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		<title><![CDATA[Halo Space Station Evolved - Server Suggestions ]]></title>
		<link>https://projectunsc.org/forum/</link>
		<description><![CDATA[Halo Space Station Evolved - https://projectunsc.org/forum]]></description>
		<pubDate>Tue, 19 May 2026 11:51:11 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Second covvie suggestion]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1766</link>
			<pubDate>Thu, 18 Jun 2020 06:41:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=728">zzurge</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1766</guid>
			<description><![CDATA[So I was flying around geminus,cruising with up to six covenant in tow,and a single spartan and marine downs us with just two assault rifles,was also told a rifle grenade hit the spirit we were in,killing five of its passengers on impact leaving me and some poor kig yar to be gored by our own shipmasters energy sword,so my suggestion here is to either buff the dropships collective health or please for the love of god make the vehicles not handle like were involuntary drifters,the current method of driving handles like poo poo,and maybe just maaaybe can we make it to where an underbarrel grenade launcher cant Arc itself wanted style towards a flying vehicle?]]></description>
			<content:encoded><![CDATA[So I was flying around geminus,cruising with up to six covenant in tow,and a single spartan and marine downs us with just two assault rifles,was also told a rifle grenade hit the spirit we were in,killing five of its passengers on impact leaving me and some poor kig yar to be gored by our own shipmasters energy sword,so my suggestion here is to either buff the dropships collective health or please for the love of god make the vehicles not handle like were involuntary drifters,the current method of driving handles like poo poo,and maybe just maaaybe can we make it to where an underbarrel grenade launcher cant Arc itself wanted style towards a flying vehicle?]]></content:encoded>
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			<title><![CDATA[covvie suggestion]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1765</link>
			<pubDate>Thu, 18 Jun 2020 06:36:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=728">zzurge</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1765</guid>
			<description><![CDATA[Im gonna go ahead and address the elephant in the room,When are the covenant going to get a spartan equivalent or counter? Just watched a spartan relieve a shipmaster of his head with a machete,so that begs the question,will we get silent shadows to compete?]]></description>
			<content:encoded><![CDATA[Im gonna go ahead and address the elephant in the room,When are the covenant going to get a spartan equivalent or counter? Just watched a spartan relieve a shipmaster of his head with a machete,so that begs the question,will we get silent shadows to compete?]]></content:encoded>
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			<title><![CDATA[Suggestion for Brutes.]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1747</link>
			<pubDate>Tue, 09 Jun 2020 15:30:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=487">Domodyl</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1747</guid>
			<description><![CDATA["We must go, the brutes will have our sent"<br />
<br />
Â  What if brutes had the ability to actually "smell" a race in a vicinity around them, kind of like a tracker, but also in the same vain a addition to brutes.<br />
<br />
Â A way this could be done could just be a a chat notification, or it could also be toggled in abilities]]></description>
			<content:encoded><![CDATA["We must go, the brutes will have our sent"<br />
<br />
Â  What if brutes had the ability to actually "smell" a race in a vicinity around them, kind of like a tracker, but also in the same vain a addition to brutes.<br />
<br />
Â A way this could be done could just be a a chat notification, or it could also be toggled in abilities]]></content:encoded>
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			<title><![CDATA[spartan 3]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1646</link>
			<pubDate>Thu, 06 Feb 2020 01:30:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=761">nazdan</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1646</guid>
			<description><![CDATA[add spartans 3 make them like the elite version of minors it would make perfect sense]]></description>
			<content:encoded><![CDATA[add spartans 3 make them like the elite version of minors it would make perfect sense]]></content:encoded>
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			<title><![CDATA[[suggestion] making r&d great again]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1243</link>
			<pubDate>Fri, 18 Oct 2019 02:49:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=533">enkidienne</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1243</guid>
			<description><![CDATA[<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">First of all, i am not a coder, dev, spriter or anything even close. This is also an exact copy of the one i made on hithub.</span></span><br />
<br />
<br />
<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">I am a heavy player of r&amp;d and i wish for it to be actually useful. Here is just a few suggestions to try to improve it:</span></span><br />
<ol type="1" class="mycode_list"><li>R&amp;D exclusive weapons: weapons that are only obtainable using r&amp;d. Those weapons could be prototypes, new versions or even completely new weapons. Exemple, an h5g railgun.<br />
<br />
</li>
<li>Upgradable vehicle: possibilities to change certains part or even build from the ground up a vehicle. Exemple: changing the cargo of a mangoose to make it able to transport heavier loads, an mini-electromagnetic canon that can replace the turret of a scorpion.<br />
<br />
</li>
<li>Modular armor: armor that can be personalized with different upgrades. Maybe something like the mechs work, using ports and energy. Exemple: an armor with retractable blade in the arm-guard.<br />
<br />
</li>
<li>Ancient technology experimentation: experimenting on forerunner artifacts, getting techs out of it. Exemple: using a forerunner cristal to boost a slipspace drive.<br />
<br />
</li>
<li>More buildings: additions of more constructible using boards and such. Exemple: an high-tech turret that is not a confetti maker.<br />
</li>
</ol>
<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">That is all for the moment, feel free to correct me or to discuss about balance and other related stuff. Im hopping for suggestions so i can improve my ideas further.</span></span><br />
<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">-Enki</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">First of all, i am not a coder, dev, spriter or anything even close. This is also an exact copy of the one i made on hithub.</span></span><br />
<br />
<br />
<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">I am a heavy player of r&amp;d and i wish for it to be actually useful. Here is just a few suggestions to try to improve it:</span></span><br />
<ol type="1" class="mycode_list"><li>R&amp;D exclusive weapons: weapons that are only obtainable using r&amp;d. Those weapons could be prototypes, new versions or even completely new weapons. Exemple, an h5g railgun.<br />
<br />
</li>
<li>Upgradable vehicle: possibilities to change certains part or even build from the ground up a vehicle. Exemple: changing the cargo of a mangoose to make it able to transport heavier loads, an mini-electromagnetic canon that can replace the turret of a scorpion.<br />
<br />
</li>
<li>Modular armor: armor that can be personalized with different upgrades. Maybe something like the mechs work, using ports and energy. Exemple: an armor with retractable blade in the arm-guard.<br />
<br />
</li>
<li>Ancient technology experimentation: experimenting on forerunner artifacts, getting techs out of it. Exemple: using a forerunner cristal to boost a slipspace drive.<br />
<br />
</li>
<li>More buildings: additions of more constructible using boards and such. Exemple: an high-tech turret that is not a confetti maker.<br />
</li>
</ol>
<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">That is all for the moment, feel free to correct me or to discuss about balance and other related stuff. Im hopping for suggestions so i can improve my ideas further.</span></span><br />
<span style="color: #24292e;" class="mycode_color"><span style="font-family: -apple-system, BlinkMacSystemFont,;" class="mycode_font">-Enki</span></span>]]></content:encoded>
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			<title><![CDATA[Colony Goals]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1229</link>
			<pubDate>Wed, 09 Oct 2019 14:59:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=440">emoats18</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1229</guid>
			<description><![CDATA[<span style="color: #3366ff;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Comic Sans MS;" class="mycode_font">Geminus Colony Goals</span></span></span><br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">-by Emoats18</span></span><br />
<br />
Mining is the primary source of income for Geminus.<br />
<br />
My idea is is pretty simple. Add a cargo ship / shuttle so the colonists can sell ores for money and give said money to the mayor, who deposits it into the Colony faction vault, kind of how the URF does, the mayor can then spend this money on different things, say... Colony ships or something.Â Now I also want to tie this in with the Colonial Guard / Militia concept, what I mean by that, is that as long as the colony meets a certain quota and can keep the peace by themselves, the UNSC has no reason to arrive.<br />
<br />
Colony Quota<br />
<ul class="mycode_list"><li>Insurrectionist activity CAN NOT get out of hand.<br />
</li>
<li>The Colonial Guard / Militia MUST BE ABLE to handle the Insurrection by THEMSELVES or the Bertels will be forced to arrive.<br />
</li>
