CO Rework AMA

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Emeraldblood
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CO Rework AMA

Post by Emeraldblood » 09 Oct 2018, 16:24

I'm sure people have questions regarding the CO rework. If you do, throw them here and we'll pretend like we care about them. Read this to answer some basic questions. Sirlordington or I will answer whatever you got but know that things are still in development and subject to change.
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Re: CO Rework AMA

Post by taketheshot56 » 09 Oct 2018, 16:28

What does the current rework entail code wise?

How will CO be made to be a more interactive role?

How important of a role will it become versus current XO with gun?

Whats our ETA?
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Re: CO Rework AMA

Post by oprayx73 » 09 Oct 2018, 16:28

"While most CO mechanics will remain the same, the way the ship and CO function will be updated"
So if the Commander is getting uplifted into new functions, probably more content, are any other whitelists going to be updated so they function in an updated matter?
basically: if this commander rework is going through are other whitelists getting any afterward.
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Re: CO Rework AMA

Post by LittleBlast » 09 Oct 2018, 16:28

Will non council members also be able to see progress of the rework, and will we be able to make comments/suggestions?
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Re: CO Rework AMA

Post by BruceJuice69 » 09 Oct 2018, 16:29

Is it going to just be a rule change or a mechanical change?

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Re: CO Rework AMA

Post by ThePiachu » 09 Oct 2018, 16:30

What is the vision for the new COs? What is the high-level goal the rework is hoping to achieve, other than "making CO not be XO with a gun"?
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Re: CO Rework AMA

Post by Vampmare » 09 Oct 2018, 16:33

Will there be dewhitelist for the people that were added back when the rules were really lax and haven't played a single game?

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Re: CO Rework AMA

Post by Sora9567 » 09 Oct 2018, 16:34

In the rework, if there isn't a CO awake, would the marines be at a significant disadvantage?
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Re: CO Rework AMA

Post by Gookamungus » 09 Oct 2018, 16:36

What's the design philosophy behind this decision?

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Re: CO Rework AMA

Post by Alky » 09 Oct 2018, 16:38

Will other command staff roles be affected to accommodate to the new CO rework either RP or Mechanics wise?

Does rework affect mainly Mechanics or RP situation?

Will the Communication Console be affected in any way for the CO Rework?

With the "much higher" standards, does that mean CO's with quirks such as Germans be faced with scrutiny and a tone-down?

Will the CO receive a better beret sprite?

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Re: CO Rework AMA

Post by awan » 09 Oct 2018, 17:06

So, many of the things here are not set in stone yet. The Council has a meeting planned I think that is where /some/ of this stuff will get definite replies. So far I will reply to questions that I can consider dev questions.
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Re: CO Rework AMA

Post by awan » 09 Oct 2018, 17:11

taketheshot56 wrote:
09 Oct 2018, 16:28
What does the current rework entail code wise?

Whats our ETA?
What is entails code wise is not set in stone yet.
I will try to be at the CO council meeting and ask one or 2 questions.
The eta is 2-4 weeks like Emerald her post says.
BruceJuice69 wrote:
09 Oct 2018, 16:29
going to just be a rule change or a mechanical change?
I do expect one or 2 new things that have been partially in development already.
Gookamungus wrote:
09 Oct 2018, 16:36
the design philosophy behind this decision?
I can only give mine. The current CO is in a bit of a wierd place it replaces someone else their job.
We want them to be something unique and not just an XO+
Alky wrote:
09 Oct 2018, 16:38
Will other command staff roles be affected to accommodate to the new CO rework either RP or Mechanics wise?

Does rework affect mainly Mechanics or RP situation?

Will the Communication Console be affected in any way for the CO Rework?

Will the CO receive a better beret sprite?
Some of the stuff might extend to others as well.
This is to be decided by the council
Yes, this will likely be touched.
I don't know yet.
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Re: CO Rework AMA

Post by Emeraldblood » 09 Oct 2018, 17:37

Lordington knows a lot of the more specifics but I can give the general answers.

