April 2 constructing changes discussion

Generic, on-topic discussion about Colonial Marines.
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Monoo
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Re: April 2 constructing changes discussion

Post by Monoo » 03 Apr 2017, 13:05

Crab_Spider wrote:Imagine the FF
I'm not sure you were around in the manned MG's prime, but FF rarely occurred. MGs were set up in a deliberate chokepoint, with nothing in between them and potential xenos.

Anybody that knowingly steps between a manned machine gun and a killzone deserves all the FF tbh
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Re: April 2 constructing changes discussion

Post by Crab_Spider » 03 Apr 2017, 13:14

Monoo wrote:I'm not sure you were around in the manned MG's prime, but FF rarely occurred. MGs were set up in a deliberate chokepoint, with nothing in between them and potential xenos.

Anybody that knowingly steps between a manned machine gun and a killzone deserves all the FF tbh
From what I gathered, they worked because the chokepoints were by default, small corridors and hallways, something that negates the ability for assault castes to dodge effectively.
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Re: April 2 constructing changes discussion

Post by KingKire » 03 Apr 2017, 13:41

@ZDashe

Hacking doors
-im also adding in the time it takes to switch tools, and the amount of clicks you need to get the job done. If you add it all together, hacking may be faster, but i really dont want carpal tunnel syndrome (hehe) and somedays its just nice to click twice and be done with something, even if its a sloppier way. I think it adds a little character flavor as well to see how a player approaches a problem such as a locked door. (Do i cleanly hack the panels , look for another entrance, messily weld out the wall next to it, or just say fuck-it and toss some c4 on there.)

Deconstructing walls
-I think that xenos also have the problem of unrealistic build times (magic-wall syndrome) but, in the hopes of a better future, im hoping some nerfs to engineers will allow for nerfs to aliens to also take place, giving the game a healthier state. I am not a fan of aliens being allowed to instantly build structures, and i think it causes some weird lore-breaks to happen. (Drones weeding *every* tile around, several dozen walls being built right in front of an active marine fireline, etc). I didnt think about it applying to generators, but now that i hear it, it actually does sound like a good idea. Engineers shouldnt be welding 3 different generators all at the same time. Boys gotta slow down and watch his welds, hehe.

False walls:
-It's true, false walls really shouldnt be used as primary entrances. On the plus side though, you can still wrench the wall into a regular wall immediately, so false walls act more like "emergency barriers", which i think is perfectly reasonable. Also, having glass would be great at round start.

Fixing helmets
- well the joy of resin paste is that its instant, and that it doesn't impose a vision penalty for use. I personally think research items are pretty undertuned currently, and there was a nice idea floating around that resin paste would add an extra point of durability to whatever it was used on, which i really liked.

Sandbags
-I like to think that sandbags would fill a nice gap that we currently have between tables and plasteel barriers. Currently, Tables are quick to set up, but since you cant stack them, you cant really "pick-up and go" without wasting alot of time and metal tearing the tables back up. Barriers are very very strong, but they are rare, and they are essentially unmovable. Although sandbags take longer then tables to be set up, the fact that you can stack them means that you can take them apart in bulk and move them up without too much lost effort/materials. This means engineers can be more mobile without sacrificing too much metal or time.

Razor wires
- It would be a very small marine nerf in exchange for a large net-gain. e-grills do an insane amount of damage and stunning when marines bump into them, equivalent to half your health or more. Razor wires would do a paultry sum of damage, likely 5-10% brute damage. The main use of razor wires is to slow down enemies, not to kill them. I.E runners/hunters should run around the razor wire instead of right through it.
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Re: April 2 constructing changes discussion

Post by Bigchilly » 03 Apr 2017, 17:28

TopHatPenguin wrote:Just going to pump out a list of some possibly interesting things that could be added.

Possibly interesting things to make engineers more required/intersting:

- (Dev intensive) Require door hacking to be done via a Comtech hacking device which could be some kind of mini game or what have you. Only engineers could use it and it would be needed for powered and unpowered doors. (However if this does go in survivors may need to spawn with them or having it so crowbarring a de-powered airlock is still in just it takes a longer time then using the hacking tool, in-theory.)

- Previously mentioned but Sandbags would be pretty interesting to see as we've already got the sprites for them in WO, just need a construction/deconstruction method.

- Being able to construct a HQ Tent, which would have a wall mounted bounced radio to the ship inside of it to allow for communication with command in case Comms has failed planetside and perhaps other things but that's all I can think of besides it also acting as a base HQ for the SL's to plan their moves or the Xo/Co to sit in etc.

- Tank Traps could be something of interest for an engineer to build. (More info about how tank traps may work in CM in the hyperlink.)

