Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
- Challenger
- Registered user
- Posts: 379
- Joined: 05 May 2017, 19:31
- Byond: digitalis
Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
Summary (a quick, 2-3 sentence summary):
Squad communications and ONLY squad communications should ALWAYS stay up regardless of the state of telecomms planet- or Almayer-side. This is very likely to be a controversial suggestion, but the gameplay and roleplay benefits of being able to communicate with your squad outweigh the benefits of telecommunications being an important objective to secure, especially on maps like Ice Colony where it's in the ass end of fucking nowhere and the average round has comms only be up for like ten minutes before a runner slashes the APC again while everyone's bunkered down at LZ1. There would still be a great need to secure telecommunications so that squads can intercoordinate via common, command, medical, and engineering radio, and this would put more work on the SOs to coordinate the squads as they will not be aware of each other.
Benefits (How this will benefit the server and game as a whole):
Greater, more permanent squad cohesion, which is something this server really needs especially on highpop.
Telecomms is no longer a "secure or lose" objective, but still very important for communication.
Command gets a steady stream of information back from the start and no longer has to wonder why the fuck they can see a helmet cam but not hear squad comms.
Details (Description of how you think this would work, the benefits, etc):
Pretty much just have all four squad channels always be open. If necessary, slightly garble them until telecomms is up just to act as a passive reminder to get them working and act as a small nerf. Justify it with some bullshit about how squad comms have extra strong transponders.
Implementation (Optional, if you have an idea how to implement it):
haha telecomms code lmao yeah good luck working on this suggestion ok_hand
Squad communications and ONLY squad communications should ALWAYS stay up regardless of the state of telecomms planet- or Almayer-side. This is very likely to be a controversial suggestion, but the gameplay and roleplay benefits of being able to communicate with your squad outweigh the benefits of telecommunications being an important objective to secure, especially on maps like Ice Colony where it's in the ass end of fucking nowhere and the average round has comms only be up for like ten minutes before a runner slashes the APC again while everyone's bunkered down at LZ1. There would still be a great need to secure telecommunications so that squads can intercoordinate via common, command, medical, and engineering radio, and this would put more work on the SOs to coordinate the squads as they will not be aware of each other.
Benefits (How this will benefit the server and game as a whole):
Greater, more permanent squad cohesion, which is something this server really needs especially on highpop.
Telecomms is no longer a "secure or lose" objective, but still very important for communication.
Command gets a steady stream of information back from the start and no longer has to wonder why the fuck they can see a helmet cam but not hear squad comms.
Details (Description of how you think this would work, the benefits, etc):
Pretty much just have all four squad channels always be open. If necessary, slightly garble them until telecomms is up just to act as a passive reminder to get them working and act as a small nerf. Justify it with some bullshit about how squad comms have extra strong transponders.
Implementation (Optional, if you have an idea how to implement it):
haha telecomms code lmao yeah good luck working on this suggestion ok_hand
- Supermichael777
- Registered user
- Posts: 60
- Joined: 26 Sep 2016, 15:24
- Byond: Supermichael777
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
what kind of half assed military organization relies on civilian infrastructure for COMBAT COMMUNICATION.
- completelynewguy
- Registered user
- Posts: 558
- Joined: 15 May 2016, 18:17
- Location: Washington, USA
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
+1, Because radio backpacks are very difficult to implement, or so I recall.
-
- Registered user
- Posts: 10
- Joined: 11 Apr 2017, 11:12
- Byond: IronTeapot
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
I like the idea of limiting this to just Squad Comms have a +1. If its possible maybe there could be some sort of squad relay/radio pack on a marine to give the xenos something to target.
-
- Registered user
- Posts: 706
- Joined: 28 May 2017, 05:53
- Byond: Megamisto
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
even today, for decades even, there are walkie talkies and junk that let people communicate without needing to set up a giant comms tower. a sci fi military, even one imagined back in the 70s and 80s, should have even better communications capability. co-operation is a critical part of this game and communication a critical part of co-operation.
- Ikmalmn
- Registered user
- Posts: 188
- Joined: 10 May 2016, 05:51
- Location: Malaysia
- Byond: Ikmalmn
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
A good suggestion that doesn't seem unbalanced. Makes squad cohesion stronger than ever which is a good thing.
Joe 'Soft' Veer - USCM Medic
- Jroinc1
- Registered user
- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
There is an autolathe in the main hangar. You can reach it before briefing. It can print UNLIMITED station-bounced radios. Turn on speaker/mic, put in backpack, talk normally.
Bonus points for printing out 9001 as a Sulaco-side role, turning them on, and handing them out like candy in briefing before first drop.
Bonus points for printing out 9001 as a Sulaco-side role, turning them on, and handing them out like candy in briefing before first drop.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- Crab_Spider
- Registered user
- Posts: 2114
- Joined: 20 Aug 2016, 15:52
- Byond: Krab_Spider
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
We call this powergaming. Take notes everyone.Jroinc1 wrote:There is an autolathe in the main hangar. You can reach it before briefing. It can print UNLIMITED station-bounced radios. Turn on speaker/mic, put in backpack, talk normally.
Bonus points for printing out 9001 as a Sulaco-side role, turning them on, and handing them out like candy in briefing before first drop.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
- Jroinc1
- Registered user
- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
Depends. As the Role-which-shall-not-be-named, where you have NOTHING ELSE to do... and it's actually within your responsibilities... maybe.Crab_Spider wrote:We call this powergaming. Take notes everyone.