What does the current rework entail code wise? - Not a lot of code changes will be with this specific update to CO. The current plan is to restructure ranks, Brig changes to improve QoL for everyone (with the goal to improve ML for all parties), and change how the Commander is seen/used.

How will CO be made to be a more interactive role? How important of a role will it become versus current XO with gun? The plan is to increase the CO's power with a respective boost in responsibility and roleplay requirements. We want the CO to be someone who can issue orders to change up how a certain round may play out. While XO may have limits on what they can and can't do, sorta like the current CO in ways, we plan on removing these from the CO. If the CO wants to set up a whole medical base down on the planet, we want to give them the power to get things done and moving. Obviously, this is going to require players to start looking up to the CO which is why we're cracking down all LRP COs when the rework hits.

Whats our ETA? - This is mostly a foundation update to the CO, with plans to expand in the future. Given the current coding requirements are low, we hope to have this done in ~2 weeks. It may take longer, but we don't want this to be a drawn-out thing.

if this commander rework is going through are other whitelists getting any afterward? - As stated before, this is a plan to update the foundation of what CO is/means. Currently, I think most would agree that the meaning of the CO has really lost value and it's turned into a joke for some people or "some guy who will shot me" for others. Synth may be up for a quality update but that would mostly be in structuring/rules. Predator's are planned to get a small update to help improve RP with them/others.

Will non council members also be able to see progress of the rework, and will we be able to make comments/suggestions? - Yes, I'll be posting updates regarding it on the link in the first post of this thread. This will include things like the upcoming application layout, requirements, and updates on the ETA for it being released. As for comments/suggestions, you're free to make threads about possible features/ideas for the CO rework but most of the comments/suggestions we'll be looking for will be after we release the update, to help improve/fix issues with the rework (which are bound to happen).

s it going to just be a rule change or a mechanical change?A bit of both, as I've answered in other questions, the CO is being elevated in power and will have new rules and updates to the existing ones. While there are no new in-game mechanics being added to CO via code in this update, we do want to set things up to allow for new additions in the future. CO is still gonna be the CO but now they're gonna work in a new, better way.

What is the vision for the new COs? What is the high-level goal the rework is hoping to achieve, other than "making CO not be XO with a gun"? - A leader who people will look up to and is going to give their best to making the round better. This doesn't mean a good CO will win or that only good CO will win but we want the CO to use their powers to improve the round rather than just be a power. If someone wants to have a less serious round and play command, they're free to go XO and do their more wacky playstyles (not LRP). CO isn't required to only play as a serious person in-character (diversity is good and encouraged between commanders) but we don't want CO who do stupid things just because they can.

Will there be dewhitelist for the people that were added back when the rules were really lax and haven't played a single game? - If you have a CO whitelist right now, you'll keep it once the rework hits. The only way people will be losing their CO whitelist is if they don't improve to meet new standards or break rules. There will be a grace period for the first few weeks of the rework to get acustom to the change but repeated offenses, even during the start, will result in a CO whitelist being revoked.

In the rework, if there isn't a CO awake, would the marines be at a significant disadvantage? - Possibly a slight disadvantage, but nothing major. XO will have XO specific powers but these will not prevent them from being able to command the ship. One example of this change is the XO will often have to consult department heads when dealing with their department/jobs. If the XO wanted to wall off a hallway in the ship, he needs to get permission from the CE to do so. While the XO will still be in charge of the operation, he doesn't have full control of the ship.

What's the design philosophy behind this decision? - CO is in a bad place right now, a lot of people don't respect the CO and generally the quality has gone down over time as people just pick CO over other command staff just because they have it, regardless of how they want to play the round. We want picking CO to be a choice and commitment to the round, not just something you do because why not.

Will other command staff roles be affected to accommodate to the new CO rework either RP or Mechanics wise? - Rank changes will hit all the USCM (to solve problems, not mixing things up) and some Marine Law changes. As for them and the CO, he will be the big boss of the ship and his authority is the word for this mission. While this doesn't mean the other command staff will be powerless, (The CE can still control his department however he wants) we're generally removing the conflict between department heads and the CO. If the CMP wants to arrest some guy but the CO pardons his crime, that man can walk free. There can still be a conflict between the CO and his crew, but we want this to just be an IC conflict, not OOC. OOC reports on commanders will be held to a higher level once the rework hits so with new power comes new responsibility when wielding it. The CO will obviously have their own guidelines to follow.

