Currently CE gets 45 points, MTs get 30 points. They can buy the Synth revival Keys for 15 a pop.
Add an industrial torch for 15 points.
Add a Hi Capacity torch for 30 points.
items need to be coded/sprited
Engineering patch- a wrench, could just use their HUD icon and scale down.
Synth (Medical) Scanner- works just like a Medical Scanner, but scans Synths. Have its wind up take longer depending on if they’re a Pamphlet Engie, Comtech, or CE/MT/etc
Synth (Med)HUD- Works like the MedHUD. It would take up the eye slot. Because this makes the Engie either a. constantly swap for welding goggles or b. use a welding mask instead causing them to possibly get decapped, have it not only display a health bar but also give a pop-up link that allows the Engie to scan their health(through their WIFI of course).
Industrial torches are available planetside. They fit in belts. Possibly costing 30 points would lock MTs out of buying for example Synth Reset keys.
Hi Cap Torch seems superior at 80u, but it’s a large item. Doesn’t fit in the belt, fits in pocket tool pouch which is a niche you have to build around. That or the sling pouch- again, slap a 30 point cost and it locks them out of other stuff, limits CE’s ability to buy.
The Synth HUD thing might be kind of OP but it does force you to lose head protection and risk a perma decap chance.
It kills me. That and you spawn with all your basic equipment but to get the ARES pad and nailgun you gotta fill your pockets/backpack up with gloves, welding goggles, boots etc
I’m going to work on improving the CE’s vendor with a few notable additions:
I’m considering adding a sling pouch similar to the one the Joes have for the Apollo PDA.
I will look to include a spare nail gun ammo box in the vendor.
I will tinker with adding a Synth medical scanner.
Additionally, I want to review the CE’s access options, as it seems like they might be missing some features, like dropship access. I would assume they maintain the dropship; it makes sense for them to have that capability.
Lastly, I plan to provide them with headset trackers, likely just for tracking the Squad Leaders (SLs), so if they choose to deploy, they can stay connected with the FOB squad.
slightly Unrelated subject, can we move the late MT joiners near the MT locker room? its saddens me to see PVT MTs confused running around not knowing where to go and without Headsets
In terms of Access, CE is permitted inside ARES and I presume has permission to allow others in there(CMPs, MPs, Wardens, SOs, Marshalls, all sorts of people ask me to let 'em in for checking stuff).
However, if someone enters a proper access ticket the CE can’t approve to allow them in(though I think this just affects how Joes are supposed to react to them?).
Also, the ARES PDA thing, all it does right now is show Maintenance Tickets… it’d be nice if it did more, but at the very least it’d be nice if it beeped or blinked or something to alert you that a ticket got put in, I’m rarely aware of them as CE and never aware of them as MT, even though some folks put 'em in, mostly stickler MPs.
If I remember correctly, only Apollo, high command, WJs, and AISTs can grant access to the core. (I may be mistaken, so please check either the Working Joe standards for RP or the Apollo rules on the wiki for confirmation or ask an admin.)
Gaining visitors access to the area core provides temporary access to the ARES core logs and possibly grants Apollo access level 3 or 4, if I recall correctly. I think that may also give you access to the emergency protocols.