Summary (a quick, 2-3 sentence summary): Redo the equipment and clothing of the Freelancer teams.
Benefits (How this will benefit the server and game as a whole): Make the Freelancer teams not look like a cobbled together Survivor group and make them look more custom to the CM universe.
Details (Description of how you think this would work, the benefits, etc): This suggestion is similar to another one I made and might overlap a little but this has to do more with that actual gear (weapons, ammo, clothing, armor) than their IDs. I don't know what to suggest when it comes to creating something like the textures and such but I was thinking of making them into distinct "people". What I mean by that is making the Freelancer team almost be like "classes" (example TF2). Their names would still be randomized and they wouldn't have a set "story" but they would specialize in something branch like a medic, engineer, hacker, explosives expert, sniper, etc. and all the "classes" would be randomized so you wouldn't get certain "classes" in every Freelancer ERT.
Implementation (Optional, if you have an idea how to implement it):
Coding? Textures?
Make the Freelancer Teams feel custom to CM.
- Snypehunter007
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Make the Freelancer Teams feel custom to CM.
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Death of the Suggestion Killer - 11/30/2017
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- forwardslashN
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Re: Make the Freelancer Teams feel custom to CM.
The title is misleading. By freelancers, you mean the ERT mercs, not the other specialized ERTs. Just for clarification.
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- Neray
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Re: Make the Freelancer Teams feel custom to CM.
They're called "Freelancer Mercenaries" on wiki.forwardslashN wrote:The title is misleading. By freelancers, you mean the ERT mercs, not the other specialized ERTs. Just for clarification.
As for suggestion, I love their uniform (tacticoooooool) and bulletproof vests, so please, let's keep those around.
Personally, I think that adding such distinctive feature as more-than-4-classes with random rotation is a good idea and will finally make Fleelancers somewhat unique.
Classes, as they could look like:
Captain - same, 2 deagles, some ammo, full ID (random uniform style?)
Standard - armed with any random weapon (basically as all of them now, including HPR) and 2 mags (shells packs) for it. //0.5 chance for this one with 0.1 for every other.
Engineer - insulated gloves, random smg, 1 mag for it, full toolbelt, 100% welding mask.
Heavy Standard - M41A with 4 mags for it in a satchel.
Medic - random smg, 1 mag for it, 2 random medkits in a satchel (no medbag, since ERT shuttle already has one), tramadol in pocket (HUD?).
Sapper - random smg, 1 mag for it, 2 nades and 2 C-4 in a satchel.
Ammo guy - random gun, ammo belt and backpack loaded with 2 slugs/buckshots boxes, 2 M41A mags + random merc ammo until they're both full.
Not sure if we need HPR class apart from standard, might cause huge balance shifts depending on random.
Give em fancy names instead of those boring ones and plain no-access IDs (they're here to help marines after all).
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- Snypehunter007
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Re: Make the Freelancer Teams feel custom to CM.
Yes, something like this. I am just tired of the Freelancer mercs being so boring for how rare their ERT is. Though I would like to point out two things, first the Freelancer mercs have no IDs except the Captain. Second, I have to disagree with their uniforms because they feel like recycled armor and uniforms from normal station's Security division. Sometimes I have difficulty telling the difference between a decked out survivor and Freelancer merc because they carry similar gear sometimes (depending on the map).Neray wrote: They're called "Freelancer Mercenaries" on wiki.
As for suggestion, I love their uniform (tacticoooooool) and bulletproof vests, so please, let's keep those around.
Personally, I think that adding such distinctive feature as more-than-4-classes with random rotation is a good idea and will finally make Fleelancers somewhat unique.
Classes, as they could look like:
Captain - same, 2 deagles, some ammo, full ID (random uniform style?)
Standard - armed with any random weapon (basically as all of them now, including HPR) and 2 mags (shells packs) for it. //0.5 chance for this one with 0.1 for every other.
Engineer - insulated gloves, random smg, 1 mag for it, full toolbelt, 100% welding mask.
Heavy Standard - M41A with 4 mags for it in a satchel.
Medic - random smg, 1 mag for it, 2 random medkits in a satchel (no medbag, since ERT shuttle already has one), tramadol in pocket (HUD?).
Sapper - random smg, 1 mag for it, 2 nades and 2 C-4 in a satchel.
Ammo guy - random gun, ammo belt and backpack loaded with 2 slugs/buckshots boxes, 2 M41A mags + random merc ammo until they're both full.
Not sure if we need HPR class apart from standard, might cause huge balance shifts depending on random.
Give em fancy names instead of those boring ones and plain no-access IDs (they're here to help marines after all).
Edit: All ERTs have had changes made to them since the time of this suggestion.
Locking.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
Staff History:
Death of the Suggestion Killer - 11/30/2017
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