Marine Strategy - FOB construction

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Meatshield
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Marine Strategy - FOB construction

Post by Meatshield » 31 May 2018, 14:40

GOAL: Construct components for FOB or FOBs onboard in order to construct initial Fortifued positions in minutes. If possible build generators and telecomms before leaving the ship. No squad is on comms, FOB, or power duty, and you have a massive FOB or multiple FOBs with massive operational fuctions within 20 minutes of landing.

Onboard ship

Build enough cades/barbed wire to fill Alamo twice or thrice over. Fill Alamo, return back with a further 20 cades.
Build portable telecomms server and power generator too, or whatever other machinery equipment will be needed.

On surface

A couple engineers who would have been on FOB duty are now free to refit or build a heavily fortified building in the heart of the FOB to provide operational capacity. Such as:

A locally powered onground fortified HQ (to allow the MPs to police the FOB and the command staff to see the situation on the ground)
Or
A fully operational battlefield hospital (negating the need for marines to be sent back on the DS).

Viable strategy?

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Re: Marine Strategy - FOB construction

Post by Gnorse » 31 May 2018, 15:11

Can't drag cades onto the alamo anymore, love.
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Re: Marine Strategy - FOB construction

Post by Tetrino » 01 Jun 2018, 05:53

Can't build comms or power equipment either.
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Re: Marine Strategy - FOB construction

Post by Meatshield » 01 Jun 2018, 08:31

Tetrino wrote:
01 Jun 2018, 05:53
Can't build comms or power equipment either.
wiki/Guide_to_construction#Machines_2

Telecoms Hub
Telecoms Bus
Telecoms Relay
Telecoms Server

P.A.C.M.A.N.-type portable Generator
S.U.P.E.R.P.A.C.M.A.N.-type portable Generator

I really hope this stuff just gets given to marines. Too many times now that the full xeno army just "happens" to surprise attack the squad going to switch on power or telecoms (I suppose its bald not to though), and so more focus can be given to bonuses marines get for securing different types of buildings.

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Re: Marine Strategy - FOB construction

Post by Tony Lotrick » 01 Jun 2018, 08:59

Man, even building a turret before deployment is against the rules and you want to build Lego FoB. Its a good idea, but there is no way for realisation of it.
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Re: Marine Strategy - FOB construction

Post by Tetrino » 01 Jun 2018, 12:40

Squad engineers cannot build machine frames and have no access to the phoron or uranium needed to fuel generators. The Almayer has no means of producing the circuit boards for any of the telecomms machines. If you want to propose that the circuit boards and fuel materials be made available, then gitlab is the avenue for that. The most straightforward means I imagine would be purchaseable requisitions shipments, but then you'd have to compete with already existing FOB materials and tank supplies.

Even so, it's faster to just build the FOB on-site than assembling the components shipside, dragging them onto the Alamo, flying down, and dragging them into the build locations, especially when you factor in everything else that has to be done before the first deployment. Squad engineers have to put together their kits and attend briefing, MTs need to set up the engines and tank.
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Re: Marine Strategy - FOB construction

Post by Brotemis » 02 Jun 2018, 17:36

Tetrino wrote:
01 Jun 2018, 12:40
Squad engineers cannot build machine frames and have no access to the phoron or uranium needed to fuel generators. The Almayer has no means of producing the circuit boards for any of the telecomms machines. If you want to propose that the circuit boards and fuel materials be made available, then gitlab is the avenue for that. The most straightforward means I imagine would be purchaseable requisitions shipments, but then you'd have to compete with already existing FOB materials and tank supplies.

Even so, it's faster to just build the FOB on-site than assembling the components shipside, dragging them onto the Alamo, flying down, and dragging them into the build locations, especially when you factor in everything else that has to be done before the first deployment. Squad engineers have to put together their kits and attend briefing, MTs need to set up the engines and tank.
As RO, I would literally purchase anything OTHER than tank parts.
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Re: Marine Strategy - FOB construction

Post by misto » 02 Jun 2018, 20:36

since OPs idea is apparently not possible, you want some real advice for getting fortifications up faster, here is the best i can give - pfcs can fill sandbags, build sandbag cades, and use the entrenching tool to unmake them to change them around. if youre an engineer, try to pick trustworthy pfcs to aid you in this. then you can dedicate your time to making barbed wire, plasteel and metal cades and hopefully things will go quicker. hopefully.

