A Policy Suggestion, and thoughts

Generic, on-topic discussion about Colonial Marines.
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Gnorse
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Re: A Policy Suggestion, and thoughts

Post by Gnorse » 26 Sep 2018, 11:46

There's like 10 percent of people who actually 'RP' the first contact thing, and even then, they just go "hey there's some black goo on the ground", "hey there's lizards".
everyone else just goes shooty tooty 'till the xenos die, and it's hard to blame them since the only thing most players can do (read : PFC) is shoot.
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Re: A Policy Suggestion, and thoughts

Post by WinterClould » 26 Sep 2018, 17:24

This what I'm sayin. The current policy doesn't force you to RP anything, instead it just limits what you're allowed to RP at the start.

We can also make this more complex ya know? Give the marines knowledge comparable to the AvP Game but don't tell them explicitly until the CO choices to inform the men weather or not this colony is known to have actually been been hit by the xenos or if it might be something else entirely.
This would give COs more control over the early game RP, preserve an element of mystery at the start of the round "What are we awake for?" Good COs could add it to their breifing and actually give them something to talk about that isn't just "Sit down, shutup, here's squad deployments, fuck you get on ds1
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Re: A Policy Suggestion, and thoughts

Post by GoliathTheDespoiler » 26 Sep 2018, 19:12

Vampmare wrote:
26 Sep 2018, 10:53
The way the first contact rule works currently is that it forces a little rp into the lower ranks.

I honestly prefer it staying, but that is because I enjoy the RP that the alien universe can offer and I don't really care about winning. Removing the rule is going to lead to quicker games because they don't have to wait for the IC knowledge of xenos and what not.
I agree that that was the purpose of that rule, and I would like to think it has provided something. But the problem is just that people have been ignoring it, constantly. If I were an SL and I stopped to RP seeing weeds for the first time every round, people would get sick of it and just cut it/keep moving. They don't want to repeat the same 'oh this is weird and new' gimmick when the 'weird and new' is the most unimpressive part of every. Single. Round.

Until we get some variety in antagonists I don't think this rule should stay, it'd probably be MORE interesting if the rule didn't exist, giving people a chance to call xenos what they are, have command formulate some more specific plans and orders aside from 'fix comms and scout lol'.
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Re: A Policy Suggestion, and thoughts

Post by TrollerNoob » 26 Sep 2018, 19:28

I'm kind of fifty/fifty on this. On one hand, the same old first contact cliche could get annoying, but on the other hand, I feel like the game would devolve into less of a medium rp pvp game, into a more competitive pvp oriented one, where everyone only seek to win and maximize their chances of doing so. A lot of powergamey methods would be used even more frequently.
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Re: A Policy Suggestion, and thoughts

Post by GoliathTheDespoiler » 26 Sep 2018, 21:10

TrollerNoob wrote:
26 Sep 2018, 19:28
I'm kind of fifty/fifty on this. On one hand, the same old first contact cliche could get annoying, but on the other hand, I feel like the game would devolve into less of a medium rp pvp game, into a more competitive pvp oriented one, where everyone only seek to win and maximize their chances of doing so. A lot of powergamey methods would be used even more frequently.
Not much would change then, really. We're already super-metagamey atm, it's just that staff can't act on it without infallible proof.

It's like wrongthink, you can't beat it with force, you need to make a fundamental or psychological change.
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Re: A Policy Suggestion, and thoughts

Post by Dolth » 27 Sep 2018, 09:05

On a sidenote, shooting a 8 feet tall hissing beast with HUGE claws and teeth after discovering blood and guts is fully qualified as a RP reason to engage.

Especially at ultra close range.
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Re: A Policy Suggestion, and thoughts

Post by spookydonut » 27 Sep 2018, 09:57

I think regular human antags thrown in automatically instead of xenos for some rounds may solve a lot of issues brought up here.

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Re: A Policy Suggestion, and thoughts

Post by KingKire » 27 Sep 2018, 10:10

Itd hel.p. a lot, for a player to go against an enemy that operates in a different way, and requires different needs, would give the players a much need case of uncertinity, randomness, or fog of war.

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Re: A Policy Suggestion, and thoughts

Post by Pogo92 » 27 Sep 2018, 12:09

spookydonut wrote:
27 Sep 2018, 09:57
I think regular human antags thrown in automatically instead of xenos for some rounds may solve a lot of issues brought up here.
Totally agree. Right now the extreme repetition makes the suspension of disbelief more than just tenuous, it makes it tedious. That's about one of the worst things a game like this can become. Splice in CLF and UPP fights with different starting scenarios and a few different objective types and it will make the instances where we SHOULD roleplay ignorance much more palatable.

It doesn't need to be limited to just CLF or UPP either. Have a colony's synths go rogue and take over. Have a cult that worships the Predator's at one of the ruins. While it would take a lot of work and balancing, any additional default game scenarios would go a long in keeping the core gameplay fresh.
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Re: A Policy Suggestion, and thoughts

Post by Blade2000Br » 27 Sep 2018, 12:25

we once have done a CLF event where they were cultists worshipping the xenos. CLF would try wound and drag the bodies for xenos to infect, even giving theirselves as hosts for the xenos.

it was a fun gimmick I enjoyed alot.
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Re: A Policy Suggestion, and thoughts

Post by WinterClould » 27 Sep 2018, 16:17

I think there are fundamental flaws in our "mystery" portion of the start of the round that just mixing up the antag won't fix or change. We'll still get the same ol dull emotionless RP each time.

