Keeping items you pick up

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Lester Green

Well-known Member
Oct 25, 2022
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What does this suggestion change/add/remove:
Makes it so you keep picked up keycards, weapons and dispenser items after you get revived.

Has something similar been suggested before? If so, why is your suggestion different?:
Don't think so

Possible Positives of the suggestion (At least 2):
Get another chance at keeping your inventory items like freedoms.
Less having to wait for dispenser items like field kit and TE5 if you die and get revived.

Possible Negatives of the suggestion:
Probably some since it was a feature but was removed, I do not know what they are though.

Based on the Positives & Negatives, why should this suggestion be accepted:
I think it's more realistic, and a good QoL thing.
 
+Support
if possible, might be a technical issue that is messing with this
also the way things are kind of screws with RP a little?

like imagine the following scenario:
d-class with valid work program docs is milling around in medbay.
they grab a cl3 card off a dead person.
gsd escort notices this and immediately kills the d-class (unethical and not the right thing to do, sure, but still valid reason (especially server rule-wise, which is the important part of this) and i can kind of see the escort's point here)
just as the d-class dies, some cl4 w/ escorts and a combat medic walk in having just seen a gsd seemingly randomly shoot the d-class
gsd explains the situation to cl4
cl4 has d-class revived
d-class does not have keycard
gsd, instead of being taken to IA, ends up actually getting warned for RDM instead because that's how the framing of events makes it appear
not the best example, but you can see how in a lot of situations, having and then suddenly not having something you were supposed to have messes with the situation

however, we also need to consider the following that might be an obstacle to getting this sorted:
i get keycard above the clearance i spawn with
i die and get revived, getting all the items i had back
since behind the scenes, i am basically being spawned at that point with a bunch of items, i potentially receive that higher clearance keycard biometrically and might also get access to comms i shouldn't have
real bio CL4 tech expert moment - definitely not a situation staff want happening
 
Last edited:

Lester Green

Well-known Member
Oct 25, 2022
36
8
41
+Support
if possible, might be a technical issue that is messing with this
also the way things are kind of screws with RP a little?

like imagine the following scenario:

not the best example, but you can see how in a lot of situations, having and then suddenly not having something you were supposed to have messes with the situation

however, we also need to consider the following that might be an obstacle to getting this sorted:

real bio CL4 tech expert moment - definitely not a situation staff want happening
Before the feature was removed, you did not get bio after being revived.
 
+Support
if possible, might be a technical issue that is messing with this
also the way things are kind of screws with RP a little?

like imagine the following scenario:

not the best example, but you can see how in a lot of situations, having and then suddenly not having something you were supposed to have messes with the situation

however, we also need to consider the following that might be an obstacle to getting this sorted:

real bio CL4 tech expert moment - definitely not a situation staff want happening
Afaik, when you spawn with multiple ID cards, only the lowest one is biometric. This can also be mitigated by simply having it so you don't spawn with the extra items, but that the server instead gives you the items after you spawn, which is easy to do.
 
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Bush von Mann

Civil Gamers Expert
Apr 12, 2022
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+ Support

Electroshock therapy is currently used if you don't have a keycard, which makes 0 sense in RP
It's a bug that's been around so long it's actually a feature in RP, which smells like laziness
 
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