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Synth

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Everything posted by Synth

  1. I can vouch for him. He's capable of playing a character and can do many different voices, even just as an actor he's an asset. +1
  2. I'm gonna troll... TrollPheral...

  3. dont forget ban evasion. Davidicus was your alt
  4. Letting pirates aboard your sinking ship may help you bucket out water, but once it floats again what stops them from throwing you overboard
  5. how do you differentiate the moment the person wears any other armor
  6. cattle prod is a goated kidnap tool. it does barely any damage so you have like infinite tries to knock the person out with the perk. this post has been made before
  7. free this man, his gmod addiction was too much for him to handle
  8. indefinite oocbans are always super unfair because yes. far worse things have been said in most cases. and just because you happen to say something innocuous while a staff council is online you cant speak in ooc ever again
  9. The mod giveth and the mod taketh

  10. Legendary Tri beam would be insane so maybe not but it's a good concept that doesn't even have to be sierra madre themed
  11. Synth

    ENCLAVE ASAP!

    honestly surprised they went ignored with the grand "storyline" of the server. missed opportunity to have an event storyline using the event faction
  12. I may be wrong but unity FL uses nightkin whitelist with the master's dawn armor
  13. no need to crashout bro, im talking about a lack of variety in the perk material. its always been a given with perks that you need a variety, could you get robotics expert by rewiring a protectron 3 times? calm down
  14. not really a whole lot of variety, 3 implant installations? theres no mention of previous medical experience to justify only having those two procedures, id hate to be a negative nancy but if this perk app gets accepted as it currently is, then the staff need to find someone new to review perk apps
  15. writing a post to cater to PF doesnt make the post good - "victim this, victim that" you sound stupid
  16. Synth

    Wipe my ass please

    funny how people are still downvoting this but the poll on the discord says otherwise
  17. What do you want to be changed? Explanation of suggestion? How or why does this benefit the server? Are there any workshop add-ons or content needed for this suggestion? Theres not really a reason for me to follow the format for this since its more loose rambling than a direct suggestion, id really appreciate discussion and criticism of these ideas in the replies Idea 1: Base-exclusive Utilities Factions who claim certain bases gain access to unique utilities that are pre-included with the base, and lose access again once they move out. Factions can also research upgrades to these utilities and if they move base or are conquested out, - the utility keeps the researched upgrade. Examples: A rundown bar has a barrel that can turn Maize and Tarberries into the Exotic Wine item. If the Van Graffs use this as their base, they gain access to this barrel and can sell the drinks. A small town called New Haven was recently claimed by the Desert Rangers. the base includes a dirty water well and a stash box. The water well belongs to Desert Rangers now, and they hire the Followers to research an upgrade to the well to make it produce purified water. Then the desert rangers move out to live closer to NCR. and the Minutemen claim the town - inheriting the purified water well. The outcasts move into a bunker near the main city that has a fusion core generator. The generator is now theirs Fiends move into an old abandoned shack called "Gronk's House" inside the shack is a vendor called "Gronk" who sells trigger bombs and frag grenades. Fiends can now make the vendor only accessible by them. But they are conquested out by Hellcats, who wanted the shack in order to gain access to Gronk, and to have a strategic location near an Extractor. Paradise Falls move into a camp on the edge of the map. Inside one of the tents is an Enlisted Faction Storage. they can now access it as if it were their own. Idea 2: Planned Scarcity + Base Tiers MAKE IT SO THERE ARE LESS BASES THAN CUSTOM FACTIONS. Maybe 2 less bases? that causes a scarcity of bases and puts the two bottom custom factions in a situation where they are either homeless or need to share with another faction. Also build base locations in a way for there to be 2 tiers. Tier 1 - Shitty, literally like a claimable building or a few tents Tier 2 - Decent, with a few defenses and the base covers a bit more land. Tier 1 bases are the one you settle for if you dont care about defensibility or are inactive. Tier 2 are the actually good bases that customs would fight over. Idea 3: NO MORE RESERVED BASES no more protecting customs from conquests because "its their lore base". If say, PLA want to conquest the Vault-Tec Vault. Let them try! and if they succeed, vault tec are exiled from their vault and need to change up their RP and hope to reclaim it back.Or if WBOS get their own special bos-themed bunker, let the Outcasts siege it and take it for themselves. Theres many more examples but in my opinion, NO CUSTOMS SHOULD BE SAFE FROM CONQUESTS. Idea 4: Core Territory and Influence Bases in a core's "Quarter" of the map (Quarter being dictated by staff council at the start of wipe) can be "Influenced" by the core. For example, if PF move in right outside the NCR town, the NCR can try to force them to pay tax, or outright force them out. Forcing a custom out of a base would just be a simple base conquest, but if the core wins the custom is kicked out and isnt allowed to reclaim the base for a set amount of time. If the custom wins however, they can demand reparations from the core and also cannot be re-attacked for a set amount of time. This feature would prevent a faction like the desert rangers basing right outside Legion's front gates and legion being unable to do anything about it. I might edit this over time but those were my ideas.
  18. What do you want to be changed? Wipe EVERYTHING except research Explanation of suggestion? Divide hasn't had an RP wipe in it's entire lifespan which can mean some factions are plagued by shit they did in 1.0 still. With such a drastic change in location an RP wipe should make sense. We're all the way in the north so realistically it shouldn't be the same as the Mojave. To be clear, wipe the following Characters IC Knowledge Perks Faction Relations How or why does this benefit the server? Let's begin again like that fatass Vera Keyes gif someone post it please
  19. Synth

    Chem post #908

    What do you want to be changed? Add an "Inject" option to chems. functioning identically to the one used on Unstable F.E.V Explanation of suggestion? Instead of having to drop your stimpak for your friend to use you can now directly inject it into them. Or you can use psycho on a legionnaire as a torture method How or why does this benefit the server? pretty self explanatory but theres four main points that this benefits Medics can directly "administer" chems to patients Anti-chem factions can be forced to take chems while kidnapped BigMT can lace people with saturnite crack During combat, dedicated combat medics can give chems to other combatants. ++ Thered probably have to be a rule about no randomly injecting chems, rp interaction or reason needed Are there any workshop add-ons or content needed for this suggestion? (Paste links here)
  20. Synth

    Epic Chem!!!

    imagine the shift in meta if they just banned healing chems in power armor. for better or worse it would definitely reduce TTK for power armor
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