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Other Forums => WorldScript 2 - SRP Development => Old Forum Boards => Scrapyard => Feedback/Ideas => Topic started by: Silver Knight on 24-01-2011

Title: RadiationScript 3 Suggestions & Idea's Thread
Post by: Silver Knight on 24-01-2011
Post your suggestions and idea's, please make sure to read through replies, to make sure your not suggesting something that's already been said!

Things Not To Dicuss:
Vehicles (It's never going to happen)
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Dug on 24-01-2011
Make use of merc models.
I took a look at all the merc models and only the blue ones are in use, the rest aren't.

Radio model is an error , it needs fixing.

Guitars need tracks to play.

Anomalies, guardian anomalies and spawner anomalies. (10 guardian anomalies, 1 spawner anomaly <-- example)

Donator whitelists have a shortage of rookie models to pick, add more.

SKATs need textures (Duty textures, Freedom, Military, we have mercenary.)
SKAT item models should be replaced to coresponding faction. (We have those models, just need to edit the script)

AS-VAL scope so I hear needs fixing. (Probably world model)

Pistol damage and accuracy needs fixing. (because they are shit at the moment, shot a guy with a fora three times in the head so he would die after three shots lol)

More items for technicians.

Add stats to suits. (Suits don't give stats currently)

Master bandit shows as unassigned. (needs fixing)

Transfer command is broken.

Hitbox on dogs is broken. (Currently it's their arse.)

One of the dog NPCs is missing textures.

Add pigs/boars, I saw you have them on moddb.



Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: jaik on 24-01-2011
Quote from: Dug on 24-01-2011
Make use of merc models.
I took a look at all the merc models and only the blue ones are in use, the rest aren't.

Inb4, they become donator models.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: deluxulous on 24-01-2011
How about expensive/unique weapons not from the games (Or upgraded/retextured existing ones)? I think it would add a certain "cool" factor to the RP, seeing something like that in game. I know it would be hard IC'ly, non-canon and all that stuff. Just a thought.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Knife_cz on 25-01-2011
Lol,like in "blackbox" where they have exos...and it has totaly nothing to do with stalker.(nothing bad vs blackbox,just funny)
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Dug on 25-01-2011
Guns in shipments is a no. Remove it please. Especially the pistols. Why the fuck would one buy a shipment of pistols if no one is gonna buy them. Or why would the buyer, buy a shipment of pistols, see my point?
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: lolKieck on 25-01-2011
Quote from: Dug on 25-01-2011
Guns in shipments is a no. Remove it please. Especially the pistols. Why the fuck would one buy a shipment of pistols if no one is gonna buy them. Or why would the buyer, buy a shipment of pistols, see my point?
At least Barkeeps would get a storage where they have their weaponry stored.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Legit|Brandon on 25-01-2011
Quote from: lolKieck on 25-01-2011
Quote from: Dug on 25-01-2011
Guns in shipments is a no. Remove it please. Especially the pistols. Why the fuck would one buy a shipment of pistols if no one is gonna buy them. Or why would the buyer, buy a shipment of pistols, see my point?
At least Barkeeps would get a storage where they have their weaponry stored.
They should have some sort of storage thing, LIke a stash where the lock cant be broken and have it hidden some where in which the trader would give the job to a stalker to bring him the box back,
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: lolKieck on 26-01-2011
Quote from: Legit|Brandon on 25-01-2011
Quote from: lolKieck on 25-01-2011
Quote from: Dug on 25-01-2011
Guns in shipments is a no. Remove it please. Especially the pistols. Why the fuck would one buy a shipment of pistols if no one is gonna buy them. Or why would the buyer, buy a shipment of pistols, see my point?
At least Barkeeps would get a storage where they have their weaponry stored.
They should have some sort of storage thing, LIke a stash where the lock cant be broken and have it hidden some where in which the trader would give the job to a stalker to bring him the box back,
Then get to another player which can be a technician and get all of those things for himself.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Legit|Brandon on 26-01-2011
Well it would have to be a stalker with some sort of trust towards the Trader,
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Yorty on 11-04-2011
For the "Sake of Ar-Pee", reduce headshot damage, and reduce Bloodsucker health to accommodate this.
x2 Multiplier?

Oh yeah. And now that zip-ties are fixed and all equipped items are dropped upon being tied, think of the abuse on AFK players. I've seen it before.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: darkzerxx on 11-04-2011
lower pricing, I know that we need more people to start buying but with economy prices so high and new no gr rule, how can they buy anything?
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Commissar Nitro on 12-04-2011
Quote from: Yorty on 11-04-2011
For the "Sake of Ar-Pee", reduce headshot damage, and reduce Bloodsucker health to accommodate this.
x2 Multiplier?

Oh yeah. And now that zip-ties are fixed and all equipped items are dropped upon being tied, think of the abuse on AFK players. I've seen it before.

Admins can see damm near everything in their consoles so if you are killed while afk let us know and we can check what you lost and who took it.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: lolKieck on 12-04-2011
Quote from: Yortyreduce Bloodsucker health
No, just no, I don't want to see another bloodsucker getting killed from a headshot from a hunting rifle.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Bielecki on 12-04-2011
I agree with Kieck, and damaged shouldn't be reduced it should be higher if anything should change about it.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Yorty on 12-04-2011
Quote from: lolKieck on 12-04-2011
No, just no, I don't want to see another bloodsucker getting killed from a headshot from a hunting rifle.
Quote from: Yorty on 11-04-2011
Reduce headshot damage
Erp.


Bloodsucker Health was increased by a lot recently, if you didn't know.
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: lolKieck on 13-04-2011
Quote from: Yorty on 12-04-2011
Quote from: lolKieck on 12-04-2011
No, just no, I don't want to see another bloodsucker getting killed from a headshot from a hunting rifle.
Quote from: Yorty on 11-04-2011
Reduce headshot damage
Erp.


Bloodsucker Health was increased by a lot recently, if you didn't know.
I know, we are already fucked in STK fight, so why do you want to lower our health ?
Title: Re: RadiationScript 3 Suggestions & Idea's Thread
Post by: Yorty on 13-04-2011
Quote from: lolKieck on 13-04-2011
Quote from: Yorty on 12-04-2011
Quote from: lolKieck on 12-04-2011
No, just no, I don't want to see another bloodsucker getting killed from a headshot from a hunting rifle.
Quote from: Yorty on 11-04-2011
Reduce headshot damage
Erp.


Bloodsucker Health was increased by a lot recently, if you didn't know.
I know, we are already fucked in STK fight, so why do you want to lower our health ?
I've had... two Bloodsucker STK fights since then. They strafe and jump everywhere, and as you usually only hit their extended arms they take forever to kill. Yeah, "our" being mine as well. So if for some reason you're having a STK fight with a bloodsucker, they should still have to resort to stealth and cloaking rather than just rushing straight at you, taking every shot you got like a tank.

I'm talking only a tad IF headshot damage is reduced, to even the odds. (What was the health again, 700-1500?)