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Disp
Posted: Mon Mar 19, 2018 2:40 pm
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.
Re: Disp
Posted: Sun Mar 25, 2018 6:59 pm
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.
Re: Disp
Posted: Sun Apr 08, 2018 1:47 pm
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.
Re: Disp
Posted: Mon Apr 09, 2018 4:57 pm
by Jonan
Maybe you could keep hacking it for more health, then use it like a wall / block.
Re: Disp
Posted: Wed Apr 11, 2018 10:52 pm
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?)
Re: Disp
Posted: Thu Apr 12, 2018 5:31 am
by Jonan
I think he means, you hack the disp, to gain the ability for the disp to use the scanner jammer.
Re: Disp
Posted: Thu Apr 12, 2018 11:05 am
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.
Re: Disp
Posted: Wed Aug 28, 2019 9:49 am
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.
Re: Disp
Posted: Mon Feb 17, 2020 3:03 pm
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
Re: Disp
Posted: Wed Sep 01, 2021 5:51 pm
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.