<li>There has to be a set amount of money that has to be made and sent by the mayor to the UEG, or else taxes will rise ETC...<br />
</li>
<li>More can be added, but you get the idea.<br />
</li>
</ul>
I know what you are thinking, but how will the round ever progress?<br />
<br />
Well... A few ways, y'all know how ONI be right?Â <br />
<br />
Yeah, just add an undercover ONI operative with a specific set of goals... Lets say... To disrupt the colony and cause civil unrest so the Bertels has the auth to arrive in full force and take control.<br />
<br />
Oh and don't forget about our Innie boys...<br />
<br />
Y'all know they'll cause the UNSC to arrive anyway...<br />
<br />
And now, back to the Colonial Guard / Militia, they answer directly to the UNSC, kind of like theÂ Montagnard in Vietnam, what I mean by that is they are a local militia sanctioned and funded by the UNSC with a UNSC boy leading them.Â So the idea is, the UNSC does not wan't to waste man power on some outer colony seeing as they have to fight the covenant now. Lets say, they can draft colonists... Maybe that's how they get 'reinforcements' from the colony. It could be real player colonists or say... NPCs.<br />
<br />
Just a little concept that came into my head since this new update.]]></description>
			<content:encoded><![CDATA[<span style="color: #3366ff;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Comic Sans MS;" class="mycode_font">Geminus Colony Goals</span></span></span><br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">-by Emoats18</span></span><br />
<br />
Mining is the primary source of income for Geminus.<br />
<br />
My idea is is pretty simple. Add a cargo ship / shuttle so the colonists can sell ores for money and give said money to the mayor, who deposits it into the Colony faction vault, kind of how the URF does, the mayor can then spend this money on different things, say... Colony ships or something.Â Now I also want to tie this in with the Colonial Guard / Militia concept, what I mean by that, is that as long as the colony meets a certain quota and can keep the peace by themselves, the UNSC has no reason to arrive.<br />
<br />
Colony Quota<br />
<ul class="mycode_list"><li>Insurrectionist activity CAN NOT get out of hand.<br />
</li>
<li>The Colonial Guard / Militia MUST BE ABLE to handle the Insurrection by THEMSELVES or the Bertels will be forced to arrive.<br />
</li>
<li>There has to be a set amount of money that has to be made and sent by the mayor to the UEG, or else taxes will rise ETC...<br />
</li>
<li>More can be added, but you get the idea.<br />
</li>
</ul>
I know what you are thinking, but how will the round ever progress?<br />
<br />
Well... A few ways, y'all know how ONI be right?Â <br />
<br />
Yeah, just add an undercover ONI operative with a specific set of goals... Lets say... To disrupt the colony and cause civil unrest so the Bertels has the auth to arrive in full force and take control.<br />
<br />
Oh and don't forget about our Innie boys...<br />
<br />
Y'all know they'll cause the UNSC to arrive anyway...<br />
<br />
And now, back to the Colonial Guard / Militia, they answer directly to the UNSC, kind of like theÂ Montagnard in Vietnam, what I mean by that is they are a local militia sanctioned and funded by the UNSC with a UNSC boy leading them.Â So the idea is, the UNSC does not wan't to waste man power on some outer colony seeing as they have to fight the covenant now. Lets say, they can draft colonists... Maybe that's how they get 'reinforcements' from the colony. It could be real player colonists or say... NPCs.<br />
<br />
Just a little concept that came into my head since this new update.]]></content:encoded>
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			<title><![CDATA[personal issues with the new update.]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1224</link>
			<pubDate>Sun, 06 Oct 2019 20:50:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=533">enkidienne</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1224</guid>
			<description><![CDATA[first, keep in mind that this is all related to my personal opinion, feel free to correct me.<br />
<br />
i will be listing all my issues with the new update.<br />
1. doctoring and basic health: humans are pretty fucking shitty. you can never fully recover from even the smallest injury. i once took a single bullet to the right foot and that, even after surgery, chemicals, biofoam, etc, still gave me headache, made me a hell of a lot slowler, making me go down easier, making me blackout, and finaly, gave me shady vision. all of those from a single bullet to the foot.Â <br />
2. medicine beside biofoam is nearly useless: 30 unit of bicardine, one of the only brute healing chem, isnt enought to heal a moderate trauma, and even then, it takes about 7 to 10 minutes.Â <br />
3. sometimes, when you rep up a faction, you, out of the blue, loose all rep, and it just disappear from the supply computer: its pretty clear, its just a hard block.<br />
4. the difficulty level of the missions: there is next to no difference between an hard and easy mission: you cant win against a boss that can take more than a mag when you only have magnums and no armor.Â <br />
5. urf really need better roundstart gear: i understand that we are meant to have poor shit at the start, but questing with only an uniform and magnums is nearly impossible<br />
<br />
thats all for the moment, maybe ill add more later if i found more.]]></description>
			<content:encoded><![CDATA[first, keep in mind that this is all related to my personal opinion, feel free to correct me.<br />
<br />
i will be listing all my issues with the new update.<br />
1. doctoring and basic health: humans are pretty fucking shitty. you can never fully recover from even the smallest injury. i once took a single bullet to the right foot and that, even after surgery, chemicals, biofoam, etc, still gave me headache, made me a hell of a lot slowler, making me go down easier, making me blackout, and finaly, gave me shady vision. all of those from a single bullet to the foot.Â <br />
2. medicine beside biofoam is nearly useless: 30 unit of bicardine, one of the only brute healing chem, isnt enought to heal a moderate trauma, and even then, it takes about 7 to 10 minutes.Â <br />
3. sometimes, when you rep up a faction, you, out of the blue, loose all rep, and it just disappear from the supply computer: its pretty clear, its just a hard block.<br />
4. the difficulty level of the missions: there is next to no difference between an hard and easy mission: you cant win against a boss that can take more than a mag when you only have magnums and no armor.Â <br />
5. urf really need better roundstart gear: i understand that we are meant to have poor shit at the start, but questing with only an uniform and magnums is nearly impossible<br />
<br />
thats all for the moment, maybe ill add more later if i found more.]]></content:encoded>
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			<title><![CDATA[Insurrectionist Groups of Interest - Suggestions and criticism appreciated!]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1213</link>
			<pubDate>Wed, 28 Aug 2019 07:51:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=393">Zergrush</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1213</guid>
			<description><![CDATA[<span style="font-size: x-small;" class="mycode_size">Context for suggestion is available in #Lorebus</span><br />
<span style="font-size: x-large;" class="mycode_size"><span style="color: #ff3333;" class="mycode_color">Introduction</span>:</span><br />
<span style="font-size: small;" class="mycode_size">Good Morning/Afternoon to the wonderful person reading this!</span><br />
<span style="font-size: small;" class="mycode_size">If you have ever played as an innie (which I assume everyone reading has), you'll probably notice the lack of URF unique gear and weapons available. Infact, the best weapons and gear acquirable were usually available to standard marines from round start!</span><br />
<br />
<span style="font-size: small;" class="mycode_size">Not anymore! Myself, Cael, and the rest of the URF faction proudly presents our new idea for spicing up the freedom fighter cargo life.Â </span><br />
<span style="font-size: small;" class="mycode_size">Groups of Interest(GO<span style="font-size: small;" class="mycode_size">Is</span>)!Â </span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #ff3333;" class="mycode_color">How does this help improve insurrectionist gameplay?</span>:</span><br />
<span style="font-size: small;" class="mycode_size">Simply put, you will be able to affiliate with, do certain tasks for, and be rewarded by four separate GOIs, each with their own style of objective* and rewards. Instead of being a marine rehash requiring much longer prep time to get gear with identical use to that of a standard marine, you'll be rewarded and equipped with much more specialised and potentially more dangerous equipment, if used by the right person.</span><br />
<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Primary Groups of Interest:</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #ff9933;" class="mycode_color">Khoros Desert Raiders</span>:</span><br />
<span style="font-size: large;" class="mycode_size">"<span style="color: #cc9933;" class="mycode_color"><span style="font-size: large;" class="mycode_size">T</span></span></span><span style="color: #cc9933;" class="mycode_color"><span style="font-size: large;" class="mycode_size">he strong rule over the weak</span></span><span style="font-size: large;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">Harun, Khoros Warlord</span><br />