People will just know it's not a xeno round the second they don't spot weeds where they normally are. Unless xenos do some little brain shit and cripple themselves just to try and confuse a few smart marines for the half second before a baldie spots a "red doggo" and radios everyone and their mother. Then command makes the typical "Wildlife Is nasty plz kill" announcement that we all haven't heard 100 times before and oh boy look out it's a xeno round.
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Re: A Policy Suggestion, and thoughts

Post by Dolth » 27 Sep 2018, 16:36

spookydonut wrote:
27 Sep 2018, 09:57
I think regular human antags thrown in automatically instead of xenos for some rounds may solve a lot of issues brought up here.
No idea of my word has any weight here but.

YES. Please.

Random players antags would remove lot of early meta, will bring additional RP and fun for them.

I highly recommend that. Not necessary hostile characters tho.
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Re: A Policy Suggestion, and thoughts

Post by GoliathTheDespoiler » 27 Sep 2018, 18:10

spookydonut wrote:
27 Sep 2018, 09:57
I think regular human antags thrown in automatically instead of xenos for some rounds may solve a lot of issues brought up here.
Agreed.
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Re: A Policy Suggestion, and thoughts

Post by Jeser » 30 Sep 2018, 02:45

it's not even about meta or unwillingness to RP, it's about I've been RPing "first contact for 4 fucking years and I have ZERO pleasure from it anymore". It simply exhausted itself. If it was removed, my actions won't be any different from what I'm doing now anyway. And same goes for 80-90% people out there. Because: a) First contact rule already gets boring when you've played 3 rounds in a row; b) no sane player would RPly "prepare to face humans" when we are 99% sure we are facing xenomorphs. This includes tactics, gear and so on.

Of course, adding HvH rounds as standard type of rounds on par with XvH maybe will solve something. But, let's be honest, no it won't. The only thing it will help a bit is roundstart RP, which is good, but regarding meta and tactics, and gear, it won't change much. Most people will find middle ground loadout for them and will roll with it for most of rounds.

Imho, first contact rule is outdated by years now. It brings nothing but irritation. Rushes can be prevented by many other ways.
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Re: A Policy Suggestion, and thoughts

Post by Dolth » 30 Sep 2018, 05:55

Jeser wrote:
30 Sep 2018, 02:45
it's not even about meta or unwillingness to RP, it's about I've been RPing "first contact for 4 fucking years and I have ZERO pleasure from it anymore". It simply exhausted itself. If it was removed, my actions won't be any different from what I'm doing now anyway. And same goes for 80-90% people out there. Because: a) First contact rule already gets boring when you've played 3 rounds in a row; b) no sane player would RPly "prepare to face humans" when we are 99% sure we are facing xenomorphs. This includes tactics, gear and so on.

Of course, adding HvH rounds as standard type of rounds on par with XvH maybe will solve something. But, let's be honest, no it won't. The only thing it will help a bit is roundstart RP, which is good, but regarding meta and tactics, and gear, it won't change much. Most people will find middle ground loadout for them and will roll with it for most of rounds.

Imho, first contact rule is outdated by years now. It brings nothing but irritation. Rushes can be prevented by many other ways.
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Re: A Policy Suggestion, and thoughts

Post by GoliathTheDespoiler » 30 Sep 2018, 06:11

Jeser wrote:
30 Sep 2018, 02:45
Of course, adding HvH rounds as standard type of rounds on par with XvH maybe will solve something. But, let's be honest, no it won't. The only thing it will help a bit is roundstart RP, which is good, but regarding meta and tactics, and gear, it won't change much. Most people will find middle ground loadout for them and will roll with it for most of rounds.
Whilst I agree wholeheartedly with the rest of your post, this part I kinda disagree with. The importance of certain attributes changes VASTLY when it comes to Aliens vs. Humans.

Lemme break it down:

With humans, you need range, and accuracy. Railscopes are the most effective attachments vs. humans, as you can snipe them from off-screen, which can mean you're safe from attack.

With xenos, you need damage and firerate. Lots of xeno abilities will knock shit out of your hands, so you need ot be able to put alot of rounds into them firstly before they can do that. BCs, BFAs and angled foregrips are the most effective vs. xenus.

Otherwise, the other attachments aren't all that useful otherwise other than personalizing your build. Shotguns are xeno killers, obviously, and rifles are all rounders. SMGs can fit right in making a marine fast enough to dodge gunfire, etc.
Commander Joseph 'Goliath' Clancy, occaisonal Charlie SL. Widowed father of three. Sufferer of PTSD and extremely Australian.
Corpswoman Judith 'Mèrci' Clancy, quiet, caring daughter looking out for her siblings.
Warrant Officer Emile Clancy, Strict ex-police chief, now a tired CMP.
Xenomorph Queen 'Pandinus' ruler of the Alpha Hive. "I want more children!"
'R'ka Us'Tribi' Serpent Trapper, hateful predator.

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