Does rework affect mainly Mechanics or RP situation? - Both, CO will be expected to be a higher RP and also given extra powers.

Will the Communication Console be affected in any way for the CO Rework? - Not as of now, but anyone is free to suggest things to the gitlab and CO council about improvements for the CO.

With the "much higher" standards, does that mean CO's with quirks such as Germans be faced with scrutiny and a tone-down? - Gimmicks/Quirks with CO are not prohibited, however LRP ones are. You can't just be a CO who does nothing but ask for food all mission or give clearly meme/highly disruptive orders: "No attachments because I say so," or "Everyone is required use only shotguns this mission."

Will the CO receive a better beret sprite? - Not right now, maybe in the future, Complain to the CO Council or gitlab it.

I'll answer more questions later if anyone has them.
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Re: CO Rework AMA

Post by Cry of Wolves » 09 Oct 2018, 17:47

Are we finally gonna dewhitelist Commanders that never played the role since they got it?

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Re: CO Rework AMA

Post by Blade2000Br » 09 Oct 2018, 18:19

I hope this pardoning system have heavy regulation, knowing some COs out there.

My question would be: How much of a impact will COs create after this rework? Is it possible that COs could be, in many times, the decision between a good fight and a terrible loss, strategy wise?
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Re: CO Rework AMA

Post by Sir Lordington » 09 Oct 2018, 18:28

I'm going to answer all the previously asked questions and expand a bit on Emerald Blood's answers, I'll add more answers to this post as they come along. Please remember this thread is not for discussion, so keep your posts limited to questions.

Q:What does the current rework entail code wise?
Q: Is it going to just be a rule change or a mechanical change?
Q: Does rework affect mainly Mechanics or RP situation?
A: No major coding planned at the moment, some QoL stuff. Most of the changes will be in regards to rules, Marine Law and structure.

Q:How will CO be made to be a more interactive role? How important of a role will it become versus current XO with gun?
One of the goals is for COs to make their presence felt across the entirety of the Marine team. The CO will have more power and the ability to change the way departments work or interact. With this, we hope that the presence or absence of the CO will be felt more strongly.

Q:ETA?
I was aiming for the 27th of October, give or take a week.

Q: if this commander rework is going through are other whitelists getting any afterward?
It's not out of the question. That said, a predator rework would likely require more coding, and synthetics are in a decent place with comparatively minor tweaks required. Additionally, the CO rework began as somewhat of a personal project of mine, and I don't have the ideas, experience or interest to tackle the other whitelists in a similar fashion.

Q: Will non council members also be able to see progress of the rework, and will we be able to make comments/suggestions?
This thread will be updated regularly with answers to questions and I'll be glad to talk about the rework during Townhalls. Like Emerald said, feel free to make threads to debate and suggest ideas, but bear in mind you may not have the full picture. That said, it'll be the council that work on the documents and ongoing discussion as part of their duty to improve the CO role. I'm sure many of the council members will be glad to bring up your suggestions and comments in the day-to-day work as well.

Q: What is the vision for the new COs? What is the high-level goal the rework is hoping to achieve, other than "making CO not be XO with a gun"?
Q: What's the design philosophy behind this decision?
Currently, the figure of the Commanding Officer is barely distinguishable from that of the Executive Officer, or indeed anyone in the position of "aCO". The CO brings nothing to the table beyond Battlefield Executions, medals, and perhaps the assurance that the person in command is not brand new. The idea behind this rework is to ensure that, when the CO is on deck, they'll be able to bring something that nobody else can do. The Almayer is the CO's ship, and he is the ultimate authority aboard. The Commanding Officer does not simply decide the operational strategy. We want them to have the flexibility to change the parameters of the operation and to think outside of the box without being hampered, the CO decides how the ship is run and who gets to do what, when and how. Of course, whle this allows for more varied and interesting rounds, it also runs the risk of adversely affecting other players' rounds, so in order to preserve the enjoyment of the playerbase at large, COs will be under higher scrutiny.

