Disp

What's working? What isn't? What could be improved? Let's hear your ideas on how to improve AGR, and try to achieve .. perfection.
Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Disp

Post by Jonan »

How about some upgrades for the dispenser?

(1) Gren1? (1 per 2 ammo cycles)
(2) Gren2? (1 per 4 ammo cycles)
(3) Detpacks? (1 per 8 cycles)
(4) Health and/or Medikit? (10 per ammo cycle)
(5) Biosuit? (1 per 4 ammo cycles)
(6) Special Armour? (1 per 8 cycles)

To upgrade it, it would have be a player that goes to use it, and can load those things, from themselves.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Disp

Post by Jonan »

(7) Allow it to steal nearby enemy ammo / armour.

You could then place it similarly as field generator, by door ways and such.

KING-OF-PING
Posts: 28
Joined: Mon Apr 11, 2011 7:03 am

Re: Disp

Post by KING-OF-PING »

That sound like some good ideas. I would also like to see a scanner jammer upgrade to it and the teleporters. Like a hack option.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Disp

Post by Jonan »

Maybe you could keep hacking it for more health, then use it like a wall / block.

OneManClan
Site Admin
Posts: 283
Joined: Tue Feb 15, 2011 4:30 pm

Re: Disp

Post by OneManClan »

Great ideas...

Disp should be upgradable so that it cures stuff (like medikit)..
KING-OF-PING wrote:That sound like some good ideas. I would also like to see a scanner jammer upgrade to it and the teleporters. Like a hack option.
How do you mean? (The disp should give a free scanner jammer?)

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Disp

Post by Jonan »

I think he means, you hack the disp, to gain the ability for the disp to use the scanner jammer.

KING-OF-PING
Posts: 28
Joined: Mon Apr 11, 2011 7:03 am

Re: Disp

Post by KING-OF-PING »

Yes, I was talking about an option to hack or have an upgrade so that the dispensers and teleporters could get a scanner jammer effect. I saw where the dispenser should give health..it was that way before, or is was that just on mega?? It was nice where the medic could walk up and give the dispenser health upgrade ability. I'd like to see that on AGR. And I need a 400 armor option too...hahaha. Just kidding.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Disp

Post by Jonan »

If I build a class / soldier, who can build a dispenser, but doesn't have a spanner, he can discard his cells. Shouldn't be this way.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Disp

Post by Jonan »

KING-OF-PING wrote: And I need a 400 armor option too...hahaha. Just kidding.

I want another green level armour. I quite like green in conjunction with the medikit.

I once suggested the default should be the 50 Green / 75 slot. Then there could be another one added in. At the time I suggested 250 Red /100.

Perhaps we could just have 4 pages of health & armors instead, 1 for each colour, and 1 for healths. That way we could have 21 armors to buy, and 7 healths.

Health
Greens
(0) 60 HP
(1) 70 HP
(2) 75 HP
(3) 80 HP
(4) 85 HP
(5) 90 HP
(6) 95 HP
(7) 100 HP

Greens
(0) 20 Armor
(1) 40 Armor
(2) 50 Armor
(3) 60 Armor
(4) 70 Armor
(5) 80 Armor
(6) 90 Armor
(7) 100 Armor

Yellows
(1) 100 Armor
(2) 110 Armor
(3) 120 Armor
(4) 120 Armor
(5) 130 Armor
(6) 140 Armor
(7) 150 Armor

Reds
(1) 100 Armor
(2) 150 Armor
(3) 200 Armor
(4) 250 Armor
(5) 300 Armor
(6) 350 Armor
(7) 400 Armor

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: Disp

Post by Jonan »

Jonan wrote:If I build a class / soldier, who can build a dispenser, but doesn't have a spanner, he can discard his cells. Shouldn't be this way.
If you are chaplain, and using your skill, you can't discard.

If you have been disarmed, and that was the only weapon with that ammo type you have, you will discard all its' ammo when discarding.

These both seem like oversights.

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