<span style="font-size: small;" class="mycode_size">Deserts are a vast and empty place. The rich don't understand the appeals of living in a place so lifeless, and the poor fear a land so hospitable, cruel and indifferent. Many are lost in deserts, forgotten to the vast sands of time, only those who leave their marks on the land are ever remembered, atleast more so then simple skeletal remains. In such a cruel land, only the strongest can survive, and the weak will perish. Such philosophy embodies the Khoros Desert Raiders, who chose to operate outside the walls of Talista's capital and instead make their home on the moon's many mountains. Raids are constant, and most who venture outside of the safe walls never return. And for what purpose? Many claim they need the supplies, but in reality, they do it to prove their strength, and to satisfy their passion for battle. Justifying their violent tendencies like a simple hobby, they are resolute in proving their strength and satisfying their desire for war.Â Despite the might of the UNSC, they dare not step under the shadow of the mountains or head out to rescue a dammed trading convoy. After all, only the strong can rule over the weak.Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #999933;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">Fueled by their hunger for battle, and the drugs they often take, a Khoros Desert Raider is never more complete then in the thick of battle, face to face with the closest combatant or terrified civilian. Unlike most conventional armies, their focus is still melee combat, and care little for what firepower the opponent has. Seeing as an axe cannot decapitate a tank, they also developed crude explosive weapons for dealing with much tougher alien threats or hostile vehicles. One of their most popular explosive weapons is the explosive lance, a thrown spear that detonates on contact with a hard surface. As for their melee weapons, they often field modified axes or swords, occasionally with modifications. While it is quite a strange weapon, an electrified axe wielded with both hands is a terrifying force to deal with up close, and can cause even veteran soldiers to panic when close to their necks. (Eluxor is currently making an armor set for this GOI, alongissde a custom donator set to go alongside it. Use his glorious work when it's finished)</span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #cccc33;" class="mycode_color">Basic Tier Equipment</span>: Machete, Sawn Off Shotgun, Shotgun Shells,Â C4, TalistaÂ Spice(minor speed boost to catch up to players, OxycodoneÂ tier pain killerÂ effect,Â slowdown negation. Reduces accuracy of all firearms drastically. Addictive!), Raider Armor (Custom armor Eluxor is making),Â Suicide Vest.</span><br />
<span style="color: #ffcc66;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Intermediate Tier Equipment</span></span><span style="font-size: small;" class="mycode_size">: Explosive Spears, Modified Fire Axe (Electric), Combat Spear (Gives a long lunge distance only when on Tallista spice), Raider horn (summons NPC Raiders from off-screen, long cooldown)Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #ffcc33;" class="mycode_color">Advanced Tier Equipment</span>: Powered Crossbow, Chem Crossbow, Lexorin Bolt, Mind Breaker Bolt, Bicardine Bolt, Dermaline Bolt, Biofoam Bolt,Â Landmine, Pneumatic Cannon, Mongoose.Â (feel free to suggest more!), Warband Requisition Decree (spawns an ERT of Khoros Raiders from dead player pool, single use)</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Melee focused GOI</span><br />
<span style="font-size: x-small;" class="mycode_size">*Uses modified axes, swords and other melee options, often modified for more damage, such as an electrified axe</span><br />
<span style="font-size: x-small;" class="mycode_size">*Uses drugs in combat to shrug off most wounds and get up close.</span><br />
<span style="font-size: x-small;" class="mycode_size">*Crude explosives like explosive lances and C4 for dealing with tougher targets, vehicles and obstacles</span><br />
<span style="font-size: x-small;" class="mycode_size">*Dislikes snipers, they never look the enemy in the eye.Â </span><br />
<br />
<span style="color: #33ccff;" class="mycode_color"><span style="font-size: large;" class="mycode_size">O</span><span style="font-size: large;" class="mycode_size">lymp</span><span style="font-size: large;" class="mycode_size">us Council</span></span><span style="font-size: large;" class="mycode_size">:</span><br />
<span style="font-size: large;" class="mycode_size">"<span style="color: #3399ff;" class="mycode_color">The council will decide your fate</span></span><span style="font-size: large;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">UnknownÂ </span><br />
<span style="font-size: small;" class="mycode_size">Not much is known about the Olympus Council from the outside. Most people will have never heard of them, and the majority that have some knowledge of what the council is, will assume they are the collective 15Â owners of Adept Robotics. While this is technically true, they are not just the creators of AI ranÂ machines and human piloted drones. Beneath most of their factories, they practise their less then legal methods. Their factories are simply disguises for humanities biggest unregulated black market, and thisÂ woulldn't be possible without Tradestar. While on the surface, Tradestar is their main competitor, the council of 15Â is comprised of 5 Tradestar members, who specialise in helping pioneer laser and electrical energy use. With both of their collective wealth and skills, both experimental electric powered weapons and fully functional machines of war were created, and without any legal barriers, they quickly overwhelmed the criminal underworld with their influence, many desperate to get into their illusive black market.Â There is nothing the council won't do to maintain theirÂ secrecy and profits. Once you enter theirÂ factory, the council will decide your fate...Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #66cccc;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">The Olympus Council care little about battle, and focus their efforts towards their profit. War is extremely profitable, and they've begun affiliating and trading equipment with the Insurrection in exchange for their service. With little care for the rules of war, a lot of their weapon designs are heavily</span><span style="font-size: small;" class="mycode_size">Â experimental.Â </span><span style="font-size: small;" class="mycode_size">Â One of their most popular creations is the EMP Rifle, designed for shutting down key targets in the war effort against the UNSC and alien menace. Designed for covenant (and indirectly spartan) shields, they can easily shut down the primary protection of humanities greatest threat in a single shot, all from a rifle and a backpack charger. They also have man portable Coilguns, the same technology used in MAC cannons, but on a much smaller scale, powered by a backpack,Â to penetrate shield technology and strike at the thing within. While they don't make combat vehicles, they have modified various mechs to be combat worthy. Even a power loader can be a terrifying threat with a simple tweak of armor and the addition of a few weapons. (Use white innie armor. )</span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33ccff;" class="mycode_color">Basic Tier Equipment</span>: Ripley Power Loader, MA5B, MA5B HE Ammo,Â Innie Rocket Launcher,Â Rocket Ammo, Man-Machine Interface(MMI)Â Hydraulic Clamp (mech), Drill (mech), OlympusÂ Armor (Innie White Heavy Armor)</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33cccc;" class="mycode_color">Intermediate Tier Equipment</span>:Â Backpack EMP Rifle, Power Sink, Modified Combat Loader, Ranged Armor (Mech), Scattershot (Mech), Ultra AC 2 (Mech),Â Night Vision Goggles,Â <span style="font-size: small;" class="mycode_size">Innie Modified DMR (3 shot burst version), DMR ammo, Olympus Fleet Beacon (Spawns a small Olympus Naval fleet in the overmap, single use)</span></span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33cc66;" class="mycode_color">Advanced Tier Equipment</span>: Backpack Coilgun (Pierces through shields), Coilgun Ammo, EMP Grenades, Thermal Goggles(Optical Thermal Scanner, sees through Covenant Cloaking), Posibrain,Â YGGDRASIL Mech (Expensive, top tier hardware modified from ONI blueprints, replace with alternative Olympus sprite if possible)Â Repair drone (mech), Ion Cannon(mech), Missiles (mech), Olympus Task Force Beacon (Spawns an Olympus ERT from the dead player pool), Condor Beacon (Single Use, CallsÂ in an experimental Condor air transport with no guns. Holds a small amount of people but can hack through faction requirement landing zones, allowing it to fly into the UNSC Bertel's hanger among other things.)Â </span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Ranged focused GOI with heavy support focus</span><br />
<span style="font-size: x-small;" class="mycode_size">*Experimental weapons and technology, difficult to maintain and not user friendly</span><br />
<span style="font-size: x-small;" class="mycode_size">*Heavy focus on countering shields. EMP Rifle disables shields and the Portable Coilgun can pierce through shields</span><br />
<span style="font-size: x-small;" class="mycode_size">*Modified mechs able to provide fire support and assist allies</span><br />
<span style="font-size: x-small;" class="mycode_size">*Struggles to fight opponents with heavy armor.Â </span><br />
<span style="font-size: x-small;" class="mycode_size">*Not designed for single fights, struggles to win alone. Much better at supporting allies and dealing with shields.</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #339933;" class="mycode_color">Freedom and Liberation Party(FLP)</span>:</span><br />
<span style="font-size: large;" class="mycode_size">"</span><span style="color: #669966;" class="mycode_color"><span style="font-size: large;" class="mycode_size">A single death is a tragedy; A million deaths is a statistic</span></span><span style="font-size: large;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">Commonly used FLP justification</span><br />
