LOW Merging An Unused Part of the map

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Cobala

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Sep 9, 2023
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Your In-Game Name:
Cobala

Suggestion:
Remove the Walls Between the NSO Bunks and the SG checkpoint and Remove the wall between SG Checkpoint and the unused room and also remove the door to the unused room so the only way to access it is by going through SG office or NSO bunks.

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Addons Needed (workshop link):
NONE

Reason:
NSO Feel that this is a good and beneficial change as allows them to Lock the SG office without being stuck inside unless staff or dev and no-clipping out as well as it allows NSO and gens to have a place to do intro's trainings in a more private area and it allows for optimal space utilization and repurposing an unused room to serve a practical function In Character and Out Of Character.



Additional Notes:

I have spoke with jota and he has told me that this is a really simple and easy change which is good and also had a chat with Toe and has said it is ok to take this room for an actual use.



 
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Wouldn't it make no sense to have to rooms to access into the SG room? At least could add on to add a lock door suggestion between NSO Bunks and SG Control room as well.
 
Wouldn't it make no sense to have to rooms to access into the SG room? At least could add on to add a lock door suggestion between NSO Bunks and SG Control room as well.
It was our idea to add a keypad to the NSO bunks door as well for this reason.
 
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I think it would be better to have the ability to fully lockdown the room as keypads are a pretty easy thing to access. Obviously the only people being able to get through are 327th with the Fusion Cutters.
 
I think it would be better to have the ability to fully lockdown the room as keypads are a pretty easy thing to access. Obviously the only people being able to get through are 327th with the Fusion Cutters.
well it would be attached to NSO bunks so NSO are in there, keypad would be gens and NSO only no 327th
also its behind alpha checkpoint so if people wanted to enter thru the nso door it would be trespassing unless they had CL4 or whatever rubbish its at

and if SG dont want NSO in he just orders them to guard it as NSO can be removed on the spot unless its important
 
well it would be attached to NSO bunks so NSO are in there, keypad would be gens and NSO only no 327th
also its behind alpha checkpoint so if people wanted to enter thru the nso door it would be trespassing unless they had CL4 or whatever rubbish its at

and if SG dont want NSO in he just orders them to guard it as NSO can be removed on the spot unless its important
327th need access so they can close doors after repairing keypads no?
 
well it would be attached to NSO bunks so NSO are in there, keypad would be gens and NSO only no 327th
also its behind alpha checkpoint so if people wanted to enter thru the nso door it would be trespassing unless they had CL4 or whatever rubbish its at

and if SG dont want NSO in he just orders them to guard it as NSO can be removed on the spot unless its important
Yeah but the point is, Keypad doors aren't safe. They can still be shot down. I do assume this is mostly for like non-event situations but in events they could be easily destroyed and as Tomery said 327th would have access to keypads regardless because they are engineers. So if you detach the idea of not having keypads and simply a button to lock down the whole area then boom its safer.
 
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On behalf of the MVG Staff Team this suggestion has been Accepted
Will be implemented in the next map update when map dev is available

// Locked and moved to accepted
 
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