As most others, it is.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- DreadPirateFury
- Registered user
- Posts: 15
- Joined: 02 Jun 2017, 15:01
- Byond: DreadPirateFury
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
I came here to disagree, but Supermichael raises a really good point, it doesn't make too much sense from that standpoint. However, one thing is that Staff Officers are still in orbit and can hear squad comms while Tcomms is up, and you'd probably need groundside equipment to get that long distance communication functional. So there's another issue here, if Squads can communicate on the ground without Tcomms, how do you make it so Staff Officers can only hear the squad when Tcomms is up?
- Recounted
- Registered user
- Posts: 513
- Joined: 23 Jul 2016, 11:49
- Location: nested
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
If this idea is added in while only squadmates on the planet can communicate via headsets to one another, then this is a +1.
Like, command cannot hear what the marines say nor the same people in the same squad on the ship can see qhat you said unless you are on the planets.
Like, command cannot hear what the marines say nor the same people in the same squad on the ship can see qhat you said unless you are on the planets.
courtesy of Manezinho
Kiss my six
Kiss my six
- Edgelord
- Donor
- Posts: 830
- Joined: 21 Jul 2015, 12:52
- Byond: Edgelord
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
When you get down to it, it doesn't make sense for squad comms to rely on civilian structures. General is a bit more believable because anyone, military or not, can use it.
+1
+1
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
- darkwahn
- Registered user
- Posts: 88
- Joined: 02 Mar 2017, 02:30
- Byond: darkwahn
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
+1 Makes sense to me, and will ice colony a bit more bearable for some people.
I do like the idea of needing to keep comms up to talk to command still if that's possible.
I do like the idea of needing to keep comms up to talk to command still if that's possible.
"Memories can be vile. Repulsive little brutes, like children I suppose. But can we live without them? Memories are what our reason is based upon. If we can't face them, we deny reason itself! Although, why not? We aren't contractually tied down to rationality. There is no sanity clause. So when you find yourself locked down in an unpleasant train of thought, heading for the places in your past where the screaming is unbearable, remember: There's always madness. You can just step outside and close the door, and all those dreadful things that happened, you can lock them away. Madness... is an emergency exit."
- Ping
- Registered user
- Posts: 51
- Joined: 13 Jul 2016, 01:21
- Byond: SkyPing
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
Absolutely +1, regardless if command can be contacted without tcomms or not. Cohesion and teamwork is important and should be encouraged, and having no way to communicate over long distances in the field fractures squads quite dramatically.
"Kick ass, chew Tramadol." - Tomas Svensson
- doodeeda
- Registered user
- Posts: 234
- Joined: 18 Jul 2015, 00:45
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
+1 yes. No Tcomms at round start shouldn't cripple squads.
Bruce Mcmullen
- Szunti
- Registered user
- Posts: 293
- Joined: 10 Dec 2015, 17:18
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
I like those times when the comms are down and you have to stay near your squad.
- Mobius_None
- Registered user
- Posts: 130
- Joined: 29 May 2017, 15:35
- Byond: NervanCatos
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
+1 PLEASE make this happen.
Noah Skirata - Squad Engineer, Specialists, and Squad Leader.
"Amidst the blue skies, a link from past to future. The sheltering wings of the protector..."
"Amidst the blue skies, a link from past to future. The sheltering wings of the protector..."
- Rhicora
- Registered user
- Posts: 43
- Joined: 29 May 2017, 21:35
- Byond: Rhicora
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
Squad-specific comms (Alpha, Bravo ...) only, with planetside transmissions silenced for people aboard the Almayer: +1
Other implementations: -1
I don't want squads talking to other squads, Command, Reqs, or their shipside members until telecoms are set up. Squad internal only.
Other implementations: -1
I don't want squads talking to other squads, Command, Reqs, or their shipside members until telecoms are set up. Squad internal only.
Lt. Adriana Zaun, Staff Officer
Rhi's Guide to SO
Dr. Mendez, Pharmaceutical Researcher
Rhi's Guide to Experimental Drugs
Rhi's Guide to SO
Dr. Mendez, Pharmaceutical Researcher
Rhi's Guide to Experimental Drugs
- Tidomann
- Registered user
- Posts: 449
- Joined: 13 Jun 2017, 02:59
- Location: Canada
- Byond: Tidomann
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
How do station-bounced radios work? Is it possible to have 1 available to SL lockers that they can designate to a squad radio specialist?
Or just give 1 to each squad prep radio?
Or does it activate all comms?
Or just give 1 to each squad prep radio?
Or does it activate all comms?
- Crab_Spider
- Registered user
- Posts: 2114
- Joined: 20 Aug 2016, 15:52
- Byond: Krab_Spider
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
Station bounced radios are used by talking while it's in a one tile vicinity, allowing you to communicate with other people.Tidomann wrote:How do station-bounced radios work? Is it possible to have 1 available to SL lockers that they can designate to a squad radio specialist?
Or just give 1 to each squad prep radio?
Or does it activate all comms?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
- Jeser
- Registered user
- Posts: 1119
- Joined: 04 Mar 2015, 00:47
- Location: Donetsk, Ukraine
Re: Make it so that ONLY squad communications are ALWAYS enabled, regardless of whether telecomms is set up or not.
Yes, please. I hate Ice colony mainly because of retarded and completely unrealistic comms situation. This will help it a lot. Marines without squad comms is too easy targets for aliens.