@CmdrBriggs It was a ridiculous grind. Glad it is over. I don't think every event needs a faction lock though. Every other mission for the corps treat you as a freelancer and I see no reason that that would change in this circumstance.
@Jese_PowerGPU (4)Instead it should just be tagged stolen until you make it yours, meaning you can't save it to a loadout, but can still use it until you go through that process.
@Jese_PowerGPU (2) Even jumping ahead to their T2 version I still don't think that would solve all our issues, but it will get us at least 90% of the way there.
@Jese_PowerGPU (3) The only main change I can think of that we need in T2 is removing the silly idea of the gear becoming "disabled" once the owner claims it.
@Zurakci Weapon variety in general above S3 is quite lacking. I'd love to see all the existing gun types expanded to at least S5, and have equivalent options made for all the bespoke slots as well.
Lemme do some wacky stuff like high speed low damage lasers for the Polaris main turret.
@_johncrewe ✅Add an Anvil carrier to the game with dual launch hangers like the Battlestar Galactica.
❌Remove the 600i (down with the space egg!)
🛠️ Add an exit to the bridge hallway in the MSR.
@XeroState@RobertsSpaceInd People always freak when things have ballistics on the loadout. 95% of the ships have a ballistic damage reduction on their hull of 50% to 58%. Plus if shields are up the damage is reduced another 33% before it even hits the hull.
The extra shield is another conversation though.
@Vik_Karoff Every part of that discord, minus the news/leaks is muted or otherwise ignored by me. I took one look at their policies and decided it wasn't worth engaging at all.
@HitboTC It is a pretty decent ship, stealth is strong atm. It also currently has a fairly good stock loadout of both components (Maybe change shields) and weapons as well, making it a good entry point for that gameplay style.
@TheRunningManZ I think you would find that the average American would (mostly) agree with you. Fortunately for them, most never found their way to the infinite rage generator that is this and other social media websites.
@adamfrancu@DayZ I'd be very interested to see you implement those mechanics in game! Very cool idea, and it sounds like you have had it in the back of your mind for quite a while.
@InclementDab@DREVPILE It is understandable those with limited knowledge of how mods in DayZ work would struggle with the difference between repacking a mod and extracting it's bikey. But that is no excuse for those that should know better. Lol
@DREVPILE@InclementDab 2/2 It does NOT keep people from installing and using your mods if they know what they are doing, and it is not illegal or against any TOS that I am aware of.
@DREVPILE@InclementDab 1/2 So basically there is a set of keys that allow a mod to be used on a server. With mods that are intended to be "public" (not locked to a specific server) the modder usually includes those keys with the mod to make it easier to enable.
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