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Elevator Rules - What's your take?


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As a lot of other people have stated, and with very good reasons, this is a bit of a silly implementation and could have been handled differently. Over my three years of Star Wars RP and over different servers, the Imperial Star Destroyer has been one of the most popular maps across all of them. The elevator issue as mentioned above has also been prevalent across all of the servers, but has never been as much of a problem to the point where one would classify it as a ‘naughty area’.

I’m not going to repeat anything that’s already been said as the points thereby made have good merit from both sides of the argument, however this ‘issue’ could have been resolved with a little less “do” and a lot more “trial”.

In the defense of the “elevator button being spammed while in use”, what Kumo suggested is perhaps what should have been done in the first place. This would lessen the amount of abuse the elevator receives and would make its functionality a lot more tactical. This is not an attack on management or the devs in any way, but rather something that had clearly been overlooked for years until someone decided to finally smack people on the wrist for misusing the damn thing.

Personally, if people are able to wait in the two main elevators on the ship, they can wait in the one on tramlines. This should also disregard people’s IC rank or OOC authority. Lead by example, lads, not by the stretch of your arm.

Lastly, I don’t see what authority COMPNOR have over this issue. The Star Destroyer is policed by the Shock Troopers, not the secret service. If you’re really intent on getting people to not abuse the elevator, then getting them to do punishments or re-education is only going to do half as much as 5 minutes in a cell is going to do - especially if they are repeat offenders. Less resources, less time involved, and more efficiency in handling the situation. That’s just my thoughts.

- Greyback <3

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That meme is Funny Goli.

 

I reckon we just get a new version of the map where we just make it a teleporter pad and star trek this shit up. It would actually hurt lore less than the server lore does

 

(teleports are better change my mind)

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2 minutes ago, Mauler said:

I reckon we just get a new version of the map where we just make it a teleporter pad and star trek this shit up. It would actually hurt lore less than the server lore does

 

(teleports are better change my mind)

Then we watch chaos as players get stuck in eachother similar to the BSD elevator.

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As others have said, the Climb SWEP itself is inherently immersion-breaking. Your character does not have any animation to show them vaulting up a wall, nor does it make sense to be able to climb nearly any vertical surface. A way we could rectify this issue in the future is to remove the Climb SWEP and replace it with a more robust parkour system.

A parkour system such as SaVav's Parkour Mod would be a better alternative as it has a much steeper learning curve, meaning regiments and personnel that can master it should deserve to traverse the map in different ways. If we were looking to stick to immersion and lore (which we already don't), this would be a good revamp of the climbing systems and help put regiments in their place when it comes to combat duties - a Navy officer shouldn't have the same tools of transportation as a special forces officer. SaVav's addon also comes with third-person animations for extra immersion.

Alternatively, we could simply accept the fact that Garry's Mod is a game and a server like this need to be balanced for both enjoyment and seriousness - a balance the Climb SWEP helps maintain.

Edited by SCHEFF
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2 hours ago, SCHEFF said:

As others have said, the Climb SWEP itself is inherently immersion-breaking. Your character does not have any animation to show them vaulting up a wall, nor does it make sense to be able to climb nearly any vertical surface. A way we could rectify this issue in the future is to remove the Climb SWEP and replace it with a more robust parkour system.

A parkour system such as SaVav's Parkour Mod would be a better alternative as it has a much steeper learning curve, meaning regiments and personnel that can master it should deserve to traverse the map in different ways. If we were looking to stick to immersion and lore (which we already don't), this would be a good revamp of the climbing systems and help put regiments in their place when it comes to combat duties - a Navy officer shouldn't have the same tools of transportation as a special forces officer. SaVav's addon also comes with third-person animations for extra immersion.

Alternatively, we could simply accept the fact that Garry's Mod is a game and a server like this need to be balanced for both enjoyment and seriousness - a balance the Climb SWEP helps maintain.

That mod seems pretty exploitive and some aspects are more immersion breaking than Climbswep. Such as you can 'vault a barrier' but you can actually just phase through a solid wall which would make security on the ship nigh impossible.

 

Not to mention that it barely works with Simple Third Person.

Also you can nullify the effects of falling from any height.

