Vandori

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  1. Thanks
    Vandori got a reaction from Vex in Vex's 3rd EP APP   
    Accepted
    Congratulations! Event Management have decided to accept your application. Poke or Message me or Breato on TS/Discord when you are ready for the Interview!
  2. Thanks
    Vandori got a reaction from Nox in Nox's Jedi Event Planner Application   
    DENIED
    Applicant has choosen to withdraw his application
  3. Like
    Vandori got a reaction from Scytale in Vandori EP application   
    Basic Information:
     
    Steam Name + Profile link: RALLYBJORN https://steamcommunity.com/id/RALLYBJORN/
     
    Roleplay Name (e.g. GM TRP Johan / Jedi Padawan Ngannou): 212th ARC LTCOL Vandori
     
    Teamspeak Name: Vandori
     
    Playtime on the Server: 2 month 3 Day 23 Hour 52 Min
     
    SteamID (http://steamidfinder.com/😞 STEAM_0:0:53635407
     
    Any experience in staffing on a roleplay server: No
     
    Current Age: 18
     
    Warns/Bans: 0
     
    Do you have a working microphone and is it understandable?: Yes and sorta yes
     
    Have you ever Done an Event Before?: No
     
    What was your event and was it successfully executed?: 
     
    Do you understand the responsibilities a event-planner has? If so, what are they?: The responsibility for EP is to ensure RP is flowing smoothly as well as to provide an enjoyable RP experience
     
    Do you understand at the beginning of passing the application stage, you will have to undergo a training phase until completely trusted to create and host events?: Of course

     
    Event Plan:
     
    Create an event plan, this is what we will use for your first training event. Make it easy to understand and original(Use the Template):
     
    Map: Cruiser Canyon
     
    Event Characters
     
    Clone ECs
    B1 Droid: Base HP and gun with two additional weapon of M-45 and valken-38x long blaster
    Amount: 4
     
    Commando Droid: Base HP with two additional weapon of Cartel-Varient A-280c and Z-6 rotary blaster cannon
    Amount: 2
     
    B1 Heavy Droid: Base HP and gun with an additional weapon of Scatter shotgun
    Amount: 2
     
    CIS General: HP N/A
     
    Jedi ECs
     
    Force ghosts: Each 75k hp (Depending on amount of jedi)
    Amount: 2


     
    Story:
     
    A mystic artifact thought to be lost has been uncovered by the CIS on crusier canyon. The Republic travels to the sandy desert of Cruiser Canyon to recover the ancient artifact. The CIS has taken the artifact to a hidden research lab somewhere on the planet.
     
    The discovery of the ancient artifact by the CIS has led to an awakening of two forgotten powers hell bent on defeating one another.
     
    Clone Execution:
     
    The leading battalion sends the 41st to scout out for hostile activity and ends up finding a hostile outpost and a small garrison guarding it. An all-out warfare with vehicles begins between the CIS and the Republic. 
     
    Once the garrison has been depleted, RC or CE hacks a terminal that has the location of the hidden research lab. With the information of the lab, the Republic mounted an assault on the hangar bay of the lab. 
     
    After taking the main parts of the facility, extraction of the artifact to the LZ begins. Having the republic facing waves of hostiles on their way back to LZ. On the way to the LZ the artifact gets taken by the dark ghost, Clones then mount a final push to force the droids out of the system by boarding their capital ship in the sky.


     
    Jedi Execution:
     
    The Jedi sense two great powers clashing. The Jedi finds the two ghosts fighting each other. Jedi begins an De-escalation between the two ghosts resulting in one staying and one force leaping away
     
    The ghost who stayed will be a ghost who follows the light while the one who leaped away is a ghost who follows the dark. The light ghost shall explain the situation and history of their ancient battle. The ghost will explain that they were once master and apprentice. One fell to the dark and ther other tries to stop the dark ghost from using the artifact to destroy the planet.
     
    The jedi's will try to find the dark ghost and ends up tracking him in the giant crashed ship. Upon entering the jedi's will see the remains of the ghosts but they end up being ambushed by the dark ghost whom uses a dark ritual to corrupt the light ghost. Resulting in the light ghost turning against which in turn ends with an clashing battle against the jedi's
     
    During the extraction of the artifact the ghosts steals the artifact making the Jedi’s try to take it back. The ghosts will be attempting to hold off the Jedi while the artifact is preparing to exterminate all living on the planet.
     
    Event Character Execution:
     
    The ECs start off by defending an outpost with tanks, turrets, barricades and ray shields. After holding for sometime they will start holding the entrance for the research lab and the corridors for inside the base.
     
    Afterwards they proceeded to try and intercept their transportation of the artifact. but after the ghosts steals the artifact from the clones, they will proceed to do a final hold on the ship in the sky, ultimately getting defeated.
     