There are a few other things as well which I'm not sure of so I haven't added them to the list.
just gonna pop in here and say that this is great

also, mgs are going to be alot weaker when it comes to LV, its more open, boilers are more effective, and can be flanked alot easier (that is if its not inside or integrated into a FOB, which it should tbh).

i kinda like the mg vs sentry idea btw. (hey did u know the turret has a manual firing mode? shhhhh, nobody knows that.)
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Re: April 2 constructing changes discussion

Post by Roadkill195 » 03 Apr 2017, 18:32

As someone who exclusively play's engineer the whole 7 steps to take down a regular wall feels like you may have over done it a bit, 2 steps to 7 is such a massive jump having tested it ingame with the amount of time it now takes with not even any instant steps it feels like an eternity to take down one measly wall for such a low reward and on top of having to use your welder multiple times now consuming more fuel it seems pretty apparent to me you've made deconstructing walls completely unviable as a reasonable option anymore whether it be to cut your way to an escape route or gather supplies it turns walls into more or less R walls with the now labor intensive process, I implore you revise this change and scale it back a touch change is needed but in smaller doses in my opinion.
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Re: April 2 constructing changes discussion

Post by Karmac » 03 Apr 2017, 22:00

If not MG's, then a buff to Sentry Guns would be well appreciated, as they are they only exist as a deterrent to younger castes, anything elite or even T3 Mature won't be bothered by them as it stands, and considering that these turrets are your only defense against those tougher aliens aside from the whole four specialists you get, they could definitely pack a little more punch in my opinion. Instead of using tactics and working their way around my sentry gun emplacements, usually they just run right up to it with 2-3 xenos and harass my defense lines, and then walk away with relatively low damage taken.
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Re: April 2 constructing changes discussion

Post by Katsukai » 04 Apr 2017, 05:08

Karmac wrote:If not MG's, then a buff to Sentry Guns would be well appreciated, as they are they only exist as a deterrent to younger castes, anything elite or even T3 Mature won't be bothered by them as it stands, and considering that these turrets are your only defense against those tougher aliens aside from the whole four specialists you get, they could definitely pack a little more punch in my opinion. Instead of using tactics and working their way around my sentry gun emplacements, usually they just run right up to it with 2-3 xenos and harass my defense lines, and then walk away with relatively low damage taken.
I personally think they do enough damage as it is, tho the 360 sensor mode is rather pathetic, they could buff it's range for about 2 more tiles.

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Re: April 2 constructing changes discussion

Post by Karmac » 04 Apr 2017, 08:44

As it stands two full bursts isn't enough to put down a mature carrier, which is a T2 skirmisher that really shouldn't be capable of taking that much damage and still be able to walk it off. The only thing it deters are T1's and Young T2's.
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Re: April 2 constructing changes discussion

Post by Crab_Spider » 04 Apr 2017, 08:52

Karmac wrote:As it stands two full bursts isn't enough to put down a mature carrier, which is a T2 skirmisher that really shouldn't be capable of taking that much damage and still be able to walk it off. The only thing it deters are T1's and Young T2's.
2 bursts will actually knock them down to their 2nd wind, remember, drone castes and Praetorians should ALWAYS have a bit of skepticism regarding what damage they've taken, they have 2 pheromones that regenerate health or reduce damage (%)
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.

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Re: April 2 constructing changes discussion

Post by MrJJJ » 04 Apr 2017, 09:04

Crab_Spider wrote:2 bursts will actually knock them down to their 2nd wind, remember, drone castes and Praetorians should ALWAYS have a bit of skepticism regarding what damage they've taken, they have 2 pheromones that regenerate health or reduce damage (%)
Define 2nd wind...

And a reminder, that the sentry damage still stands, the only castes that die from one burst is young t1's, by elite they will survive it, t2's require nearly two bursts, and by mature/elite may require 2 bursts and a additional shot or two, don't even get me started on crusher, who combines with boiler to make the sentry unable to shoot him, then ram the tables and get to it to knock it down/destroy it, fucking reeeeee.

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Re: April 2 constructing changes discussion

Post by Katsukai » 04 Apr 2017, 09:07

MrJJJ wrote:Define 2nd wind...

And a reminder, that the sentry damage still stands, the only castes that die from one burst is young t1's, by elite they will survive it, t2's require nearly two bursts, and by mature/elite may require 2 bursts and a additional shot or two, don't even get me started on crusher, who combines with boiler to make the sentry unable to shoot him, then ram the tables and get to it to knock it down/destroy it, fucking reeeeee.
2nd wind probly means critical state.

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Re: April 2 constructing changes discussion

Post by Crab_Spider » 04 Apr 2017, 09:10

Katsukai wrote:2nd wind probly means critical state.
The point in which they're near critical state (any further damage, regardless puts them in crit), as in, they're about to die.
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.