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18 hours ago, John said:

may as well remove climbswep from the server

 

+1 this idea just remove it all together its just as stated before for the convieniance of players to get to places if you want it to be a SeriousRP server just remove it everyones lives wont be affected by this change. 

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40 minutes ago, Mauler said:

That mod seems pretty exploitive and some aspects are more immersion breaking than Climbswep. Such as you can 'vault a barrier' but you can actually just phase through a solid wall which would make security on the ship nigh impossible.

 

Not to mention that it barely works with Simple Third Person.

Also you can nullify the effects of falling from any height.

There are commands which make it compatible with Simple Third Person as well as increase and decrease the effects of movements. It's very modular.

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Well, perhaps then...

 

Problem is: Currently the regiments of Purge Troopers and Storm Commandos were given 5 climbswep jumps as compensation for losing their grapple hooks, how would this change transition to this parkour mod?

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1 hour ago, SCHEFF said:

There are commands which make it compatible with Simple Third Person as well as increase and decrease the effects of movements. It's very modular.

There's a lot of exploits I've found to replicate the effects of abusing climbswep to do a super long jump across areas. Of course this can be enforced with rules to stop that, but honestly, if this was implemented I can see it being just as annoying having people wall run across every surface. Honestly I really like the current Climbswep and wouldn't want it to be replaced unless everyone hated it.

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Climbsweo has been around since the dawn of SWRP for a reason. Giving players a skill based way of navigating terrain is good for playability,  assessing individual's ability to learn concepts and separating the boys from the men.

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3 hours ago, Mauler said:

... Purge Troopers and Storm Commandos were given 5 climbswep jumps as compensation for losing their grapple hooks

Well here’s half the problem. Grappling hooks made a huge difference back in the day, for those regiments which were allowed to use it. And if it was abused, then the appropriate punishments were handed out. If grapple hooks were removed for the above reason then I fail to understand how Climb SWEP hasn’t yet been removed for the same reasons.

How on Earth could Climb SWEP ever compensate for something like a grappling hook anyway? Especially during peak hours with 100+ players, most people can’t even use it properly if not because of lag, then because of FPS drops.

Reality is that at the end of the day there is always going to be something that is abusable. There are a lot of SWEPs, tools and weapons that are used on the server, and not all of those are always used appropriately.

Live and let live, I say. If Climb SWEPing up/down the elevator is really the peak list of concerns to do with the tool, then I hardly see it worth the effort to try and moderate it.

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2 hours ago, Kix said:

Climbsweo has been around since the dawn of SWRP for a reason.

Poseidon was arguably the biggest AU SWRP server for its time and didn't have climbswep and it stayed that way despite other servers having it available for every player..

imo climbswep should be a unique thing for scout regiments 

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3 hours ago, Greyback said:

How on Earth could Climb SWEP ever compensate for something like a grappling hook anyway? Especially during peak hours with 100+ players, most people can’t even use it properly if not because of lag, then because of FPS drops.

Easy Answer: It cant. We were on Anaxes today and me and my SC were climbing the mountain. It takes a while, about 4-5 minutes. At the top, I lagged out and fell to my death. I respawned and ran all the way back. I was climbing up there because there were rebels up there. By the time I finally get up there, I get hit by a Smart Launcher from a Rebel and have to continue the journey again.

 

Ya know what else I had noticed? SKY Troopers decided to go up there as well... except that it takes that 15 seconds to get up there, not a mean time of 10 minutes.

2 hours ago, Twist said:

imo climbswep should be a unique thing for scout regiments 

But here's the thing, if there ARE regiments specialised to have Climbswep, wouldn't they be considered obselete by regiments like Sky Troopers that have Jetpacks, can scale the same distance in 0.1 the time and use any weapon while doing it? Kinda yeah.

 

Btw I have nothing against Sky in this post but they make a good example of my point.

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21 minutes ago, Mauler said:

Ya know what else I had noticed? SKY Troopers decided to go up there as well... except that it takes that 15 seconds to get up there, not a mean time of 10 minutes.

During peak times there's been moments where lag has rendered even the jetpacks useless. You'd have to use it to fully understand. There's times I can't even get off the ground because of the lag. If you're struggling to climb SWEP because of lag, sky are likely struggling to get off the ground because of lag.

Edited by TheApple
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