<span style="font-size: small;" class="mycode_size">The Freedom and Liberation Party(FLP) is an insurrectionist group based in the Eridanus sector, but with strong ties to the planet Mamore. In 2511, they detonated a nuclear device near one of Mamore's landmarks, killing 2 million and injuring 8 million more. Many have suspected to have died of radiation based illnesses, such as cancer, much later after the attack, making the death toll given a vast understatement. They wish for the Colonial Millitary Administration (and by extension, the UNSC) to leave the Eridanus system, their proud home. To them, their home is simply not the same under the control of the filth that is the UEG. the UEG don't deserve the worlds they subjugate, and the FLP would rather see their homeworld in a blazing inferno rather then owned by the "Cancer of the Colonies". If the people don't own it, no one should.Â They will stop at nothing to achieve their goals. After all, a million deaths is just a statistic.Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #339966;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">With little care for civilian life, the FLP commonly employ Scorched Earth Policies and tactics in order to deny the enemy tactical positions and force them to reposition. The most common weapon found in the FLP is the flamethrower, which relies on canisters to give it the gas it needs. Other then standard canisters, special ammunition is also used. White Phosphorus canisters spew flames that coat a smaller area in longer lasting fire, Napalm coats a larger area in short lasting flames, and the famed Oxide Tank, stolen from the UNSC's Hellbringers, allows them to coat targets in extremely hot flames, doing a lot more temperature and burn damage, though with a much smaller tank and ammo reserve. FLP members also designed special Napalm and White Phosphorus grenades, that can light areas ablaze in fire. Their armor comes with no protection against the fire they wield (dark green innie armor should be great, if eluxor isn't planning on making anything custom).Â </span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33cc33;" class="mycode_color">Basic Tier Equipment</span>: Flamethrower, Regular fuel Canisters, Regular Incendiary grenade. FLP Armor (Dark Green Innie Medium Armor), Gas Mask, Extended Oxygen Tank, Fire Extinguisher, M90 Shotgun, Shotgun Shells, Shotgun Slugs, Bicardine gas grenade, Dermaline gas grenade.</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #339933;" class="mycode_color">Intermediate Tier Equipment</span>: White Phosphorus Canisters, Napalm Canisters, Tear Gas Grenade, Chloral Hydrate gas grenade,Â Regular Incendiary mine, Fuel tank (draggable exploding version), Thermite beaker box, Welder, Paratrooper Flare (Spawns an NPC group of FLP soldiers with non-pyromaniac weaponry. Single use)Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #336633;" class="mycode_color">Advanced Tier Equipment</span>: Oxide tank, White Phosphorus Grenade, Napalm Grenade, Air Scrubber, Dragon's Breath Shells (Shotgun, Incendiary), Lexorin Gas Grenade, Polytrinic Gas Grenade, Liberation Squad Beacon (Spawns an ERT of FLP Incendiary Specialists from the pool of dead players. Single use!)</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Specialist area deniers, focus on forcing enemies back and out of position, or denying them access to an area</span><br />
<span style="font-size: x-small;" class="mycode_size">*Large focus on incendiary weapons, often dangerous to the user and his allies, must be used with caution</span><br />
<span style="font-size: x-small;" class="mycode_size">*Special ammo types available for different purposes. Able to switch from one type to another quickly</span><br />
<span style="font-size: x-small;" class="mycode_size">*Strong utility with incendiary grenades, able to be used both defensively and offensively.</span><br />
<span style="font-size: x-small;" class="mycode_size">*Flamethrower can ignite flammable gases like methane. Can easily result in hilarious disaster or strategic genius.Â </span><br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #993333;" class="mycode_color">Republic of Gao</span>:</span><br />
<span style="font-size: medium;" class="mycode_size">"</span><span style="color: #663333;" class="mycode_color"><span style="font-size: large;" class="mycode_size">If there is to be war on Gao, I intend to be on the right side of it</span></span><span style="font-size: medium;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">Arlo Casille, Gao Minister of War</span><br />
<span style="font-size: small;" class="mycode_size">While Gao is an incredibly bio diverse place, with plenty of unique creatures, such as great apes and snails with no shells, a functioning government is still operational, and democracy is still maintained, ran by a Cabinet of Ministers and an elected president. One would consider this to be the perfect UEG world, but this isn't quite the case. The Gao Charter declares their sovereignty, and requires all members of government to oppose anyone who would dare impeach their freedom. Their primary tactics and doctorine focus stealth, infiltration and sabotage, which has won them many "battles"Â in the past without having to fire a single bullet, instead burning the supplies of their enemies and forcing them to starve or surrender.Â They have tried on a few occasions to justify conflict against the UNSC, with little success. Despite this, they remain one of the most technologically advanced competetors to the UNSC, and maintain public support for the Insurrection movement. Their supplies are invaluable to the insurrection, and assist wherever they can through their agents in the Ministry of Protection. Democracy may slow their action, but they will never stop until the UNSC submits to the freedom fighters they support.</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #666633;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">While the Republic of Gao have the resources to sustain a full war, they often prefer not to get into conflict with the UNSC and UEG, at least not publicly.Â Â As such, they rely on many agents and spec ops units to achieve success and cause failure behind the scenes. The most famous of these spec ops groups are the Gao Battle Jumpers, who can last months behind enemy lines relying on each other. Each of their agents is equipped with an Agent ID, an ID able to be freely edited, faking both name and occupation, camera bugs, door subverters (a tool used to bypass doors, used by Master Chief and the marinesÂ in the mission "343 Guilty Spark") and the most trusted associates or agents being provided with holographic technology, allowing their clothing to take any other shape. While X52 have the capacity to make such technology, Gao agents can also be equipped with poison syringes disguised as biofoam, sedativesÂ disguised as Bicardine or simply just a silenced Magnum, for eliminating key targets. To make sure no cries are heard over radio, they can also come with a single use EMP grenade that explodes instantly on activation. If sabotage, infiltration and assassination are no longer an option, they can don the black and red suits, and eliminate the hostiles as a battlejumper. No witnesses.(James has battle jumper sprites. Seek him out for them, be polite!)</span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #663333;" class="mycode_color">Beginner Tier Equipment</span>: Agent ID, Silenced Magnum (ODST Var.), Magnum ammo, Camera bugs, Voice Changer(fits into face slot items, lets you change your voice identity, the name that appears in brackets), Handcuffs, Smoke Grenade, Humbler, Night Vision GogglesÂ </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #663333;" class="mycode_color">Intermediate Tier Equipment</span>: Fake Biofoam Syringe (disguised as Biofoam but contains Lexorin), Fake Bicardine pill (disguised as Bicardine but contains Chloral Hydrate), Silenced SMG (ODST ver), SMG ammo,Â Chloral Hydrate Grenade, Taser, Sleeper Agent PhoneÂ (Spawns a single player out of the dead player pool as an Agent equipped with Gao tech. Spawns on Geminus! Single Use)</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #993333;" class="mycode_color">Advanced Tier Equipment</span>: Holographic Kit (same as in R&amp;D),Â Gao Battle-Jumper Armor, NVG (Disguised as Sunglasses),Â Mulligan SyringeÂ (randomizes appearance and identity),Â EMP Flashlight, Fredom Implant, Holdout Magnum, Foldable SMG,Cryptographic Sequencer (substitute for Door Subverter, replace with subverter when made), Battle-Jumper Requisition (Spawns an ERT of Gao Battle Jumpers from the dead player pool. Single Use!)</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Stealth focused GOI with alternative combat options with battle-jumper armor</span><br />
<span style="font-size: x-small;" class="mycode_size">*Able to create fake identities and jobs, and blend in with either the crowd or the enemy</span><br />
<span style="font-size: x-small;" class="mycode_size">*Many tools for assassination, most designed to look like an accident, with mislabelled chemicalsÂ </span><br />
<span style="font-size: x-small;" class="mycode_size">*Able to silence radios if discovered, or to make sure the victim doesn't alert anyone else.Â </span><br />
<span style="font-size: x-small;" class="mycode_size">*Can be searched and discovered, relies on blending in.Â </span><br />
<span style="font-size: x-small;" class="mycode_size">*Needs to kill someone for radio access. May be easily figured out from not following obvious radio commands</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">Cannon links and sources cited</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://halo.fandom.com/wiki/Talitsa" target="_blank" rel="noopener" class="mycode_url">https://halo.fandom.com/wiki/Talitsa</a>Â (Talista, Desert Raider homeworld)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://halo.fandom.com/wiki/Vitalyevna" target="_blank" rel="noopener" class="mycode_url">https://halo.fandom.com/wiki/Vitalyevna</a>Â (Vitalyenva, Planet Tallista orbits)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Freedom_and_Liberation_Party" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Freedom_and_Liberation_Party</a>Â (FLP)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Colonial_Administration_Authority" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Colonial_Admin..._Authority</a>Â (CMA, FLPs main adversaries)Â </span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Gao" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Gao</a>Â (Republic of Gao)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Gao_battle-jumpers" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Gao_battle-jumpers</a>Â (Gao Battle Jumpers)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/EMP_rifle" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/EMP_rifle</a>Â (EMP Rifle for Olympus)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halowaypoint.com/en-us/universe/vehicles/d81-lrt-condor" target="_blank" rel="noopener" class="mycode_url">https://www.halowaypoint.com/en-us/unive...lrt-condor</a>Â (Condor aircraft)</span>]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-small;" class="mycode_size">Context for suggestion is available in #Lorebus</span><br />