Q:Will there be dewhitelist for the people that were added back when the rules were really lax and haven't played a single game?
Q: Are we finally gonna dewhitelist Commanders that never played the role since they got it?
No, we are not looking to do a whitelist wipe. However, any CO that fails to follow the new standards will be suspended or dewhitelisted.

Q: In the rework, if there isn't a CO awake, would the marines be at a significant disadvantage?
Q: How much of a impact will COs create after this rework? Is it possible that COs could be, in many times, the decision between a good fight and a terrible loss, strategy wise?
Nothing like the absence of a Queen. However, there will be certain actions that may be beneficial for Marines that only a CO can perform. The XO can still command without trouble, but will have to adhere to certain procedures that the CO does not have to, meaning less flexibility. The lack of both a CO and an XO will put marines at more of a disadvantage, but it will not be crippling in any case.

Q:Will other command staff roles be affected to accommodate to the new CO rework either RP or Mechanics wise?
Correct. We're taking this opportunity to do a pass on the entirety of Marine structure in order to streamline it. The current command crew will see their roles shifted around, some will gain power, and some will lose it but, as stated before, they will all be subordinate to the CO. We'll be removing the figure of the "aCO" as well as the Command Officer/Support Officer dichotomy and shuffling some ranks among other things. We'll also have some minor changes for the Enlisted. More details on organisational changes soon.

Q:Will the Communication Console be affected in any way for the CO Rework?
Nothing planned as of this time.

Q: With the "much higher" standards, does that mean CO's with quirks such as Germans be faced with scrutiny and a tone-down?
Q: What would be required of me to adapt to the new requirements? What would be some proper examples on what can be accepted and what cannot be accepted? What will be considered as LRP or unacceptable RP from a commander?
Possibly, depending on the quirk. While peppering your speech with a foreign expression every so often is not agaisnt the rules, excessive or caricaturesque accents will be. Again, diversity is good and we may be willing to overlook certain zany stuff if it leads to an interesting situation, but we want COs to be a more grounded and realistic figure compared to the rest of the marines, as befitting of their station and, especially, their power. When a CO comes on, there should be a certain sense of security that they're not going to be an absolute lunatic who will abuse their power wantonly. Generally, what you've got to ask is "would this person make it to O-5 acting like this?" If the answer is anything other than a clear yes, then it needs to be toned down. The XO position still exists for somewhat more outlandish play.

Q: Will the CO receive a better beret sprite?
I hope so because I hate that white beret that looks like a bird took a big old dump on your head.

Q: Will the CO be able to pardon any crime commited and will that be needed to be handled from Fax IC or by a report OOC if a player disagree?
This is unlikely, but the exact implementation of pardons has not been decided yet, but it is intended to be exceptional, not something to be done systematically. We'll be looking for IC ways to ensure this is a meaningful decision not to be taken lightly, and if its usage is deemed inappropriate OOCly, then suspensions or dewhitelistings will be handed out.

Q: Will we see a rework with the Issue Orders skill?
Not planned

Q: Do you have an actual specific list of features or changes that we can expect to see?
It's work in progress, so nothing public yet.

Q: How is this going to give the CO more allowances/flexibility/power than the CO already has?
The CO will be allowed to bend or change certain IC rules, as well as make decisions without consultation. For instance, he may schedule executions without the permission of the CMP.

Q: Is this going to restrict the XO's functions in comparison to the current status quo?
No.

Q: How will this be reflected in marine law?
There will be a series of special CO provisions outlining what the CO can and cannot do and under which circumstances, along with possible action regarding them. We're also using this as an opportunity to modify/add/clarify/expand some laws and procedures.

Q:How are BEs going to be considered/evaluated by the admin team in comparison to the current status quo? If there will be some change in this regard, what would be some good examples of an invalid BE that would otherwise be fine on current standards?
Q: Will the BE rule/situation will change or remain unchanged?

