15 (edited by Stardestroyersarecool 2007-12-20 12:09:24)

Re: New Classes/Weapons

We dont need more classes, just more equipment. And im against jet/jump packs.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: New Classes/Weapons

Jet packs probably wont be in, but there is a good chance lots of other cool stuff will be.
*pulls out the weapons and technology book* Hmm...
Ahh...what about native weapons? Or relic weapons? Just stuff you may find lying around on a map.
Go to a tusken hut and there could be primitive projectile weapons. Find some ruins and there could be ancient relic weapons lying around, that could be interesting.

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

Re: New Classes/Weapons

We dont need more classes, just more equipment.

Are you kidding me? Every class but the Pilot already carries way too much equipment. Pardon me, but how can one officer carry a gun, bacta canisters, an ammo box, a repeating blaster and its tripod, a sensor device and whatever the Heck else he carries? Where does the Support class stow that R2 before using it, hidden in his boots?

There's way too much equipment already, if you ask me.

Maybe he wants the pilot to be able to eject in space

Spacewalking is something I've actually been wanting in the mod. Ejecting, for then to hover in mid-space until picked up by a friendly transport, would add some depth to the mod.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: New Classes/Weapons

Or get plastered like space road-kill by a passing fighter , lol .

"The victorious win the battle, then go out to fight ... while the defeated go out to fight, then try to win the battle.   -SunTzu
"The only difference between a capitalist and a communist is that the communist hates competition!" -Circuit

http://www.coolanddry.net/ceilingcat.png

Re: New Classes/Weapons

Safe-Keeper wrote:

Are you kidding me? Every class but the Pilot already carries way too much equipment. Pardon me, but how can one officer carry a gun, bacta canisters, an ammo box, a repeating blaster and its tripod, a sensor device and whatever the Heck else he carries? Where does the Support class stow that R2 before using it, hidden in his boots?

There's way too much equipment already, if you ask me.

-_-'
Why do you think i mentioned classes? To accommodate this new equipment.

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

Re: New Classes/Weapons

Er...

We dont need more classes, just more equipment.

Sounds to me like you said we don't need more classes, not that we needed new classes wink .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

21 (edited by Stardestroyersarecool 2007-12-20 19:00:27)

Re: New Classes/Weapons

Safe-Keeper wrote:

We dont need more classes, just more equipment.

Are you kidding me? Every class but the Pilot already carries way too much equipment. Pardon me, but how can one officer carry a gun, bacta canisters, an ammo box, a repeating blaster and its tripod, a sensor device and whatever the Heck else he carries? Where does the Support class stow that R2 before using it, hidden in his boots?

There's way too much equipment already, if you ask me.

Maybe he wants the pilot to be able to eject in space

Spacewalking is something I've actually been wanting in the mod. Ejecting, for then to hover in mid-space until picked up by a friendly transport, would add some depth to the mod.

I meant more customization. Eg. why does a sniper need binoculars? He should be able to choose a different piece of gear instead.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan