Cargo upgrade

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planeios
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Joined: 24 Jul 2016, 16:35

Cargo upgrade

Post by planeios » 24 Jul 2016, 16:48

Summary (a quick, 2-3 sentence summary): Allow cargo to order new crates as the round goes on

Benefits (How this will benefit the server and game as a whole): prevents marines getting heavy rifles first thing and also allows late game marines to gain slight advantages just like the aliens

Details (Description of how you think this would work, the benefits, etc): Initially the only crate orderable would be ammo and maybe the blackmarket crate along with stock weapons , after certain time limits new items would be added in the form of experimental weapons / ammo crates ( I'm talking a crate every hour / 45 minutes) that cost a fair amount , think 80 + points per crate with 2 - 3 weapons per crate or 5 - 6 mags for magazine crates.

Possible combinations would be :
1st time : AP Magazine crate 50 points , contains 4 magazines of m41a AP ammo and 2 magazines of smg AP ammo. Black market weapons crate becomes orderable with slightly improved weapons (think possibility of getting an AK similar weapon) 60 points , contains 2 weapons and 2 mags.
2nd time: Incendiary ammo , 80 points , 1 box of incendiary slugs , 4 mags of m41a incendiary ammo , 2 mags of smg incendiary ammo. Heavy rifles orderable , 1 per crate for 100 points each with 2 mags.
3rd time: This is about 2 hours into the round now , Experimental ammo crate , contains different types of ammo including drum mags for the rifles and maybe High EX rounds which could be a 20 round mag which cause explosions on impact.
Prototype weapons crate is orderable , chance to contain an m41a/2 or smg/2 or tactical shotguns. Come with 2 weapons and costs 100 points.

This needs balancing of course but it adds advantages to the marines and gives cargo things to do during the round other than cramming helmets and ammo into crates.

Implementation (Optional, if you have an idea how to implement it): Just code in timing and then add them to the list at intervals , depending on code this could be easy or require a recode. New weapons would be a good idea especially for higher up crates to give more variety , think things like light machine guns or current day weapons with a modern twist.

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MrJJJ
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Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Cargo upgrade

Post by MrJJJ » 27 Jul 2016, 07:13

So in short, by the end game/mid game (aka in which marines are still on the planet and holding most of the time) they be preety damn hard to destroy, especially the robust people?

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EMT_321
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Joined: 23 Jul 2016, 04:47

Re: Cargo upgrade

Post by EMT_321 » 27 Jul 2016, 07:40

Aliens naturally grow stronger over the course of the round, as marines lose people/equipment. A way to mimic that would not be entirely untoward.

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lucashunter608
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Joined: 26 Mar 2015, 15:45

Re: Cargo upgrade

Post by lucashunter608 » 27 Jul 2016, 07:46

Did you say...black market guns? anyway i like the ideas, +1

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forwardslashN
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Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: Cargo upgrade

Post by forwardslashN » 14 Aug 2016, 16:10

I've recently changed the create supplies, and marines don't seem to have a lot of trouble keeping up now.
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