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Screenshot and Structure Submissions.md

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Hello everyone! In the general process and whatnot of working on the pack, we've noticed that two aspects of the pack are currently lacking in a way that we, the devs, can't fix:

  • Screenshots on the main Menu
  • Structures, Set pieces and Decoration in-world And by such, we've come to ask you, yes! you! to submit your content and have it voted upon. Rules of common sense apply (strange that I have to say that but you never know with this community), so no stupid stuff. Developers and Staff will moderate at their discretion.

Regarding Main Menu Screenshots: You are encouraged but not required to use shaders. We want to show how SUSY plays out and not make it look better or worse than it is.

TL;DR:

SUBMIT YOUR BUILDINGS / SCREENSHOTS (In #screenshots with the according tag at the moment) HAVE THEM VOTED UPON GET THEM INTO THE PACK PROFIT (WITH FAME AND BLING)

Regarding Structures

Classification

1. Set piece

Does not contain any notable loot, only the structure itself - Example: rock outcrop of ores or like the current concrete spires, wooden shack, etc.

2. Zero-Threat

  • A site that should be able to be conquered with pre-LV equipment, but has some challenge.
    • Example: abandoned mine, falling/gravel hazard, but some tools etc.

3. Low Threat

  • Scalable with LV-MV equipment, according loot.
    • Example: Bandit Camp like we have it right now but less ugly

4. Medium Threat

  • Same as above, MV-HV gear.
    • Example: Military training camp

5. High Threat

  • HV-EV gear.
    • Example: The current structure with AE loot.
    • Example 2: Fortified camp featuring landing pads.

6. Great Threat

  • EV+ Gear
    • Example: Scape & Run: Parasite-overrun area with abandoned buildings and such.
    • Probably better ignored and barricaded away for long times.

Footnote

I also know y'all want AE2 desperately, but please. Have some consideration. AE Loot should be High Threat+ loot. The size of a structure can and should be directly related to their Threat Level.