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Re: Marine Strategy - FOB construction

Post by Kwin_Original » 04 Jun 2018, 13:15

If engineering is nice, they can hand out the P.A.C.M.A.N. generator and 50 sheets of phoron. All other things were already said.
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Re: Marine Strategy - FOB construction

Post by Bronimin » 04 Jun 2018, 13:51

I like the idea of prefab stuff, make a gitlab maybe requisitions could pump some out of the autolathe

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Re: Marine Strategy - FOB construction

Post by Meatshield » 04 Jun 2018, 21:19

RO can order PACMAN parts. Could not see anything about tcomms though

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Re: Marine Strategy - FOB construction

Post by caleeb101 » 05 Jun 2018, 04:45

Nah, creativity with engineering in this game is pretty linear now. Not nearly as creative as it was before or on other SS13 games. This is due to various nerfs and whatnot.
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Re: Marine Strategy - FOB construction

Post by Helplesssheep » 09 Jun 2018, 15:36

When you build your FOB you want to make multiple layers close to each other so that they protect the inner layer. For this purpose the best use for sand bags is to place them in front of cades to protect the cades.

Another thing you want to do if build your cades with barb wire ahead of time so when one of them goes down you can quickly replace it.

Try to keep the engineering supporting items like the M56D and the sentry inside the FOB so it doesn’t get destroyed before the segie on the FOB. Marines always take these defensive items to the frontline and lose them due to boiler gas.

Finally when your building start with the inner layer and DO NOT EXPAND. A small FOB with multiple layers is better than a one layer FOB that cover a wide area. Expand the FOB if you receive more metal.

All in all you honestly have about 45 minutes to set up defenses, so focus on creating something effective. A FOB does not have to cover every fucking flanking position (that is a waste of metal). A FOB is suppose to provide security to a specific area, ideal an area close to LZ1.
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Re: Marine Strategy - FOB construction

Post by Willofol » 10 Jun 2018, 14:30

Helplesssheep wrote:
09 Jun 2018, 15:36
When you build your FOB you want to make multiple layers close to each other so that they protect the inner layer. For this purpose the best use for sand bags is to place them in front of cades to protect the cades.
Now, why not put the metal cades in front of sandbags? You can't repair sandbags, but you can repair metal cades. You can also repair cades from one tile back. So if you have metal cades in front of sandbags, you can repair those metal cades from within your sandbags, enabling you to repair you perimeter defence without leaving the inner layer.
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Re: Marine Strategy - FOB construction

Post by Helplesssheep » 10 Jun 2018, 16:22

Willofol wrote:
10 Jun 2018, 14:30
Now, why not put the metal cades in front of sandbags? You can't repair sandbags, but you can repair metal cades. You can also repair cades from one tile back. So if you have metal cades in front of sandbags, you can repair those metal cades from within your sandbags, enabling you to repair you perimeter defence without leaving the inner layer.
Never thought of that honestly, I should try your idea in the future. By the way I'm experimenting with sandbag trenches and I'm trying to create a design that traps xeno.
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Re: Marine Strategy - FOB construction

Post by Willofol » 10 Jun 2018, 17:03

Helplesssheep wrote:
10 Jun 2018, 16:22
Never thought of that honestly, I should try your idea in the future. By the way I'm experimenting with sandbag trenches and I'm trying to create a design that traps xeno.
I can't take credit for it, I stole it from someone else. I forget who, though.

Let me know if you figure out a decent trap design. Always good to try new stuff.
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Re: Marine Strategy - FOB construction

Post by Kwin_Original » 14 Jun 2018, 06:27

Willofol wrote:
10 Jun 2018, 14:30
Now, why not put the metal cades in front of sandbags? You can't repair sandbags, but you can repair metal cades. You can also repair cades from one tile back. So if you have metal cades in front of sandbags, you can repair those metal cades from within your sandbags, enabling you to repair you perimeter defence without leaving the inner layer.
I tried this for some rounds now and have to say: Boy was I dumb not doing this earlier. It makes fixing cades so much less annoying, the only thing hindering you now are PFCs refusing to let you step in the corner to reach that one cade that is about to fall apart.
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Re: Marine Strategy - FOB construction

Post by Steelpoint » 14 Jun 2018, 08:27

An advantage of the Metal Cades in front of Sandbags is that it keeps the dummy marines from standing next to the cades and getting acided/slashed/screeched-memed by Xenos.
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