has a second window that can be manned.
Not seeing the purpose here. -1
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coroneljones
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Re: Enough attachments for everyone and move the vendor

Post by coroneljones » 21 Mar 2016, 08:44

-1

It gives the xenos time to prepare
And some attachments are ment to be rare
We dont need a squad of 10 or more marines with barrel chargers
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MauroVega
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Re: Enough attachments for everyone and move the vendor

Post by MauroVega » 21 Mar 2016, 12:51

As stated above -1
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Jeser
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Re: Enough attachments for everyone and move the vendor

Post by Jeser » 21 Mar 2016, 12:59

As RO, I'm against this. As was stated, aliens need some time, attachments should be issued cleverly and queues are fun!
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Zilenan91
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Re: Enough attachments for everyone and move the vendor

Post by Zilenan91 » 21 Mar 2016, 15:39

Just make there be more than one RO and more than one vendor so the marines don't all have to split into one super long line rather than more efficient, quicker ones.

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MauroVega
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Re: Enough attachments for everyone and move the vendor

Post by MauroVega » 21 Mar 2016, 17:54

Zile are you wanting a faster start? Just say that you know,no need to disguise it
Aliens need that time
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Zilenan91
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Re: Enough attachments for everyone and move the vendor

Post by Zilenan91 » 21 Mar 2016, 18:12

Then speed up the alien start, make the humans that start in their nests be alive but braindead, there's a million ways that that issue could be fixed to speed up the boring as shit Xeno early-game.

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Seehund
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Re: Enough attachments for everyone and move the vendor

Post by Seehund » 21 Mar 2016, 18:31

Image










No.
Xenos need the time, attachments are purposefully scarce in quantity and I needed an excuse to post that image.
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KingKire
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Re: Enough attachments for everyone and move the vendor

Post by KingKire » 09 Jul 2016, 01:27

-1. I think its a decent mechanic overall to have the spare attachments located in cargo. It gives aliens time, it gives cargo some power and responisbility, and it helps balance out attachment deployments. Another small side fact is that squad leaders almost are never able to return to the ship, so once round start has ended or if there were no squad leaders around, any new players would not receive their attachments... plus cargo still needs a place to store the attachments from crates so their needs to be an attachment vendor in cargo either way.
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lcass123
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Re: Enough attachments for everyone and move the vendor

Post by lcass123 » 09 Jul 2016, 09:07

Give cargo more attachments then , often they run out of all the useful attachments by the 10th person which on 100 player rounds gets really fucking annoying. I don't mean give them 100 barrel chargers but (maybe) add a scaling system for marine population so that with 30 marines you get 2 barrel chargers and 6 mag harness' etc and then for a 100 you get 6 barrel chargers etc.

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Steelpoint
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Re: Enough attachments for everyone and move the vendor

Post by Steelpoint » 09 Jul 2016, 09:32

I think increasing the amount of attachments for items that don't significantly increase damage output is fine.

Right now some attachments are a crap shoot to get and simply encourage you to screw gearing up and running down to the RO line.

If there's one aspect of P2W with Donator items is that you can just slap on your gear and get to the RO line ahead of everyone else.

Personally I love getting webbing (as a medic) and a shotgun stock, yet if I take all the time I need to gear up as a medic I'll lose out on a lot of attachment picks.

Edit: Also increase the ammount of attachments per crate. You can spend 40 to 45 points to get barely one of each attachment.
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forwardslashN
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Re: Enough attachments for everyone and move the vendor

Post by forwardslashN » 09 Jul 2016, 14:36

Oh right, pretty sure apop commented on another of these topics. Attachments being handed out by the RO is intentional, just like the downtime with the briefing. It gives time for the aliens to build up.
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