<span style="font-size: x-large;" class="mycode_size"><span style="color: #ff3333;" class="mycode_color">Introduction</span>:</span><br />
<span style="font-size: small;" class="mycode_size">Good Morning/Afternoon to the wonderful person reading this!</span><br />
<span style="font-size: small;" class="mycode_size">If you have ever played as an innie (which I assume everyone reading has), you'll probably notice the lack of URF unique gear and weapons available. Infact, the best weapons and gear acquirable were usually available to standard marines from round start!</span><br />
<br />
<span style="font-size: small;" class="mycode_size">Not anymore! Myself, Cael, and the rest of the URF faction proudly presents our new idea for spicing up the freedom fighter cargo life.Â </span><br />
<span style="font-size: small;" class="mycode_size">Groups of Interest(GO<span style="font-size: small;" class="mycode_size">Is</span>)!Â </span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #ff3333;" class="mycode_color">How does this help improve insurrectionist gameplay?</span>:</span><br />
<span style="font-size: small;" class="mycode_size">Simply put, you will be able to affiliate with, do certain tasks for, and be rewarded by four separate GOIs, each with their own style of objective* and rewards. Instead of being a marine rehash requiring much longer prep time to get gear with identical use to that of a standard marine, you'll be rewarded and equipped with much more specialised and potentially more dangerous equipment, if used by the right person.</span><br />
<br />
<br />
<span style="font-size: xx-large;" class="mycode_size">Primary Groups of Interest:</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #ff9933;" class="mycode_color">Khoros Desert Raiders</span>:</span><br />
<span style="font-size: large;" class="mycode_size">"<span style="color: #cc9933;" class="mycode_color"><span style="font-size: large;" class="mycode_size">T</span></span></span><span style="color: #cc9933;" class="mycode_color"><span style="font-size: large;" class="mycode_size">he strong rule over the weak</span></span><span style="font-size: large;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">Harun, Khoros Warlord</span><br />
<span style="font-size: small;" class="mycode_size">Deserts are a vast and empty place. The rich don't understand the appeals of living in a place so lifeless, and the poor fear a land so hospitable, cruel and indifferent. Many are lost in deserts, forgotten to the vast sands of time, only those who leave their marks on the land are ever remembered, atleast more so then simple skeletal remains. In such a cruel land, only the strongest can survive, and the weak will perish. Such philosophy embodies the Khoros Desert Raiders, who chose to operate outside the walls of Talista's capital and instead make their home on the moon's many mountains. Raids are constant, and most who venture outside of the safe walls never return. And for what purpose? Many claim they need the supplies, but in reality, they do it to prove their strength, and to satisfy their passion for battle. Justifying their violent tendencies like a simple hobby, they are resolute in proving their strength and satisfying their desire for war.Â Despite the might of the UNSC, they dare not step under the shadow of the mountains or head out to rescue a dammed trading convoy. After all, only the strong can rule over the weak.Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #999933;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">Fueled by their hunger for battle, and the drugs they often take, a Khoros Desert Raider is never more complete then in the thick of battle, face to face with the closest combatant or terrified civilian. Unlike most conventional armies, their focus is still melee combat, and care little for what firepower the opponent has. Seeing as an axe cannot decapitate a tank, they also developed crude explosive weapons for dealing with much tougher alien threats or hostile vehicles. One of their most popular explosive weapons is the explosive lance, a thrown spear that detonates on contact with a hard surface. As for their melee weapons, they often field modified axes or swords, occasionally with modifications. While it is quite a strange weapon, an electrified axe wielded with both hands is a terrifying force to deal with up close, and can cause even veteran soldiers to panic when close to their necks. (Eluxor is currently making an armor set for this GOI, alongissde a custom donator set to go alongside it. Use his glorious work when it's finished)</span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #cccc33;" class="mycode_color">Basic Tier Equipment</span>: Machete, Sawn Off Shotgun, Shotgun Shells,Â C4, TalistaÂ Spice(minor speed boost to catch up to players, OxycodoneÂ tier pain killerÂ effect,Â slowdown negation. Reduces accuracy of all firearms drastically. Addictive!), Raider Armor (Custom armor Eluxor is making),Â Suicide Vest.</span><br />
<span style="color: #ffcc66;" class="mycode_color"><span style="font-size: small;" class="mycode_size">Intermediate Tier Equipment</span></span><span style="font-size: small;" class="mycode_size">: Explosive Spears, Modified Fire Axe (Electric), Combat Spear (Gives a long lunge distance only when on Tallista spice), Raider horn (summons NPC Raiders from off-screen, long cooldown)Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #ffcc33;" class="mycode_color">Advanced Tier Equipment</span>: Powered Crossbow, Chem Crossbow, Lexorin Bolt, Mind Breaker Bolt, Bicardine Bolt, Dermaline Bolt, Biofoam Bolt,Â Landmine, Pneumatic Cannon, Mongoose.Â (feel free to suggest more!), Warband Requisition Decree (spawns an ERT of Khoros Raiders from dead player pool, single use)</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Melee focused GOI</span><br />
<span style="font-size: x-small;" class="mycode_size">*Uses modified axes, swords and other melee options, often modified for more damage, such as an electrified axe</span><br />
<span style="font-size: x-small;" class="mycode_size">*Uses drugs in combat to shrug off most wounds and get up close.</span><br />
<span style="font-size: x-small;" class="mycode_size">*Crude explosives like explosive lances and C4 for dealing with tougher targets, vehicles and obstacles</span><br />
<span style="font-size: x-small;" class="mycode_size">*Dislikes snipers, they never look the enemy in the eye.Â </span><br />
<br />
<span style="color: #33ccff;" class="mycode_color"><span style="font-size: large;" class="mycode_size">O</span><span style="font-size: large;" class="mycode_size">lymp</span><span style="font-size: large;" class="mycode_size">us Council</span></span><span style="font-size: large;" class="mycode_size">:</span><br />
<span style="font-size: large;" class="mycode_size">"<span style="color: #3399ff;" class="mycode_color">The council will decide your fate</span></span><span style="font-size: large;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">UnknownÂ </span><br />
<span style="font-size: small;" class="mycode_size">Not much is known about the Olympus Council from the outside. Most people will have never heard of them, and the majority that have some knowledge of what the council is, will assume they are the collective 15Â owners of Adept Robotics. While this is technically true, they are not just the creators of AI ranÂ machines and human piloted drones. Beneath most of their factories, they practise their less then legal methods. Their factories are simply disguises for humanities biggest unregulated black market, and thisÂ woulldn't be possible without Tradestar. While on the surface, Tradestar is their main competitor, the council of 15Â is comprised of 5 Tradestar members, who specialise in helping pioneer laser and electrical energy use. With both of their collective wealth and skills, both experimental electric powered weapons and fully functional machines of war were created, and without any legal barriers, they quickly overwhelmed the criminal underworld with their influence, many desperate to get into their illusive black market.Â There is nothing the council won't do to maintain theirÂ secrecy and profits. Once you enter theirÂ factory, the council will decide your fate...Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #66cccc;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">The Olympus Council care little about battle, and focus their efforts towards their profit. War is extremely profitable, and they've begun affiliating and trading equipment with the Insurrection in exchange for their service. With little care for the rules of war, a lot of their weapon designs are heavily</span><span style="font-size: small;" class="mycode_size">Â experimental.