Colonial Marines Simulator 2017

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Eenkogneeto
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Colonial Marines Simulator 2017

Post by Eenkogneeto » 02 Jan 2017, 10:30

https://www.youtube.com/watch?v=AUq4GQkbZps&list=PL572172884C1FC772 You are the commander of your very own ship, The VSS Geiger. It's an older ship but you love her like a child. You are tasked with investigating a distress call from a colony on the planet you are now orbiting. LV-334, A dark jungle planet with only a few habitat-domes visible through the foliage.
You find yourself in your command deck, staring at the cryosleep controls. You have limited personnel available without declaring a state of emergency... Only a depressing 25 bodies excluding yourself. Hopefully, more will wake up over time. For now, you need to decide who you will wake up for the start of this mission. You could go by the books [And take the recommended ones] or try something...different.
Luckily your marines are the "best" of the "best," So you won't need to worry about policing them onboard your ship. Unluckily you don't have an executive officer to handle this sort of planning for you. And even more unluckily it seems the Corporate Liason is already waking up. You heavily doubt he'll have anything helpful to add during the mission and wish you could just eject him out an airlock.
Standard Personnel

Marines: 0/Inf (Suggest: 6)
Squad Leaders: 0/4 (Suggest: 2)
Specialists (Heavy)[Sadar/Smartgun/GL]: 0/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 0/4 (suggest: 2)
Combat Engineers: 0/8 (Suggest: 2)
Combat Medics: 0/8 (Suggest: 2)
Doctors: 0/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 0/6 (Suggest:2)
CMO: 0/1 (Suggest: 1)
Requisitions and Engineering Officer: 0/1 (Suggest:1)
Bridge Officers: 0/4 (Suggest: 2)
Pilot Officer: 0/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 0/1
Chef: 0/1
Researcher: 0/2
Commissar: 0/2
You hit the submit button and take a drink from a shot glass of whiskey you like to keep handy and glance out the forward viewport, it's not as pretty as modern day reinforced glass panels but it has always had a certain sturdiness to it that was reassuring.
Your meditation is interrupted by the airlock cycling and a man in a tweed jacket and suit stepping into the bridge. The smell of cheap cologne assaults your nose as he whines "Why has the mission not started yet? That colony represents a significant investment on WYs part!" You debate for a while how to respond

A. Pointedly fiddle with your trusty bootknife and give him your best glare.
B. "I would have expected you and your employers to appreciate my discretion and the amount of thought put into whom to employ for this mission." You rumble and offer him your flask, It's empty but he doesn't know that and shrinks away. You got him to drink once...Once.
C. "I refuse to send my men down there blind, It will wait until the planetary scans are complete and we can determine a safe LZ." You pause and then add "For all, we know it could be a simple engineering issue, And wouldn't you feel silly explaining to your employer you have to pay for a full deployment when a few engineers would do?" Take a drink from your shot glass and give him a cold stare.
D. If you want to be less edgy, or god forbid edgier. This is the 'Other' option. Veto rights remain and you'll have to convince people to take your option.

TLDR: Interactive story, the first vote is how to spend your 24 people. Second is your response to the CL. Choose wisely and try not to get your face eaten by aliens.
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Derpislav
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Re: Colonial Marines Simulator 2017

Post by Derpislav » 02 Jan 2017, 10:34

(X) Hate newspapers



Is there supposed to be a vote or first message in decides?
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Karmac
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Re: Colonial Marines Simulator 2017

Post by Karmac » 02 Jan 2017, 10:34

Let's go lads.