    Anything else?: W-G E-Planner
     
  4. Like
    Vandori got a reaction from Turnpike in Change the damage on [LFS] Missile Launcher   
    What your suggestion is: Change the damage on [LFS] Missile Launcher
     
    Scriptfodder/workshop link: 
     
    LFS-Planes-Base\lua\entities\lunasflightschool_missile.lua (line 111)
     
    https://github.com/Blu-x92/LunasFlightSchool/blob/master/lfs_base/lua/entities/lunasflightschool_missile.lua (line 111)
     
    https://steamcommunity.com/workshop/filedetails/?id=1571918906
     
    Any additional information:
     
    Change the [LFS] Missile Launcher damage to people
     
    I am suggesting that the LFS launcher rockets damage be set to either 50 or 5.
    Currently drivers of LFS vehicles are affected by the [LFS] Missile Launcher’s blast damage making them take the full blast damage (600) while inside of the tank. While at the same time the tank also takes the full LFS damage (460-480) now this is a big problem and it should be changed because of the following reasons.
     
    Firstly currently the driver always dies before the vehicle. An example: an AAT has about 8000 hp in default, something that EP’s can scale much higher. Taking one down with an LFS launcher would take about 17 shots. The blast damage of LFS would do a total of 10 200 damage, something no EC can be able to withstand as most have hp in range of 1250-2000 hp. This heavily weakened the LFS vehicles as a whole.
     
    Secondly the [LFS] Missile Launcher is only meant to focus vehicles and using it on infantry is a warnable offense. Changing the [LFS] Missile Launcher’s blast damage would not affect the LFS launcher’s designated target’s damage output because of how it is coded.
     
    However a problem with changing the blast damage on the [LFS] Missile Launcher would cause some realism issues. 
     
    Lastly this would make events and war games a lot more playable. Instead of tanks being disabled by one or two shotted by an [LFS] Missile Launcher because the driver died.
     
    Since the LFS launcher basicly currently is broken against vehicles it would be wise for the time being to change the blast damage. By doing this it will result in driver and nearby infantry taking lower and more survivable damage while still dealing the full damage towards the vehicles. 
     
    Details on how to fix:
     
    The [LFS] Missile Launcher works by spawning a rocket entity that when hitting an LFS vehicle deals damage towards it but also deals a blast damage now this blast damage is what's killing the drivers of the LFS vehicles.
     
    by changing the end of line 111 in lunasflightschool_missile.lua  (current 600) to 50 or 5 would make mainly LFS vehicles more usable both for ECs and Clones.
     
    util.BlastDamage( IsValid( Inflictor ) and Inflictor or Entity(0), IsValid( Attacker ) and Attacker or Entity(0), self:GetPos(),250,100)
     
    (The marked Red is where to change)

     
  5. Like
    Vandori got a reaction from Scytale in Change the time of the 6 pm event   
    What your suggestion is: Change time of 6 pm event
     
    Scriptfodder/workshop link:
     
    Any additional information:
     
    Change the time of 6 pm event
     
    This suggestion has been brought up before by List however while it got denied I still believe this topic must be brought up again because of the following reasons.
     
    Firstly, hosting training and tryouts. People tend to come on the server just before the 4 pm event after school, work or other activities. The 4 pm event the event planner collects and depending on the interests of the player the event might start on time or later. This is not the EPs fault however if the EP cannot get enough ECs in time that might lead to a smaller time frame between the 4 and 6 pm. This furthermore results in people being unable to host trainings or tryouts as most people tend to eat after the 4 pm event.
     
    Secondly, a stronger player base. Before the 7 pm event was changed to a 6 pm event. The time between was great to get people to become better with their respective equipment with cool awesome training’s. But also allow people in their respective regiment to create social ties between each which resulted in a stronger player base on the server overall. This would also motivate both younger players to come back after a tryout but also to rise through the regiments and become more committed with said regiment.
     
    However this change would make it so that CWRP and IRP would fight over both participants and prime event time which could result in either server getting low enough population so that there is not an event for one or the other. As well as having people choose which server to be active on at the moment which is unfortunate as some are active on both servers.
     
    Lastly, People logging off. After having two events with a small break between them most people tend to start logging off. As many feel that they have either played enough, have other things to do or overall might have had a bad experience of the event. This results in some people having a hard time to both do tryouts to keep their regiments going and hosting trainings to keep people coming back.
     
    To summarize. The short time frame between 4 and 6 pm events makes it more difficult for regiments to engage with each other. Resulting in less trainings and tryouts. Personally I appreciate being an EC and the work EPs But into their event. But I also prioritize making awesome trainings for my regiments and I am finding it harder to do as many tend to go AFK in the time between 4 and 6 pm events. And I believe other regiments are feeling the same. To change the 6 pm event to either 7 or 6:30 would make a big difference in the long term status of the server in a positive way.