[Req] Supply Beacons

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Swagile
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[Req] Supply Beacons

Post by Swagile » 22 Jan 2017, 13:21

Summary (a quick, 2-3 sentence summary): Ability to inverse the supply beacon, so instead of getting things FROM req, you send things TO req. This will help in sending over xeno corpses (no idea if crates fit them, tbh, since I never tried), cool shit you find (alien tech like the Preds stuff), and sending over spent supplies (marking pouches, expended autoinjectors, ammo, which req can all fill up then send back to you).

Benefits (How this will benefit the server and game as a whole): Helps make req even more useful and being the true recycling gods (thats the main reason I made this suggestion anyway).

Details (Description of how you think this would work, the benefits, etc): Just give SL's or BO's an option to get shit FROM the beacon instead of sending TO the beacon. Then, place a crate over the beacon and ask for it to be activated by Req or BO, etc.

Implementation (Optional, if you have an idea how to implement it): Coding.
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CrimsonAerospace
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Re: [Req] Supply Beacons

Post by CrimsonAerospace » 22 Jan 2017, 13:35

I actually quick like the idea of being able to ship ammo back up, dunno how we would make it realistic though...


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This would actually help deal with A, the retarded price on ordering more ammo, and B, let Cargo actually refill ammo and send it back down.
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Re: [Req] Supply Beacons

Post by Snypehunter007 » 22 Jan 2017, 17:20

This would have to travel into the upper atmosphere to reach the Sulaco.

Also the Fulton extraction was cool in MGSV: TPP (Apop hates the game) but it was kinda weird. We would have to explain how it would work lore wise.

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Re: [Req] Supply Beacons

Post by CrimsonAerospace » 22 Jan 2017, 18:29

Snypehunter007 wrote:This would have to travel into the upper atmosphere to reach the Sulaco.

Also the Fulton extraction was cool in MGSV: TPP (Apop hates the game) but it was kinda weird. We would have to explain how it would work lore wise.

Neutral for now leaning towards -1.
I was just joking about the Fulton thing. Though, if you can't think of a way it would work, maybe you attach the device to a crate/locker filled with empty mags, busted helmets, whatever, and when it activates it would shoot up into the sky, and automated Sulaco drones would dash and get it, bing bang boom you got yourself some decent reasons as to why it works.
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Re: [Req] Supply Beacons

Post by Snypehunter007 » 22 Jan 2017, 21:19

CrimsonAerospace wrote:I was just joking about the Fulton thing. Though, if you can't think of a way it would work, maybe you attach the device to a crate/locker filled with empty mags, busted helmets, whatever, and when it activates it would shoot up into the sky, and automated Sulaco drones would dash and get it, bing bang boom you got yourself some decent reasons as to why it works.

We don't have drones. We don't even having a robotics system aboard the Sulaco.
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Joe4444
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Re: [Req] Supply Beacons

Post by Joe4444 » 23 Jan 2017, 17:24

OOOOOH! what if, when the crate it launched up, it lands near the sulaco, so someone has to go out and collect it, not too far out however, perhaps 3 tiles away from the sulaco? it'd give EVA more use.

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Re: [Req] Supply Beacons

Post by KingKire » 24 Jun 2017, 15:13

maybe this can be possible with the way the dropships work on missions, allowing them to *fly* over a supply beacon to pick up whatever was on said beacons tile....possibly means even medivacs or something...who knows.
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Re: [Req] Supply Beacons

Post by Snypehunter007 » 24 Jun 2017, 19:55

Denied.

This would lead to all sorts of wacky hijinxs that we don't want as well as being lore breaking.
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