7 Marines
2 Squad Leader
3 Heavy Specialists (1 Sadar, 2 Smartgun)
1 Light Specialist (1 Marksman)
2 Combat Engineer
2 Combat Medics
1 Doctor
1 CMO
1 RO
2 BO's
1 PO
1 Commissars

I choose Option A.
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Durper
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Re: Colonial Marines Simulator 2017

Post by Durper » 02 Jan 2017, 10:46

Personnel:

Standard Personnel

Marines: 6/Inf (Suggest: 6)
Squad Leaders: 2/4 (Suggest: 2)
Specialists (Heavy)[Sadar]: 4/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 0/4 (suggest: 2)
Combat Engineers: 2/8 (Suggest: 2)
Combat Medics: 2/8 (Suggest: 2)
Doctors: 1/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 1/6 (Suggest:2)
CMO: 1/1 (Suggest: 1)
Requisitions and Engineering Officer: 1/1 (Suggest:1)
Bridge Officers: 1/4 (Suggest: 2)
Pilot Officer: 1/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 0/1
Chef: 0/1
Researcher: 1/2
Commissar: 1/2

Response to CL:

C. "I refuse to send my men down there blind, It will wait until the planetary scans are complete and we can determine a safe LZ." You pause and then add "For all, we know it could be a simple engineering issue, And wouldn't you feel silly explaining to your employer you have to pay for a full
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Joe4444
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Re: Colonial Marines Simulator 2017

Post by Joe4444 » 02 Jan 2017, 19:24

Marines: 5/Inf (Suggest: 6)
Squad Leaders: 2/4 (Suggest: 2)
Specialists (Heavy)[Sadar/Smartgun/GL]: 3/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 1/4 (suggest: 2)
Combat Engineers:2/8 (Suggest: 2)
Combat Medics: 3/8 (Suggest: 2)
Doctors: 1/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 1/6 (Suggest:2)
CMO: 0/1 (Suggest: 1)
Requisitions and Engineering Officer: 0/1 (Suggest:1)
Bridge Officers: 2/4 (Suggest: 2)
Pilot Officer: 1/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 1/1
Chef: 0/1
Researcher: 1/2
Commissar: 0/2

cluwne because honk.
option C

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Renomaki
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Re: Colonial Marines Simulator 2017

Post by Renomaki » 03 Jan 2017, 00:04

Standard Personnel

Marines: 6/Inf (Suggest: 6)
Squad Leaders: 2/4 (Suggest: 2)
Specialists (Heavy)[Sadar/Smartgun/GL]: 2/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 0/4 (suggest: 2)
Combat Engineers: 2/8 (Suggest: 2)
Combat Medics: 2/8 (Suggest: 2)
Doctors: 1/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 4/6 (Suggest:2)
CMO: 1/1 (Suggest: 1)
Requisitions and Engineering Officer: 1/1 (Suggest:1)
Bridge Officers: 2/4 (Suggest: 2)
Pilot Officer: 1/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 0/1
Chef: 0/1
Researcher: 0/2
Commissar: 0/2

I would pick option D. "Do not worry Liason, I am getting right to it soon enough. Careful planning is vital to ensuring things move along smoothly today. Unless you'd rather we go down ill prepared and bumble about for several hours?"
Sometimes, bravery comes from the most unlikely sources.

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Karmac
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Re: Colonial Marines Simulator 2017

Post by Karmac » 03 Jan 2017, 00:21

Damnit Reno, curse you for being a reasonable person!
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DeadLantern
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Re: Colonial Marines Simulator 2017

Post by DeadLantern » 03 Jan 2017, 07:55

Standard Personnel

Marines: 200/Inf (Suggest: 6)
Squad Leaders: 0/4 (Suggest: 2)
Specialists (Heavy)[Sadar/Smartgun/GL]: 4/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 4/4 (suggest: 2)
Combat Engineers: 8/8 (Suggest: 2)
Combat Medics: 8/8 (Suggest: 2)
Doctors: 0/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 0/6 (Suggest:2)
CMO: 0/1 (Suggest: 1)
Requisitions and Engineering Officer: 0/1 (Suggest:1)
Bridge Officers: 0/4 (Suggest: 2)
Pilot Officer: 0/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 0/1
Chef: 0/1
Researcher: 0/2
Commissar: 0/2