Â </span><span style="font-size: small;" class="mycode_size">Â One of their most popular creations is the EMP Rifle, designed for shutting down key targets in the war effort against the UNSC and alien menace. Designed for covenant (and indirectly spartan) shields, they can easily shut down the primary protection of humanities greatest threat in a single shot, all from a rifle and a backpack charger. They also have man portable Coilguns, the same technology used in MAC cannons, but on a much smaller scale, powered by a backpack,Â to penetrate shield technology and strike at the thing within. While they don't make combat vehicles, they have modified various mechs to be combat worthy. Even a power loader can be a terrifying threat with a simple tweak of armor and the addition of a few weapons. (Use white innie armor. )</span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33ccff;" class="mycode_color">Basic Tier Equipment</span>: Ripley Power Loader, MA5B, MA5B HE Ammo,Â Innie Rocket Launcher,Â Rocket Ammo, Man-Machine Interface(MMI)Â Hydraulic Clamp (mech), Drill (mech), OlympusÂ Armor (Innie White Heavy Armor)</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33cccc;" class="mycode_color">Intermediate Tier Equipment</span>:Â Backpack EMP Rifle, Power Sink, Modified Combat Loader, Ranged Armor (Mech), Scattershot (Mech), Ultra AC 2 (Mech),Â Night Vision Goggles,Â <span style="font-size: small;" class="mycode_size">Innie Modified DMR (3 shot burst version), DMR ammo, Olympus Fleet Beacon (Spawns a small Olympus Naval fleet in the overmap, single use)</span></span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33cc66;" class="mycode_color">Advanced Tier Equipment</span>: Backpack Coilgun (Pierces through shields), Coilgun Ammo, EMP Grenades, Thermal Goggles(Optical Thermal Scanner, sees through Covenant Cloaking), Posibrain,Â YGGDRASIL Mech (Expensive, top tier hardware modified from ONI blueprints, replace with alternative Olympus sprite if possible)Â Repair drone (mech), Ion Cannon(mech), Missiles (mech), Olympus Task Force Beacon (Spawns an Olympus ERT from the dead player pool), Condor Beacon (Single Use, CallsÂ in an experimental Condor air transport with no guns. Holds a small amount of people but can hack through faction requirement landing zones, allowing it to fly into the UNSC Bertel's hanger among other things.)Â </span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Ranged focused GOI with heavy support focus</span><br />
<span style="font-size: x-small;" class="mycode_size">*Experimental weapons and technology, difficult to maintain and not user friendly</span><br />
<span style="font-size: x-small;" class="mycode_size">*Heavy focus on countering shields. EMP Rifle disables shields and the Portable Coilgun can pierce through shields</span><br />
<span style="font-size: x-small;" class="mycode_size">*Modified mechs able to provide fire support and assist allies</span><br />
<span style="font-size: x-small;" class="mycode_size">*Struggles to fight opponents with heavy armor.Â </span><br />
<span style="font-size: x-small;" class="mycode_size">*Not designed for single fights, struggles to win alone. Much better at supporting allies and dealing with shields.</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #339933;" class="mycode_color">Freedom and Liberation Party(FLP)</span>:</span><br />
<span style="font-size: large;" class="mycode_size">"</span><span style="color: #669966;" class="mycode_color"><span style="font-size: large;" class="mycode_size">A single death is a tragedy; A million deaths is a statistic</span></span><span style="font-size: large;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">Commonly used FLP justification</span><br />
<span style="font-size: small;" class="mycode_size">The Freedom and Liberation Party(FLP) is an insurrectionist group based in the Eridanus sector, but with strong ties to the planet Mamore. In 2511, they detonated a nuclear device near one of Mamore's landmarks, killing 2 million and injuring 8 million more. Many have suspected to have died of radiation based illnesses, such as cancer, much later after the attack, making the death toll given a vast understatement. They wish for the Colonial Millitary Administration (and by extension, the UNSC) to leave the Eridanus system, their proud home. To them, their home is simply not the same under the control of the filth that is the UEG. the UEG don't deserve the worlds they subjugate, and the FLP would rather see their homeworld in a blazing inferno rather then owned by the "Cancer of the Colonies". If the people don't own it, no one should.Â They will stop at nothing to achieve their goals. After all, a million deaths is just a statistic.Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #339966;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">With little care for civilian life, the FLP commonly employ Scorched Earth Policies and tactics in order to deny the enemy tactical positions and force them to reposition. The most common weapon found in the FLP is the flamethrower, which relies on canisters to give it the gas it needs. Other then standard canisters, special ammunition is also used. White Phosphorus canisters spew flames that coat a smaller area in longer lasting fire, Napalm coats a larger area in short lasting flames, and the famed Oxide Tank, stolen from the UNSC's Hellbringers, allows them to coat targets in extremely hot flames, doing a lot more temperature and burn damage, though with a much smaller tank and ammo reserve. FLP members also designed special Napalm and White Phosphorus grenades, that can light areas ablaze in fire. Their armor comes with no protection against the fire they wield (dark green innie armor should be great, if eluxor isn't planning on making anything custom).Â </span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #33cc33;" class="mycode_color">Basic Tier Equipment</span>: Flamethrower, Regular fuel Canisters, Regular Incendiary grenade. FLP Armor (Dark Green Innie Medium Armor), Gas Mask, Extended Oxygen Tank, Fire Extinguisher, M90 Shotgun, Shotgun Shells, Shotgun Slugs, Bicardine gas grenade, Dermaline gas grenade.</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #339933;" class="mycode_color">Intermediate Tier Equipment</span>: White Phosphorus Canisters, Napalm Canisters, Tear Gas Grenade, Chloral Hydrate gas grenade,Â Regular Incendiary mine, Fuel tank (draggable exploding version), Thermite beaker box, Welder, Paratrooper Flare (Spawns an NPC group of FLP soldiers with non-pyromaniac weaponry. Single use)Â </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #336633;" class="mycode_color">Advanced Tier Equipment</span>: Oxide tank, White Phosphorus Grenade, Napalm Grenade, Air Scrubber, Dragon's Breath Shells (Shotgun, Incendiary), Lexorin Gas Grenade, Polytrinic Gas Grenade, Liberation Squad Beacon (Spawns an ERT of FLP Incendiary Specialists from the pool of dead players. Single use!)</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Specialist area deniers, focus on forcing enemies back and out of position, or denying them access to an area</span><br />
<span style="font-size: x-small;" class="mycode_size">*Large focus on incendiary weapons, often dangerous to the user and his allies, must be used with caution</span><br />
<span style="font-size: x-small;" class="mycode_size">*Special ammo types available for different purposes. Able to switch from one type to another quickly</span><br />
<span style="font-size: x-small;" class="mycode_size">*Strong utility with incendiary grenades, able to be used both defensively and offensively.</span><br />
<span style="font-size: x-small;" class="mycode_size">*Flamethrower can ignite flammable gases like methane. Can easily result in hilarious disaster or strategic genius.Â </span><br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #993333;" class="mycode_color">Republic of Gao</span>:</span><br />
<span style="font-size: medium;" class="mycode_size">"</span><span style="color: #663333;" class="mycode_color"><span style="font-size: large;" class="mycode_size">If there is to be war on Gao, I intend to be on the right side of it</span></span><span style="font-size: medium;" class="mycode_size">" - </span><span style="font-size: x-small;" class="mycode_size">Arlo Casille, Gao Minister of War</span><br />
<span style="font-size: small;" class="mycode_size">While Gao is an incredibly bio diverse place, with plenty of unique creatures, such as great apes and snails with no shells, a functioning government is still operational, and democracy is still maintained, ran by a Cabinet of Ministers and an elected president. One would consider this to be the perfect UEG world, but this isn't quite the case. The Gao Charter declares their sovereignty, and requires all members of government to oppose anyone who would dare impeach their freedom. Their primary tactics and doctorine focus stealth, infiltration and sabotage, which has won them many "battles"Â in the past without having to fire a single bullet, instead burning the supplies of their enemies and forcing them to starve or surrender.Â They have tried on a few occasions to justify conflict against the UNSC, with little success. Despite this, they remain one of the most technologically advanced competetors to the UNSC, and maintain public support for the Insurrection movement. Their supplies are invaluable to the insurrection, and assist wherever they can through their agents in the Ministry of Protection. Democracy may slow their action, but they will never stop until the UNSC submits to the freedom fighters they support.</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #666633;" class="mycode_color">Equipment</span>:</span><br />
<span style="font-size: small;" class="mycode_size">While the Republic of Gao have the resources to sustain a full war, they often prefer not to get into conflict with the UNSC and UEG, at least not publicly.Â Â As such, they rely on many agents and spec ops units to achieve success and cause failure behind the scenes. The most famous of these spec ops groups are the Gao Battle Jumpers, who can last months behind enemy lines relying on each other. Each of their agents is equipped with an Agent ID, an ID able to be freely edited, faking both name and occupation, camera bugs, door subverters (a tool used to bypass doors, used by Master Chief and the marinesÂ in the mission "343 Guilty Spark") and the most trusted associates or agents being provided with holographic technology, allowing their clothing to take any other shape. While X52 have the capacity to make such technology, Gao agents can also be equipped with poison syringes disguised as biofoam, sedativesÂ disguised as Bicardine or simply just a silenced Magnum, for eliminating key targets. To make sure no cries are heard over radio, they can also come with a single use EMP grenade that explodes instantly on activation. If sabotage, infiltration and assassination are no longer an option, they can don the black and red suits, and eliminate the hostiles as a battlejumper. No witnesses.(James has battle jumper sprites. Seek him out for them, be polite!)</span><br />