Battlefield Executions will remain, but the rule will change. Currently, it is too vague and freeform which can lead to easy abuse. We'll be looking to narrow down in which cases COs may perform Battlefield Executions and improper executions will be punished harshly.

Q: Is the CO getting any new special functions in terms of what he is expected to do? Or is this just a rule change?
The job of the Commander remains to lead the Marine side. This will simply give them more tools to do so.

Q: What is in your perspective the new definition of a Commander? What exactly are you trying to get rid of and more of what do you want to see?
The theoretical definition remains the same, however, by bringing up the expectations from commanders I hope to see more Commanders who can uphold a higher standard of RP, in turn bringing up the level of those around them. I hope that when a Commander comes on, you'll know you're dealing with a good roleplayer who you can expect to act realistically and be an anchor for RP in that round, as opposed to a zany character who might blow your brains out at the slightest perceived provocation.

Q: Is there any Plans to give CO his own Over-watch Console or a way to observe the operation without needing to take-over an OW Console?
Not at the moment. The comms console has four-squad tactical map which gives you a wider strategic overview than the OW Console's already. If you have a full SO complement, then you likely should be focusing on coordinating the squads, and not individual members. We're not going to stop you from doing it, but micromanaging requires certain sacrifices after all.

Q:Is their a warning in the future if a player disrespect the Commander?
No. We are not going to enforce discipline OOCly. Disrespect will remain an IC issue for MPs to handle.

Q: Will the commander have more ability to interact with external powers outside the game, such as superiors above the commander (USCM High Command), the USCSS Royce, etc.?
I think the changes may lead to higher interaction with outside forces in an IC way, but not necessarily by the Commander as he should rarely have the need to contact them. That said, these outside factors are controlled by moderators and (expecially) admins, so their intervention is always subject to staff availability. Due to this, we do not want these outside entities to become too critical to the function of any role.

Q: Will characters still be able to retain their quirks and the parts of them that make them unique as a commander, instead of making it basically a cookie cutter mold?
Obviously, different people in the same position have different personalities and will act differently. However, people who've gone through similar situations (I.E, the entirety of their military career) are also bound to have certain similarities, especially in a military setting. You don't have to be a robotic, regulation-following CO. You may be lenient, more aggressive, friendlier, colder or what have you. However, there are certain qualities that are looked for and standards people have to follow to find themselves in positions of power, so if that character does not follow those, then it stands to reason that they would not be a Commander. We don't want to eradicate each CO's individual personality, quite the opposite, we hope the CO characters will be less two-dimensional and more nuanced and deep.

Q: What keeps the COs from turning into tyrants? And how will this be dealt with IC?
Some COs may opt to be harsher than others. While we don't want COs to wantonly make other people's rounds hell, they are the ultimate authority aboard and therefore can choose to rule with more or less of an iron fist should they so desire. It's not meant to be easy to go against the desires of the CO. That said, going over the line will result in OOC action. ICly, mutiny is an option, as well as contacting High Command. We're also going to evaluate other possibilities for dealing with COs ICly, but nothing is set in stone.

Q: Will the Commander finally get access to the Military Police radio channel?
Yes.

Q: So, is the "CO Rework" just a change to marine law and a rank change?
No, there are going to be some new code features, though they may come later.

Q: The idea that the CO can override the CMP is...concerning. Can you expand on that?
Simply put, the CO will be the ultimate authority aboard and only High Command may override them unless otherwise noted.

Q: Also, will the CO have to obey marine law as per server rules, like the MPs?
No.

Q: Will the CO, or CIC overall, get a fax machine?
Maybe, though they can alread contact High Command via console.

Q: Will COs still be able to get away with intentionally sabotaging the mission by means of awful and illogical orders?
Unless it's blatant griefing, we're not going to punish COs for trying unorthodox, innovative or creative strategies.

Q: Would the commander be able to reassign squad members to other squadrons? or merge one squad into another if their numbers get too low? (bypassing restrictions that are placed on squad transfers in the Overwatch consoles)

Most likely not, due to the mechanical limitations on how squads actually work.