Option Z: "We'll let the marines handle this operation." (All people listed as 0 kill themselves.)
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Eenkogneeto
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Re: Colonial Marines Simulator 2017

Post by Eenkogneeto » 03 Jan 2017, 09:53

Current CL votes: 1 D, 2 C, 1 A
Most people agree on between 5 and 7 marines
Most people agree on 2 SLs
Between 3 and 4 Heavy specialists is most common.
0 And 1 Light specialists
2 Combat engis and 2 Combat medics is all but assured unless people have a sudden change of heart.
Ditto for CMO and Doctor being 1.
Most people want 0 or 1 MT/CTs and a CE/RO
And most people can agree on two BOs and a PO.

Marines: 6/Inf (Suggest: 6)
Squad Leaders: 2/4 (Suggest: 2)
Specialists (Heavy)[Sadar/Smartgun/GL]: 3/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 1/4 (suggest: 2)
Combat Engineers: 2/8 (Suggest: 2)
Combat Medics: 2/8 (Suggest: 2)
Doctors: 1/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 1/6 (Suggest:2)
CMO: 1/1 (Suggest: 1)
Requisitions and Engineering Officer: 1/1 (Suggest:1)
Bridge Officers: 2/4 (Suggest: 2)
Pilot Officer: 1/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 0/1
Chef: 0/1
Researcher: 0/2
Commissar: 0/2

This has one more person to assign, but is it an acceptable middle ground between all of your suggestions thus far?
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Karmac
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Re: Colonial Marines Simulator 2017

Post by Karmac » 03 Jan 2017, 18:00

Yes, I vote last guy is Chef
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Eenkogneeto
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Re: Colonial Marines Simulator 2017

Post by Eenkogneeto » 04 Jan 2017, 21:28

https://www.youtube.com/watch?v=UgctgP2eDbU You decide on a chef as your last to wake up and then turn to the CL to reply. "I refuse to send my men down there blind, It will wait until the planetary scans are complete and we can determine a safe LZ." You pause and then add "For all, we know it could be a simple engineering issue, And wouldn't you feel silly explaining to your employer you have to pay for a full deployment when a few engineers would do?" You take a drink from your shot glass and give him a cold stare while submitting your crew request. You hear a loud hiss as several cryogenic storages open at once. And then the clambering of the marines and crew as they rush to their positions with practiced ease, Gearing up and eating the prepared food the chef had hastily thrown together.
The CL responded to your statement by storming off, Presumably to sulk in his office and fax his superiors about how terrible you are. You take solace in the fact that someone else has to deal with his whining too.
Your two chipper young bridge officers liven up the bridge with their chattering to their respective squads and then report in. (See below)
...
Some time passes as the marines get prepped, And soon enough it's twenty minutes past when you woke everyone up.
You could hold briefing now, Everyone should be ready, Or delay for even more detailed scans of the planet below, And to give time for everyone to wake up fully.

(Either way...)
On your way to briefing the PO radios in some potential LZs and uploads them to the map on your PDA. You start going over how to deploy your troops in your head as you walk down the dimly lit gunmetal grey hallway towards briefing. Some crew salute you as you pass but mostly they just focus on their jobs.

A. Deploy everyone on the dropship 'Salvation' to one of the LZs, Afterall you only have so many troops, to begin with, Why split them up right away?
B. Deploy half on the 'Salvation' and the other half on 'Damnation' - your drop pod. Allows you to assign the two squads to different tasks and complete them more or less at the same time.
C. Something else.



Squad 1: Alpha, Squad Leader, 2 Heavy Specialists(Sadar, GL), 1 Medic, 1 Engineer, 3 Standard Marines. BO assigned to overwatch. Reports squad is ready for the briefing.
Squad 2: Beta, Squad leader, 1 Heavy Specialist(Smartgun), 1 Light Specialist (Marksman), 1 Medic, 1 Engineer, 3 Standard Marines. BO assigned to overwatch. Reports all but one marine is ready for the briefing.
Current Morale: High (Average Supplies, Good food, Active Command)
Current Intelligence: Moderate (Blueprints of each dome and rough visuals on exteriors. Power confirmed damaged but systems more or less intact. Little to no motion detected.)