<br />
<span style="font-size: small;" class="mycode_size"><span style="color: #663333;" class="mycode_color">Beginner Tier Equipment</span>: Agent ID, Silenced Magnum (ODST Var.), Magnum ammo, Camera bugs, Voice Changer(fits into face slot items, lets you change your voice identity, the name that appears in brackets), Handcuffs, Smoke Grenade, Humbler, Night Vision GogglesÂ </span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #663333;" class="mycode_color">Intermediate Tier Equipment</span>: Fake Biofoam Syringe (disguised as Biofoam but contains Lexorin), Fake Bicardine pill (disguised as Bicardine but contains Chloral Hydrate), Silenced SMG (ODST ver), SMG ammo,Â Chloral Hydrate Grenade, Taser, Sleeper Agent PhoneÂ (Spawns a single player out of the dead player pool as an Agent equipped with Gao tech. Spawns on Geminus! Single Use)</span><br />
<span style="font-size: small;" class="mycode_size"><span style="color: #993333;" class="mycode_color">Advanced Tier Equipment</span>: Holographic Kit (same as in R&amp;D),Â Gao Battle-Jumper Armor, NVG (Disguised as Sunglasses),Â Mulligan SyringeÂ (randomizes appearance and identity),Â EMP Flashlight, Fredom Implant, Holdout Magnum, Foldable SMG,Cryptographic Sequencer (substitute for Door Subverter, replace with subverter when made), Battle-Jumper Requisition (Spawns an ERT of Gao Battle Jumpers from the dead player pool. Single Use!)</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">*Stealth focused GOI with alternative combat options with battle-jumper armor</span><br />
<span style="font-size: x-small;" class="mycode_size">*Able to create fake identities and jobs, and blend in with either the crowd or the enemy</span><br />
<span style="font-size: x-small;" class="mycode_size">*Many tools for assassination, most designed to look like an accident, with mislabelled chemicalsÂ </span><br />
<span style="font-size: x-small;" class="mycode_size">*Able to silence radios if discovered, or to make sure the victim doesn't alert anyone else.Â </span><br />
<span style="font-size: x-small;" class="mycode_size">*Can be searched and discovered, relies on blending in.Â </span><br />
<span style="font-size: x-small;" class="mycode_size">*Needs to kill someone for radio access. May be easily figured out from not following obvious radio commands</span><br />
<br />
<span style="font-size: x-small;" class="mycode_size">Cannon links and sources cited</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://halo.fandom.com/wiki/Talitsa" target="_blank" rel="noopener" class="mycode_url">https://halo.fandom.com/wiki/Talitsa</a>Â (Talista, Desert Raider homeworld)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://halo.fandom.com/wiki/Vitalyevna" target="_blank" rel="noopener" class="mycode_url">https://halo.fandom.com/wiki/Vitalyevna</a>Â (Vitalyenva, Planet Tallista orbits)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Freedom_and_Liberation_Party" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Freedom_and_Liberation_Party</a>Â (FLP)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Colonial_Administration_Authority" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Colonial_Admin..._Authority</a>Â (CMA, FLPs main adversaries)Â </span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Gao" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Gao</a>Â (Republic of Gao)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/Gao_battle-jumpers" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Gao_battle-jumpers</a>Â (Gao Battle Jumpers)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halopedia.org/EMP_rifle" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/EMP_rifle</a>Â (EMP Rifle for Olympus)</span><br />
<span style="font-size: x-small;" class="mycode_size"><a href="https://www.halowaypoint.com/en-us/universe/vehicles/d81-lrt-condor" target="_blank" rel="noopener" class="mycode_url">https://www.halowaypoint.com/en-us/unive...lrt-condor</a>Â (Condor aircraft)</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ghost - Hiding your own ghost option.]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1116</link>
			<pubDate>Wed, 22 May 2019 01:46:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=114">TopHatPenguin</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1116</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Summary: </span>introducing a verb that sets your layer to 0 (or if that's used for something else then the layer below everything.) to hide it so you can just relax and watch the battles without your ghost getting in the way.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Summary: </span>introducing a verb that sets your layer to 0 (or if that's used for something else then the layer below everything.) to hide it so you can just relax and watch the battles without your ghost getting in the way.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ghost - Toggle Zoom]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1115</link>
			<pubDate>Wed, 22 May 2019 01:42:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=114">TopHatPenguin</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1115</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Summary:</span>Â  being able to zoom out further as a ghost just so you can see a full battle taking place would be some nice QOL. In regards of how far I'll leave that down to you.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Summary:</span>Â  being able to zoom out further as a ghost just so you can see a full battle taking place would be some nice QOL. In regards of how far I'll leave that down to you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ONI - Role Improvements.]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1114</link>
			<pubDate>Wed, 22 May 2019 01:27:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=114">TopHatPenguin</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1114</guid>
			<description><![CDATA[Currently ONI is in a really awkward situation of being an interesting Rp role and being rather dull due to a lack of any interactions with the other factions or anybody else. I'll probably mention this quite a lot but there really aren't many players wanting to play ONI either unless it's late into the round as then there's a chance that the base might be raided.<br />
<br />
<br />
Let me reiterate that RP wise ONI is brilliant it's just that for example if you playÂ  a guard/ guard leader your job is to just stare at sand for 40 minutes, if you have a fellow guard (most of the time you won't until late into the round when someone respawns as ONI) it's alright but it's still dull compared to playing any of the other faction roles. Additionally you can spawn round start as a guard but have no researchers so your existence is pretty much moot besides defending an empty facility.<br />
<br />
Researchers/Director, they've got research to complete and the can RP with the guards, go out to the mine and explore. Great stuff, however once they've researched their whacky new contraption of death they lack anybody to use it on because it's not like they can go off world to fight.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Idea Number One:</span></span><br />
So I'd like to propose something to liven up playing as an ONI role:<br />
<br />
-Hostile mobs attacking the outpost. (whether it be flood, some bugs etc.)<br />
<br />
It's a simple gesture but I believe it could help with the current issue with playing as any of the ONI roles right now.<br />
<br />
By adding hostile mobs it means:<br />
- Even if there's one guard oni player and nobody else they still have something to do and not just go ssd after a few moments of trying to rp with themselves. <br />
- Hopefully would encourage more players to want to play ONI.<br />
- researchers get to field test their weapons against an actual foe instead of cardboard.<br />
- Doesn't need to rely on other factions wanting to land and interact or<br />
<br />
<br />
<br />
I mean it's not exactly a fix it's more of a bandaid to help make the roles a bit more fun.<br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Idea Number Two:<br />
<br />
</span><span style="font-size: x-small;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">Have ONI be actively involved on KS7 with a temporary (tent like) outpost so the researchers can explore the remains of KS7 for artefacts and the guards are always on an escort/defence order in a highly active area for all factions meaning more RP interactions. The issue would then be KT9 and what to do with spawns there.<br />
<br />
<br />
I'm just throwing ideas out and hoping that some of you chaps will as well to help improve the ONI roles.</span></span></span>]]></description>
			<content:encoded><![CDATA[Currently ONI is in a really awkward situation of being an interesting Rp role and being rather dull due to a lack of any interactions with the other factions or anybody else. I'll probably mention this quite a lot but there really aren't many players wanting to play ONI either unless it's late into the round as then there's a chance that the base might be raided.<br />
<br />
<br />
Let me reiterate that RP wise ONI is brilliant it's just that for example if you playÂ  a guard/ guard leader your job is to just stare at sand for 40 minutes, if you have a fellow guard (most of the time you won't until late into the round when someone respawns as ONI) it's alright but it's still dull compared to playing any of the other faction roles. Additionally you can spawn round start as a guard but have no researchers so your existence is pretty much moot besides defending an empty facility.<br />
