Squad Armory

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RedPriest93
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Squad Armory

Post by RedPriest93 » 30 Apr 2016, 23:46

Summary (a quick, 2-3 sentence summary): Replacing the lockers in each squad area with Alpha, Bravo etc dispensers much like the marine armory. Holding multiple gloves, headsets, uniforms, weapons etc.

Benefits (How this will benefit the server and game as a whole): Especially during long, heavy populated rounds being able to gear up late in round (sometimes even just 20 minutes) new marines are left without proper headsets for their squads. This would solve the issue of not enough squad specific equipment. It will also clean up the squad rooms with less piles of items lingering around.

Details (Description of how you think this would work, the benefits, etc): Maybe remove the normal marine prep armory in favor of squad armories, keeping weapon supplies available. This will also help prevent clutter from gathering in the armory. No janitors to clean shit up and we have messy marines.

Implementation (Optional, if you have an idea how to implement it): Remove the closets from the marine armory and use the same icons for the marine armory into squad armories to dispense all the equipment.

Wickedtemp
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Re: Squad Armory

Post by Wickedtemp » 01 May 2016, 00:34

Armor, boots, gloves, and headsets? Yes. It's annoying to join in as a marine only to see everything's been picked clean. Once, I actually had to loot an SSD marine for their gear because there weren't any headsets for my squad left.

As for things like helmets and weapons, flares, ammo, etc, probably not. Otherwise it'd kinda remove the need for RO ammo/weapon/armor crates.

RedPriest93
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Re: Squad Armory

Post by RedPriest93 » 01 May 2016, 00:42

They could reduce the amount of ammo based on the addition of armory dispensers to even it out

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MedicInDisquise
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Re: Squad Armory

Post by MedicInDisquise » 01 May 2016, 04:58

I remember seeing squad-specific armories before the Alpha, where we still used the Nostromo map. I kinda want to see those back in a way, so +1
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qDan
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Re: Squad Armory

Post by qDan » 01 May 2016, 11:36

Honestly this is not very serious problem because on older builds (with ss13 base map) mehrinz started without proper IDs at all while there was chance to not receive even good guns not just headsets\clothes.

Still, Im totally for this idea because 1) flashlight case (when devs removed FLs from lockers and put'em into vendos) showed that its very convenient way to get things, 2) Itll help to balance equipment and especially ammo reserves for each squad when everybody will be able to pick same number of things.

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Re: Squad Armory

Post by Edgelord » 01 May 2016, 13:27

I see a lot of benefits to this, only possible downside I could see is squads breaking into each other's prep to get at weapons and ammo late-game, but that doesn't seem like it would be game-breaking.

+1
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Logi99
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Re: Squad Armory

Post by Logi99 » 01 May 2016, 17:39

If this is to benefit people to get AP more? If so -1. IF not +1. Reason why is cause AP shouldn't be - Okay I got a suggestion.
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RedPriest93
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Re: Squad Armory

Post by RedPriest93 » 02 May 2016, 00:35

As far as AP rounds go, they could remove them and set them up in RO vendor for all I care, I rarely even use them anyways (if they're available for late comers) I'm just concerned with lack of equipment during mid-high pop rounds.

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forwardslashN
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Re: Squad Armory

Post by forwardslashN » 02 May 2016, 02:32

A very similar suggestion has already been accepted: viewtopic.php?f=130&t=3234
I'm in favor of this, by the way.
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KingKire
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Re: Squad Armory

Post by KingKire » 09 Jul 2016, 01:32

+1 to this general idea of changing lockers into a vendor style deployment ( viewtopic.php?f=59&t=5934&p=83982#p83982)
- also, would this thread be considered a duplicate thread to be locked or a seperate thread that gets to exist?
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Re: Squad Armory

Post by Snypehunter007 » 09 May 2017, 16:07

Implemented with the Almayer (sorta).

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