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Re: April 2 constructing changes discussion

Post by Karmac » 04 Apr 2017, 09:15

still ridonkulous
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Re: April 2 constructing changes discussion

Post by Swagile » 04 Apr 2017, 11:09

Just give us the HGM; I watched three crushers die to it on Nostromo and it was amazing finally seeing marine gear that did something to xenos.

It wouldn't be as effective on LV due to how slow it takes to reposition it and the fact that it faces only one way, but damn is it good shit that makes xenos really re-think their "CHARGE IN BROS" strategy.
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Re: April 2 constructing changes discussion

Post by Ms.Degrasse » 06 Apr 2017, 13:04

Rahlzel wrote:Interesting idea. Another that was similar and brought up amongst staff was to completely disable the smaller, weaker, Tier 1 Xenos from being able to affect walls with their acid. Any thoughts on that?
Well... Let-me add some thoughts and insights... ;)

The very first thing I would do IF i were the leading staff of this server would be to establish a "road", with a clear goal for the game to achieve, not only regarding the "win rate", but also the features.

This game is a conversion of a SS13 game into an "Aliens: Colonial Marines" spin-off.

That said, I would suggest three roads for you to think about. - Each of them with their own merits.
And - of course - ways for dealing with engineering, acid and even other features.

SS13 Game Mechanics

Is a good road for the familiarity of typical vanilla SS13 players with the mechanics implemented here.
But is horrible considering the AVP lore. Specially because the xenomorphs from SS13 are intended to turn a round into a "team and assets conversion" typed game, with a "survival horror" theme. (Later I will explain that bit.)
► Show Spoiler


AVP Lore

Is very intuitive for AVP fans. Also very well-tuned with the theme.
But... AVP - as a franchise, regarding the mechanics, is usually much more about a "team deathmatch" typed game with an "action horror" theme in it. (So it have very fast rounds, where "ghosted" players just wait a little for the following one to happen.)
► Show Spoiler
Realism

Well.... Realism is intuitive for everyone. And never felt as "unfair".
On the other hand? Neither SS13 or even AVP are intended to be "very realistic".
► Show Spoiler
Yeah... You can have a mix of those also for a focus, depending on your intentions.
And the "flavor" you want your game to have.

It is even possible to have "instances" in the same game, where they "feel like different games".

Engineering in the planet might work differently than in Sulaco. Simply because they are in different places, with structures made of specific materials.
(You can weld a wall to a metallic floor, but not to soil or wooden tiles... )
Also xenomorphs can have different ways to move around - or build - in those places, for the same reasons.

But that would require your insights first.

________________________


...Also...

...As I already said to some staff members in other circumstances, I owe this server a lot for the way it contributed to my learning of SS13 as a whole (on CM's case, not "BYOND coding", but on actual expertise and know-how about the SS13 community, SS13 dynamics, game-play ideas, a lot of "dos and don't s",... for my own projects related to BYOND and multimedia / game authoring in general).

So I am willing to contribute back to it. - And I can do that in many ways other than just giving suggestions.
Message-me if you feel inclined. ;)

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Re: April 2 constructing changes discussion

Post by Nicboone » 02 Jun 2017, 15:14

Our main goal here is two fold;

removing racks and false walls. They look really horrible and the logic is shifty at best. Ill be reading through this thread to get some ideas of what you guys think would be good additions- but please rest assured there will be some planned additions soon [maybe about a week] that will be better/cheaper/more effectibe options to the racks and false walls.

feel free to quote me with specific ideas in this thread if youd like.
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Re: April 2 constructing changes discussion

Post by TheMaskedMan2 » 02 Jun 2017, 15:20

Nicboone wrote:Our main goal here is two fold;

removing racks and false walls. They look really horrible and the logic is shifty at best. Ill be reading through this thread to get some ideas of what you guys think would be good additions- but please rest assured there will be some planned additions soon [maybe about a week] that will be better/cheaper/more effectibe options to the racks and false walls.

feel free to quote me with specific ideas in this thread if youd like.
I could probably come up with more over time but what immediatly comes to mind.

Barbed wire/razor wire - Essentially replaces racks, but you can move through them at a cost of damage and slowing you?

Plasteel doors? Instead of false walls, essentially doors you can shoot over, or functionally a barricade that opens and closes, likely at a cost of less HP or more plasteel.
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Re: April 2 constructing changes discussion

Post by Nicboone » 02 Jun 2017, 15:42

TheMaskedMan2 wrote:I could probably come up with more over time but what immediatly comes to mind.

Barbed wire/razor wire - Essentially replaces racks, but you can move through them at a cost of damage and slowing you?