<br />
Researchers/Director, they've got research to complete and the can RP with the guards, go out to the mine and explore. Great stuff, however once they've researched their whacky new contraption of death they lack anybody to use it on because it's not like they can go off world to fight.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Idea Number One:</span></span><br />
So I'd like to propose something to liven up playing as an ONI role:<br />
<br />
-Hostile mobs attacking the outpost. (whether it be flood, some bugs etc.)<br />
<br />
It's a simple gesture but I believe it could help with the current issue with playing as any of the ONI roles right now.<br />
<br />
By adding hostile mobs it means:<br />
- Even if there's one guard oni player and nobody else they still have something to do and not just go ssd after a few moments of trying to rp with themselves. <br />
- Hopefully would encourage more players to want to play ONI.<br />
- researchers get to field test their weapons against an actual foe instead of cardboard.<br />
- Doesn't need to rely on other factions wanting to land and interact or<br />
<br />
<br />
<br />
I mean it's not exactly a fix it's more of a bandaid to help make the roles a bit more fun.<br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Idea Number Two:<br />
<br />
</span><span style="font-size: x-small;" class="mycode_size"><span style="font-size: medium;" class="mycode_size">Have ONI be actively involved on KS7 with a temporary (tent like) outpost so the researchers can explore the remains of KS7 for artefacts and the guards are always on an escort/defence order in a highly active area for all factions meaning more RP interactions. The issue would then be KT9 and what to do with spawns there.<br />
<br />
<br />
I'm just throwing ideas out and hoping that some of you chaps will as well to help improve the ONI roles.</span></span></span>]]></content:encoded>
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		<item>
			<title><![CDATA[ONI Base - Additional cigerette vendors.]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1113</link>
			<pubDate>Tue, 21 May 2019 20:28:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=114">TopHatPenguin</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1113</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Summary: </span>Additional cigarette vendors added to the ONI base. Probably just one in the barracks bar/canteen and one added into the lvl2 break room.<br />
<br />
As it stands there only seems to be one on the outpost and that's the hangar one which is underground and rather out of the way.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Summary: </span>Additional cigarette vendors added to the ONI base. Probably just one in the barracks bar/canteen and one added into the lvl2 break room.<br />
<br />
As it stands there only seems to be one on the outpost and that's the hangar one which is underground and rather out of the way.]]></content:encoded>
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		<item>
			<title><![CDATA[Janitorial supplies]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1107</link>
			<pubDate>Sun, 19 May 2019 19:47:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=335">Infix</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1107</guid>
			<description><![CDATA[So I played a round as a janitor this is the first time and when I went into the janitorial supplies room the supplies in the room are as followsÂ <br />
<br />
-Â bio suitÂ <br />
-Â janitorial cart<br />
-Â mopÂ <br />
-Â buckets to fill the cart<br />
-Â 2 bottles of space cleaner<br />
<br />
Whats missing isÂ <br />
<br />
- trash bags for trash those pesky marine leave about<br />
- Trash bin to dump the trash in since there is no disposals or furnace to burn stuff like biohazard wasteÂ (One of those big green ones I've seen on other servers or whatever is avaliable)<br />
- 4 x wet floor signs as that is the max that can fit in the cart<br />
- Light replacer<br />
- 2 x Boxs of replacement lights or 1Â whatever makes sense<br />
- Box of mousetraps(thought I doubt there would be mice on a immaculately clean vessel)<br />
- Bear traps(For pests bigger than mice but also could be used to trapÂ innies or covvies who board)<br />
- Janitors belt(To hold all these wonderful supplies may want to recolour it as the standard one used on other servers is purple)<br />
<br />
Also I suggest making the Janitorial supplies room only accessible by janitors simply because I went SSD for a few minutes about a hour, so into the round and someone decides to walk in and steal the biohazard suit which has a legitimate purpose why would a marine need a biohazard suit on a battlefield so it makes me wonder how many players have stolen it before.]]></description>
			<content:encoded><![CDATA[So I played a round as a janitor this is the first time and when I went into the janitorial supplies room the supplies in the room are as followsÂ <br />
<br />
-Â bio suitÂ <br />
-Â janitorial cart<br />
-Â mopÂ <br />
-Â buckets to fill the cart<br />
-Â 2 bottles of space cleaner<br />
<br />
Whats missing isÂ <br />
<br />
- trash bags for trash those pesky marine leave about<br />
- Trash bin to dump the trash in since there is no disposals or furnace to burn stuff like biohazard wasteÂ (One of those big green ones I've seen on other servers or whatever is avaliable)<br />
- 4 x wet floor signs as that is the max that can fit in the cart<br />
- Light replacer<br />
- 2 x Boxs of replacement lights or 1Â whatever makes sense<br />
- Box of mousetraps(thought I doubt there would be mice on a immaculately clean vessel)<br />
- Bear traps(For pests bigger than mice but also could be used to trapÂ innies or covvies who board)<br />
- Janitors belt(To hold all these wonderful supplies may want to recolour it as the standard one used on other servers is purple)<br />
<br />
Also I suggest making the Janitorial supplies room only accessible by janitors simply because I went SSD for a few minutes about a hour, so into the round and someone decides to walk in and steal the biohazard suit which has a legitimate purpose why would a marine need a biohazard suit on a battlefield so it makes me wonder how many players have stolen it before.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Colony ship]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1105</link>
			<pubDate>Sun, 19 May 2019 15:40:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=233">getfreur</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1105</guid>
			<description><![CDATA[A civilian ship that belong to a neutral faction and are going to colonize KS7, they don't know nothing about the glassing or the covenant, just that the colony suffer some type of natural destruction, but now new and valuable ore deposits are available for mining.<br />
The ship would have the more pratical roles that the old colony had, but would have too a captain and a security force with some rifles, something that would be normally used to repel pirates, they could use so of the civilian ship designs that exist already or it could be a totally new design, i think they could have some sort of transport like a pelican or a civilian warthog, either way the ultimate goal of the colonists are to establish a sucesseful colony.]]></description>
			<content:encoded><![CDATA[A civilian ship that belong to a neutral faction and are going to colonize KS7, they don't know nothing about the glassing or the covenant, just that the colony suffer some type of natural destruction, but now new and valuable ore deposits are available for mining.<br />
The ship would have the more pratical roles that the old colony had, but would have too a captain and a security force with some rifles, something that would be normally used to repel pirates, they could use so of the civilian ship designs that exist already or it could be a totally new design, i think they could have some sort of transport like a pelican or a civilian warthog, either way the ultimate goal of the colonists are to establish a sucesseful colony.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New colony]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1065</link>
			<pubDate>Fri, 26 Apr 2019 14:15:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=383">Frontline03</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1065</guid>
			<description><![CDATA[Currently Ks7 is not a good colony<br />
We have some ideas for a new ks7<br />
<br />
â€¢ Medium map<br />
â€¢ Underground oni base<br />
â€¢ Desert biome location of a colony(currently Named emsville)<br />
1. Security<br />
2. Bunks<br />
3. Perimeter fence<br />
4. Gate<br />
5. Landing pads<br />
6. Medical<br />
7. Garage(Contains warthogs)<br />
<br />
â€¢ Snowy Mountainous rangeÂ <br />
1. Secret insurrection outpost,Â <br />
2. Outpost Only accessible by pelican<br />
3. Just a small valley, one or two people wide<br />
<br />
â€¢ â€œBadlandsâ€<br />
1. Ruined city<br />
2. Crashed land and air vehicles<br />
3. Abandoned buildings(Mining, Arsenals)<br />
4. Hostile fauna<br />
5. Abandoned vehicles<br />
6. Weapons scattered<br />
7. Abandoned fortifications]]></description>
			<content:encoded><![CDATA[Currently Ks7 is not a good colony<br />
We have some ideas for a new ks7<br />
<br />
â€¢ Medium map<br />
â€¢ Underground oni base<br />
â€¢ Desert biome location of a colony(currently Named emsville)<br />
1. Security<br />
2. Bunks<br />
3. Perimeter fence<br />
4. Gate<br />
5. Landing pads<br />
6. Medical<br />
7. Garage(Contains warthogs)<br />
<br />
â€¢ Snowy Mountainous rangeÂ <br />
1. Secret insurrection outpost,Â <br />
2. Outpost Only accessible by pelican<br />
3. Just a small valley, one or two people wide<br />
<br />
â€¢ â€œBadlandsâ€<br />
1. Ruined city<br />
2. Crashed land and air vehicles<br />
3. Abandoned buildings(Mining, Arsenals)<br />
4. Hostile fauna<br />
5. Abandoned vehicles<br />
6. Weapons scattered<br />
7. Abandoned fortifications]]></content:encoded>
		</item>
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