Vote 1, Briefing time: Now (As above, No morale loss from waiting around), Later (Higher scan accuracy, Time passes)
Vote 2, Deployment Decision! (Just how they drop, Not where or what to do yet...)

Image
(Behold my shitty drawing so you can plan! Your actual intel is probably more accurate.)
The domes are all fairly beaten up, the Bridge Officers suggest it's probably space pirates looting the place.
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Karmac
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Re: Colonial Marines Simulator 2017

Post by Karmac » 04 Jan 2017, 23:15

Briefing at 12:25, or whatever that translates to in this fantasy world

Alpha gets Salvation

Beta gets Damnation
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Re: Colonial Marines Simulator 2017

Post by Snypehunter007 » 07 Jan 2017, 04:48

12:12

Option A
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Re: Colonial Marines Simulator 2017

Post by YungCuz » 27 Feb 2017, 04:27

Bump cause this is cool?
http://i.imgur.com/b9XSpih.png Ayyliums
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I am here in the shadows.....
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Ms.Degrasse
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Re: Colonial Marines Simulator 2017

Post by Ms.Degrasse » 28 Feb 2017, 05:10

Briefing time: Later.

Deploy: A (B (Half on Salvation, and Half on Damnation)

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Caryl
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Re: Colonial Marines Simulator 2017

Post by Caryl » 28 Feb 2017, 09:11

Standard Personnel

Marines: 4/Inf (Suggest: 6)
Squad Leaders: 2/4 (Suggest: 2)
Specialists (Heavy)[Sadar/Smartgun/GL]: 2/4 (Suggest: 2)
Specialists (Light)[Flamer/B18/Marksman]: 1/4 (suggest: 2)
Combat Engineers: 2/8 (Suggest: 2)
Combat Medics: 2/8 (Suggest: 2)
Doctors: 2/3 (Suggest: 1)
Maintenance and Requisitions Technicians: 2/6 (Suggest:2)
CMO: 1/1 (Suggest: 1)
Requisitions and Engineering Officer: 1/1 (Suggest:1)
Bridge Officers: 2/4 (Suggest: 2)
Pilot Officer: 1/1 (Suggest: 1)

Alternate Personnel

Corporate Liason: 1/1 (Locked)
Clown: 0/1
Chef: 0/1
Researcher: 0/2
Commissar: 0/2
B. "I would have expected you and your employers to appreciate my discretion and the amount of thought put into whom to employ for this mission." You rumble and offer him your flask, It's empty but he doesn't know that and shrinks away. You got him to drink once...Once.
Death, is just another part of life.

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Caryl
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Re: Colonial Marines Simulator 2017

Post by Caryl » 28 Feb 2017, 09:17

C. Something else.



Squad 1: Alpha, Squad Leader, 2 Heavy Specialists(Sadar, GL), 1 Medic, 1 Engineer, 3 Standard Marines. BO assigned to overwatch. Reports squad is ready for the briefing.
Squad 2: Beta, Squad leader, 1 Heavy Specialist(Smartgun), 1 Light Specialist (Marksman), 1 Medic, 1 Engineer, 3 Standard Marines. BO assigned to overwatch. Reports all but one marine is ready for the briefing.
Current Morale: High (Average Supplies, Good food, Active Command)
Current Intelligence: Moderate (Blueprints of each dome and rough visuals on exteriors. Power confirmed damaged but systems more or less intact. Little to no motion detected.)

Briefing time: Later
Deployment Decision: Squad 2 takes the 'Salvation' and drops on LZ2.
Death, is just another part of life.

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