Q: With the rework, in the absence of a CO, would the aCO or the department head have the final say over department-specific matters such as drug distribution?

The "aCO" figure is going away. The XO will still outrank department heads and be allowed to give them orders, but will have to compromise on certain issues such as executions or ship modifications as before. If there is no CO or XO, the department head has reasonable discretion on how to run their department though they will be expected to collaborate with the person in command and their arrest may be ordered should they refuse to do so (for instance, the RO may refusing to order anything and just hoarding points).
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Re: CO Rework AMA

Post by Nanu308 » 09 Oct 2018, 19:21

Will the CO be able to pardon any crime commited and will that be needed to be handled from Fax IC or by a report OOC if a player disagree?

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Re: CO Rework AMA

Post by Bancrose » 09 Oct 2018, 19:48

Also two questions, Can we be able to put our Commander Beret on Jones like Ian?

And will we see a rework with the Issue Orders skill? The Commander and XO and SL's would benefit with something getting reworked alongside a new CO.
Last edited by Bancrose on 09 Oct 2018, 23:28, edited 1 time in total.
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Re: CO Rework AMA

Post by Arbs » 09 Oct 2018, 19:52

I appreciate that there's some attention being given to the CO role.

From what I understand your objective is expecting higher standards from CO players, while at the same time allowing them more power, influence and flexibility in the way they will be running things.

I find your explanations a bit vague however, so more specifically, I would expect some clarification and even actual examples for the following questions.

Do you have an actual specific list of features or changes that we can expect to see?

How is this going to give the CO more allowances/flexibility/power than the CO already has?

Is this going to restrict the XO's functions in comparison to the current status quo?

How will this be reflected in marine law?

What would be required of me to adapt to the new requirements? What would be some proper examples on what can be accepted and what cannot be accepted? What will be considered as LRP or unacceptable RP from a commander?

How are BEs going to be considered/evaluated by the admin team in comparison to the current status quo? If there will be some change in this regard, what would be some good examples of an invalid BE that would otherwise be fine on current standards?

Is the CO getting any new special functions in terms of what he is expected to do? Or is this just a rule change?

What is in your perspective the new definition of a Commander? What exactly are you trying to get rid of and more of what do you want to see?
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Re: CO Rework AMA

Post by WinterClould » 09 Oct 2018, 20:51

With the restructuring of ranks that's been spoken about, I pray this will result in the lower ranks having better leadership that will take weight off our over burdened SLs.
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BobatNight
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Re: CO Rework AMA

Post by BobatNight » 09 Oct 2018, 23:16

Is there any Plans to give CO his own Over-watch Console or a way to observe the operation without needing to take-over an OW Console?
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Re: CO Rework AMA

Post by NethIafins » 10 Oct 2018, 04:58

BobatNight wrote:
09 Oct 2018, 23:16
Is there any Plans to give CO his own Over-watch Console or a way to observe the operation without needing to take-over an OW Console?
no, commander will have a separate console with different set of data and abilities

Idea is that CO is commanding on squad level, while SO's command on personal level

But this is in far future
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Re: CO Rework AMA

Post by Arbs » 10 Oct 2018, 08:54

NethIafins wrote:
10 Oct 2018, 04:58
Idea is that CO is commanding on squad level, while SO's command on personal level

But this is in far future
I didnt get that. Isnt a commander supposed to command on a battalion level?
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WinterClould
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Re: CO Rework AMA

Post by WinterClould » 10 Oct 2018, 09:10

Arbs wrote:
10 Oct 2018, 08:54
I didnt get that. Isnt a commander supposed to command on a battalion level?
Make Commanders into Captains or whatever equal would fit 2018
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
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Re: CO Rework AMA

Post by ChengChan » 10 Oct 2018, 10:30

Is their a warning in the future if a player disrespect the Commander? If we leave this an IC issue more players will keep doing such thing. In reality, no marines would insult or disobey their commanders but they show respect whether they like the Commander or not. Most players are going for LRP.
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