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Qas

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Everything posted by Qas

  1. Qas

    Weapon Reverb

    Description of the idea: The current weapons sound boring as hell, this's a way to make things interesting when it comes to shooting stuff. Why should this be added?: From what I’ve seen and heard, the new map appears to be an edited version of Southside, which the original map on it's own is absolutely fucking massive. And if there’s going to be a neutral zone somewhere on the new map, then that map combined with that area alone is going to be huge. This's gonna help with actually identifying where and what is going on anywhere on the server. In a map this large, sound should matter. What negatives could this have?: Needs tuning to avoid being overwhelming or ear-piercing. Additional information: The Addon itself almost completes and works with every weapon pack that has been made, ArcCW included. It will simply need to be edited a bit ingame to match what the server needs, the addon also is fucking awesome to mess around with, and could be nicely used by GM's as background sounds (throw npc's and have them shoot at each other for a couple of minutes to simulate gun fights). https://steamcommunity.com/sharedfiles/filedetails/?id=2856382594
  2. Qas

    Car Bombs

    Description of the idea: Introduce car bombs that allows players to plant explosive devices inside vehicles. These devices can be triggered via timer, remote detonation, or ignition-based activation. Why should this be added?: Fitting for the MHIC themes of covert violence, insurgencies and other themes that can mentioned, it's also another way to actually kill people without just blowing their head off because that's getting boring. It was also a popular tool in New York's 60's, which I assume where MIHC will be set in. What negatives could this have?: Risks of minging with it or overuse (which could be fixed limited to Admin/UA approval only) and performance impacts if poorly optimized. Additional information: Throw in tiers of damage levels, so one bomb can be used for sabotage only, while the other is made for assassinations. And throw in some defusal mechanics
  3. Description of the idea: Introduce a more consistent PK system where player bodies persist after a /pkactive death happens. And said body can be interacted with, instead of a random ragdoll being spawned in by staff. Alongside this, implement a basic forensics system that allows investigators to examine bodies, scenes, and evidence (cause of death, time of death, weapon type, fingerprints/dna on body, etc.). This would make PK's more interesting than what it currently is. Why should this be added?: Makes PK's feel meaningful, rather than abrupt or forgettable, good RP opportunities for investigating and administrative branches (security, command, medical, intelligence, etc.), it adds immersion, especially during major incidents or internal conflicts, consequences have a feel to them without relying purely on OOC explanations. What negatives could this have?: Could increase staff workload if not clearly structured, could also just kill off or risk slowing down RP if it drags on for too long. Additional information: The system doesn’t need to be overly complex, simple tools and guidelines would be enough, and clear time limits on investigations would prevent stagnation.
  4. Qas

    Qas Ban Appeal

    Acceptable, cool beans. My bad mang.
  5. Qas

    Qas Ban Appeal

    Your Name: Roman Heins SteamID: STEAM_0:1:240356511 Appeal Type (Apology or Dispute): Dispute Which staff member banned you?: Gary How long is your ban for?: 2 weeks Why were you banned?: "gotcha" Why do you deserve to be unbanned?: I understand (assume mostly) the ban was issued under the assumption that I was attempting to MRDM at the Pantheon, however I was specifically targeting the Vice Chancellor. There were multiple individuals in the room at the time, and my actions were part of a specific in-character scenario that I now realize may have been misinterpreted. I take full responsibility for the disruption caused and apologize for any confusion or escalation. It wasn’t my intention to violate server rules or disrupt roleplay for others. I respectfully ask for a chance to return and better align my actions with the expectations of the community moving forward. Additional Information: If needed, I’m willing to explain the context of the event in more detail or work with staff to resolve any misunderstandings, I will ensure future actions stay within the server’s guidelines.
  6. Qas

    Weapon Reverb

    As far as I'm aware, yes! The original sounds would simply become louder.
  7. Qas

    Weapon Reverb

    Description of the idea: The current weapons sound too dull and boring, it's about time we spice things up. I wanna make the guns feel dangerous, i wanna hear the war zone from across the map, i wanna have LaPo be able to patrol and once they hear a shot they're able to go to where they think they heard it from and investigate, and I absolutely wanna scare the shit out of someone when I fire my guns. It will be absolutely glorious. Why should this be added?: It will increase my immersion 10x, the auditory system is lacking and it's time for a nice change in things, every shot should tell you something about where you are. Echoes down the streets, reverb in the corridors. Plus it sounds awesome (check the videos in the addon link). What negatives could this have?: A good amount of volume balancing, so the weapons don't feel too loud or drowned out. I haven't seen any performance impacts but with how big the server is, a bit of testing will be needed. Additional information: https://steamcommunity.com/sharedfiles/filedetails/?id=2856382594

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