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Messages - Axwen

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1
Post Modified to allow Rebels and Empire in Faction Generation

2
Have you had any luck?

3
I think I understand what you're trying to do. If you've installed the module correctly to your server, this line of your config will allow ONLY Republic and Seperatists for Rebels and Empire add 3 and 4

Code: [Select]
add_factions fac_kingdom_1 fac_kingdom_1
add_factions fac_kingdom_2 fac_kingdom_2
set_randomize_factions 1

4
Development News / Re: Ammo droid - 3d Dev
« on: August 20, 2016, 04:15:29 pm »
Very creative design and well thought out. Congrats Alpha

5
Spoiler for Hiden:
Spoiler for Hiden:
I think the OP is correct, but instead of replacing the current form upon which we love and hate, why not incorporate a new style?

During the days of the Republic Security Force, we often fought in Native Competition style skirmishes. Conditions being the following:

Minimal of 5 individuals. Maximum of 16. Squad Based style, allowing individuals to move about how they wish so long as it was within the presence of a Commanding Unit such as a Sgt.

2 Maps. 6 Rounds Each.  (3 on each side of the map).

Limitation of One or Two Jedi per team.
One or Two Jet Troopers per team.
Two Medics on a Team.
One Minigun per team.
One Sniper Per Team.

All other options were debatable, but the point was that we could allow coordinated, squad based, interactive competition between two Clans/Regiments/Groups in a much more immersive environment more suited toward the faster paced module.

So Basically Competitive? :D

(Imo we could play Competitive between Squads in the 501st, would definitely make for a fun time in between events)
No, entirely. More or less squad based combat, but it can be scaled up to commit to larger amounts of players. Squad based principals still work, you would just be working with more then a handful of squads. They also vary in size based on which group your apart of, so that could play into combat as well.

6
I think the OP is correct, but instead of replacing the current form upon which we love and hate, why not incorporate a new style?

During the days of the Republic Security Force, we often fought in Native Competition style skirmishes. Conditions being the following:

Minimal of 5 individuals. Maximum of 16. Squad Based style, allowing individuals to move about how they wish so long as it was within the presence of a Commanding Unit such as a Sgt.

2 Maps. 6 Rounds Each.  (3 on each side of the map).

Limitation of One or Two Jedi per team.
One or Two Jet Troopers per team.
Two Medics on a Team.
One Minigun per team.
One Sniper Per Team.

All other options were debatable, but the point was that we could allow coordinated, squad based, interactive competition between two Clans/Regiments/Groups in a much more immersive environment more suited toward the faster paced module.

7
General Discussion & Suggestions / Re: Let's talk about transport
« on: May 11, 2016, 02:41:10 am »
Both of you represent good facts for either implementation however I do believe what you're wanting in short is entirely different.

It sounds like one of you (Sellsword) wants a transport, however you want to give it free access to all and have it made a possible combat/skirmishing vehicle upon which could allow every unit in the game have faster movement across the map with a little bit of punch to it. Limiting the purchasing toward the Clones and Droids, who currently have trouble or slower times moving across the map.

Velorn,  It would appear you desire some form of speeder transportation that almost strictly relies on movement of a trooper(s) to one point and back with the capability of being easily destroyed, without killing the rider. Effectively leaving the rider abandoned without transportation, but still able to fight.

Perhaps not allow both of your options or put a poll?

I think a better solution to the problem at had is to create a PC (pun inteded). Personal Carrier. One that can be piloted, and then transport, lets say... 4-6 troopers maximum, however it wouldn't have any combat capabilites but couldn't be blown up as easy, but isn't extremely fast. It would provide a faster, safer, and more coordinated way to travel the map. Only purchasable by the Team Medics for example. (Show the Medics a bit of love and support.)

8
Multiplayer Servers / Re: [NA] Bear Force Official
« on: April 03, 2016, 11:17:01 pm »
Level: Accepted Speak with me on Steam to receive all the information you require.

Herc: Denied There is a limit of two individuals per clan. If you seek to change this then contact me further.

happy21: Denied I haven't seen you actively in quite some time and I haven't received much information regarding you. If you wish to correct this then please contact me further.



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Multiplayer Servers / Re: [NA] Bear Force Official Admin Application
« on: March 22, 2016, 02:09:32 am »
Username:Xīh, tiyng de mǔqīn.
Hours in the game:1,077
Location (State):Nevada, United States.
Previous Experience:Adminned on Napoleonic wars and trial admin for 612th.
Clan Affiliation:Trial admin and veteran trooper of 612th.
Hours Available:From 10am-9pm on most weekdays and some weekends.
Have you read the Server and Admin Rules?Yes.

Heard a lot of positives. Welcome to the Team!

Status: Accepted

Username: CSG_Jedi_Council_Level
Hours in the game: 1735 Hours
Location (State): Maine.
Previous Experience: Few months on Bear force. Administrator on Rindahl Roleplay, Staff for 3 years on a populated Minecraft server. Administrator on Nexus HL-2 Serious role-playing On Garrysmod and trial admin on another.  Faction admin and co-creator for a multi-game group. Familiar with administrating on a this level (  ;) ).
Clan Affiliation: Coruscant Guard Battalion
Hours Available: Any time between 2:30-11 on weekdays and anytime during the weekend.
Have you read the Server and Admin Rules? Yes.

Thanks

Speak with me on Steam.

Status: Pending

 
happy21 name
hours 868 on the game
Location USA Washington
i am a admin on the 108th server for   NW DLC
CSG clan/reg
3-5hours a day
yes i have read the rules


Speak with me on Steam.

Status: Pending

10
Later today I'll check both Officials and get back to you regarding their limits. Official NA shouldn't have any.

11
General Discussion & Suggestions / Re: Lets Talk about Roleplay!
« on: February 18, 2016, 01:18:12 pm »
I personally support the idea and when I get free time I can provide useful help.

12
The rules that your imposing are not impossible to implement but they require an extensive amount of effort to moderate.

13
General Discussion & Suggestions / Re: Lets talk Snipers
« on: February 07, 2016, 12:11:43 am »
Missile speed has already been increased for snipers only(290 compared to 200 for all other blasters), however we might raise the missile speed for all blasters in the future.
To half it would put it below part with every other gun.

I guess the true question is, Do we want a sniper that is fast and accurate with less damage or one that can hit like a truck but is slow.

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General Discussion & Suggestions / Re: Let's talk pistols.
« on: February 07, 2016, 12:09:51 am »
By the way, in the absence of the stun, it may be possible to increase the rate of pistols?  Sniper of republic forced to use a rifle in close combat.
This is definitely an issue. I agree with Sellsword.

15
I wouldn't neccesarily say it's useless, this certainly has brought up some extremely good opinions from most people involved. It's certainly caused a topic of interest that surely needs to be solved soon. I say the poll should remain open for the next 2 days and then be closed, but I also believe we should encourage more people to give their opinions on this matter, as it will effect more then just us handful of people.

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