MULEbot Suggestions

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KingKire
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Posts: 893
Joined: 30 May 2016, 11:53

MULEbot Suggestions

Post by KingKire » 03 Sep 2016, 12:20

Summary:
Add a better cargo network beacons for the MULEbot, Enable Cargo beacons to be used on the planet, Allow the MULEbot to carry more cargo, and allow the MULEbot to be unlocked for cargo technicians to use.

Benefits:
-The MULEbot looks amazing, and i think seeing more of its industrial chassis rolling around would be great
-Allows cargo another tool they could use to work with.

Details:
-Fix the Cargo Beacons on the Sulaco(bug i think):
Currently, the SULACO doesnt carry any cargo beacons for a mulebot to transport to, making any ordered MULEbot 100% worthless, this is a definite big fix needed.

-Lower the Points cost of the MuleBot from 130(160? cant remember) down to 45-50 points:
The MULEbot can currently only carry very few items, possibly 3. Metal Crates, Wooden crates, and people if you hack the MULEbot. Not wooden boxes, not coffins, no turrets. It can only carry one of those at a time, and doesnt move at a paticularly fast pace. Its also destroyed by any projectile in one to two hits, making it extremely delicate. Why does it still cost so much, i dont know.

-Place a PDA with the cargoPAK in the MULEbot Crate:
This allows cargo to use the MULEbot remotely from the get go, which would be nice.

-Allow Cargo techs and Requistion officers to unlock the MULEbot when it first arrives:
Its weird that you need an engineer to unlock the MULEbot to use when cargo will be the people using the MULEbot almost exclusively.

-Upgrade the Durability of the MULEbot:
For such a robust looking machine, it tends to fall apart almost instantly if any decent force hits it, causing the MULEbot to blow up into pieces. The MULEbot should have the durability of a sentry gun, and the ability to weld it back up if it hasnt exploded.

-Allow the Ripley to pull a MULEbot: (optional)
Its a small thing, but it would be nice if a ripley could pull a MULEbot.

-Establish a cargo beacon network for the planets: (optional)
This is the optional part of the suggestions list, but i think would add alot of nice things. Having a beacon network be created for the planets would allow mulebots to act as ammo transports/ ghetto medivacs for people on the ground. Might be an interesting thing, but ill let other people way in. I would prefer that if it did though.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Snypehunter007
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Re: MULEbot Suggestions

Post by Snypehunter007 » 09 May 2017, 16:42

Old. No support.

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Death of the Suggestion Killer - 11/30/2017

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