Plasteel doors? Instead of false walls, essentially doors you can shoot over, or functionally a barricade that opens and closes, likely at a cost of less HP or more plasteel.
this is basically what we will be going with. I dont want to go into super duper specifics until we finish it- but we are basically doing something along these lines. Racks will become ineffective. tables will not be able to be hand constructed, instead only be able to be built at an autolathe- but can still be broken down and moved/used as salvaged cover.

racks will become super ineffective by being replaced with defensive wire that can only be placed on: tables, metal/plasteel cades, and sandbags. It will cost one metal to make the wire, and attaching it to a cade is permanent until the cade is destroyed. Xenos hitting this will get some minor damage, and there is some discussion about marines climbing over it causing damage. It will also stop aliens from jumping over it. There is some discussion about specifics of how it can be placed.

Wires will not be able to be placed anywehre that isnt the cades. that means no free floating wire.

false walls will be replaced by a new kind of collapsable cover- that can be opened and shut. when open, it can be fired over and acts like a wall. when shut, it can be walked over. It can be dragged to new positions and set up.
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Re: April 2 constructing changes discussion

Post by Rahlzel » 02 Jun 2017, 15:48

Here's a direct quote from our Trello card regarding barricades:

Code: Select all

**Tier 1 - Sandbags** - weakest tier but uses the least materials, and still stronger than any other metal thing like racks.
**Tier 2 - Metal Barricades** - Strongest but uses same metal and plasteel requirements, can be retracted up/down to allow movement (GET RID OF FALSE WALLS!!!)
**Barbed wire** - Can only be placed on the above barricades (including tables below) to reinforce them and cause damage to Xenos hitting them. This causes cades and barbed wire to join together as one object so that breaking the cade also breaks the barbed wire. This will prevent potential abuse of buidling a cade > adding wire > deconstructing cade > leaving the wire > repeat, and resulting in a field of barbed wire.

**Tables** - Will still be flippable and used as basic barricades, along with placing barbed wire on them, but they can only be crafted at an autolathe.

Also, robots (formerly cyborgs) and synths should be able to retract these just as easily as humans.
Racks will also possibly increase in materials or become passable by Xenos in order to prevent awful-looking rack-fields.

What does everyone think?

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Re: April 2 constructing changes discussion

Post by TheMaskedMan2 » 02 Jun 2017, 16:10

Sounds completely good to me but my biggest worry is sandbags currently are unable to be replenished, even from RO. Also if autolathes continue to be difficult to acquire, this would seemingly make tables vanish entirely from defenses, and the tons of metal that engineers get kinda useless, as a majority of that was used on R-Tables.

Overall I like the sound of it though, and besides a few worries about things such as that and a bit of balance concerns it sounds like an improvement overall.
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Re: April 2 constructing changes discussion

Post by Rahlzel » 02 Jun 2017, 16:23

Sandbags will be made readily available - orderable and perhaps craftable. Good point.

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Re: April 2 constructing changes discussion

Post by Karmac » 02 Jun 2017, 19:54

Nerf or remove racks? My beautiful children? How could you do this to me devs!
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Re: April 2 constructing changes discussion

Post by Renomaki » 02 Jun 2017, 22:33

Honestly, I don't want tables to go away, otherwise what is the point of having all that metal if the only cover you can make are plasteel barricades and sandbags?

We need a middleman of cover, something with their own benefits to help marines that costs only metal, isn't as strong as plasteel but can take a bit more punishment than sandbags.

Tables as of now are vital to base construction, the meat and potatos of any FoB. After all, Plasteel is expensive, and Sandbags can only do so much to protect you until a crusher just rams right through or a boiler spits a juicy one over them and forces everyone out.
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Re: April 2 constructing changes discussion

Post by Telegnats » 03 Jun 2017, 01:36

Removing the ability for engineers to quickly make and deploy tables would force them to rely exclusively on sandbags - plasteel is too expensive and too little in quantity to be relied upon. Sandbags are themselves far too few in number and RO will likely send hardly any shipments of sandbags like they do metal. The FOBs will get smaller and less intricate.

Also, sandbag filling is a fucking nightmare. I'm clicking 100+ times (Realistically 150+) to make them. It's irritating in the worst ways possible.

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Re: April 2 constructing changes discussion

Post by Swagile » 03 Jun 2017, 02:03

Nerfing Engineers even more, damn.

Sooner or later Marines will just get pub stomped by flying Crushers that circumvent all barricades that Engineers can build.

This, my friends, is the reason we barely have any decent Engineers anymore.

Realism is killing the Engineer role.

We got the machine gun turret nest, but is it worth the removal of false walls, racks, and tables in return for even heavier reliance on Requisitions for the meager amounts of supplies Engineers can play with?

I think thats the question that should be asked. Will this update be fun, or is it realism for the sake of it?
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