- Sep 16, 2023
- 893
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What does this suggestion change/add/remove:
Reworks dispensers somewhat significantly. Specifically:
Has something similar been suggested before? If so, why is your suggestion different?:
Not as far as I'm aware.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
Just generally makes dispensers a lot more functional and make more sense. If CT wants to make changes, they can just do that on the fly. There can be different dispenser items available in different areas of the site - e.g. dispensers in one department's offices might have different items (e.g. hazmat suits could be available more often in E-11 bunks, or covert bodycams could be available in places like ISD offices). Lots of potential here.
Reworks dispensers somewhat significantly. Specifically:
- Make dispensers configurable, individually
- When placing a dispenser, SL would have the option to set the following for that individual dispenser:
- Which items are available (all SWEPs and the like available as options)
- Which faction keycards are available to use the dispenser (with option for none, e.g. for Rangers/Civilians)
- Who can dispense each item
- Clearance levels, with option to also allow keycard overrides, the same as keypads
- Option of bio-required or not, similar to keypads
- Superadmins would be able to create presets for dispenser loadouts, which Senior Admins could then use when setting up a dispenser
- Option to group dispensers together
- A group would have the same setup, which would sync between dispensers
- When placing a dispenser, SL would have the option to set the following for that individual dispenser:
- Add a couple of model variations
- Different ones for CI, Foundation, GOC, Civilian, perhaps
- Configurable when placing dispenser
- Make dispensers break down now and then by chance
- Random chance after X number of uses, chance rises to break for every use after that
- More hacking options:
- Trap - makes it dispense a live grenade the next time it is used
- Breaks after trap is triggered
- Also available to 079
- Break - breaks it straight away
- Also available to 079
- Dispense - dispenses a random item out of those available at that dispenser
- Higher chance/rate for breaking when this is used
- Also available to 079
- Crack - allows user to dispense any of the available items once without the correct clearance being needed
- Higher chance/rate for breaking when this is used
- Higher hacking level than Dispense
- When done, just open the dispenser interface normally and try to dispense.
- If item not dispensed for X seconds after Crack is used, break dispenser (or just return to normal)
- Trap - makes it dispense a live grenade the next time it is used
Has something similar been suggested before? If so, why is your suggestion different?:
Not as far as I'm aware.
Possible Positives of the suggestion (At least 2):
- Allows many future dispenser changes to be done via in-game config, rather than requiring dev and FTP access every time
- You want to make clipboards dispensable to CL3s? Just change the config. You want to change bodycam from CL2 to CL1? Just change the config.
- No more strange dispenser access that doesn't make sense in RP
- Why would CI be able to dispense a grenade from a Foundation dispenser because they have a CI CL3 card on them? Doesn't make any sense.
- More fine-grained dispenser access
- E.g. you might make grenades CL4, but with an override for combatives below CL4
- Allow civ faction to actually use dispensers. E.g. Ranger station might have one that gives field kits and the like without a keycard requirement.
- More raid/DC tactics
- More 079 tactics/functionality
- Dispensers breaking a bit more often -> more for E&TS roles to do
Possible Negatives of the suggestion:
- Initial dev time
- imo pays off in terms of functionality and not needing further dev time for every future change
Based on the Positives & Negatives, why should this suggestion be accepted:
Just generally makes dispensers a lot more functional and make more sense. If CT wants to make changes, they can just do that on the fly. There can be different dispenser items available in different areas of the site - e.g. dispensers in one department's offices might have different items (e.g. hazmat suits could be available more often in E-11 bunks, or covert bodycams could be available in places like ISD offices). Lots of potential here.