Thoughts on the Freelancer Trading post rounds?
- Sora9567
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Thoughts on the Freelancer Trading post rounds?
So, earlier today we had a couple of rounds where Freelancers had a trading post established where marines could go and purchase unique gear, like Mar-40's, M16s, and etc. I thought it was a very neat little thing, where money can actually be used for something, and their location was out of the way, so xenos wouldn't immediately go after them. I want to get your guys' thoughts because I was thinking of making a gitlab request making them a semi-frequent addition to the rounds.
Usually playing as Darwin 'D.J.' Jefferson, PFC (Private: Flare Carrier), or Smartgunner almost always out of ammo. Occasionally an RO who yearns for death, dealing with rampant jackassery of his coworkers.
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
- Mister Jeether
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Re: Thoughts on the Freelancer Trading post rounds?
Ehh, No.
If they were ever added, they would be like ordering contraband from cargo.
So, it would frequently result in MPs deploying to arrest marines/lancers planetside.
If they were ever added, they would be like ordering contraband from cargo.
So, it would frequently result in MPs deploying to arrest marines/lancers planetside.
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- Sora9567
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Re: Thoughts on the Freelancer Trading post rounds?
Considering there's an ongoing (at this current time) player report involving shenanigans with contraband...you're not wrong though.Mister Jeether wrote: ↑18 Nov 2018, 19:58Ehh, No.
If they were ever added, they would be like ordering contraband from cargo.
So, it would frequently result in MPs deploying to arrest marines/lancers planetside.
Usually playing as Darwin 'D.J.' Jefferson, PFC (Private: Flare Carrier), or Smartgunner almost always out of ammo. Occasionally an RO who yearns for death, dealing with rampant jackassery of his coworkers.
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
- davidofmk771
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Re: Thoughts on the Freelancer Trading post rounds?
I like the idea of standardizing more things like leftover PMCs, holed-up CLF sympathizers, and stranded UPP who are locked away behind blast doors that can't be destroyed, like the ones on prison (to prevent the survivor phase from being affected). More things like that to surprise you when you're pushing into the map might prevent the marine rush situation that's been going on lately.
Fits nicely into Project Nightmare too. These little time-delay outposts that effect the round can be randomly distributed around the map each round, and maybe not show up at all like predators.
Fits nicely into Project Nightmare too. These little time-delay outposts that effect the round can be randomly distributed around the map each round, and maybe not show up at all like predators.
- Renomaki
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Re: Thoughts on the Freelancer Trading post rounds?
I don't want this to be a regular thing, otherwise it'll lose its luster.
Although, if ever used again in future rounds, they really gotta make them easier to access. I had a round with traders that were only accessible at LZ2... While all my forces were at LZ1.
Efforts to get there were NOT worth it, as most of the items they had in stock were mediocre and a waste of time (as well as endangering marines pointlessly).
While it does add an interesting element to the round, it shouldn't be a hassle to go and SHOP. If anything, I'd rather the traders just focus on docking with the Almayer for ease of access like in the ol' days.
And if they are worried about contraband, just give them documents! Give them legal papers that allow their business and ensure their products do not go against contraband laws. Maybe make them a more proper military supplier with weapons that would be normally sold to USCM battalions (but not common weapons you can get in the basic armory, of course).
Although, if ever used again in future rounds, they really gotta make them easier to access. I had a round with traders that were only accessible at LZ2... While all my forces were at LZ1.
Efforts to get there were NOT worth it, as most of the items they had in stock were mediocre and a waste of time (as well as endangering marines pointlessly).
While it does add an interesting element to the round, it shouldn't be a hassle to go and SHOP. If anything, I'd rather the traders just focus on docking with the Almayer for ease of access like in the ol' days.
And if they are worried about contraband, just give them documents! Give them legal papers that allow their business and ensure their products do not go against contraband laws. Maybe make them a more proper military supplier with weapons that would be normally sold to USCM battalions (but not common weapons you can get in the basic armory, of course).
Sometimes, bravery comes from the most unlikely sources.
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https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
- NethIafins
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Re: Thoughts on the Freelancer Trading post rounds?
Yeah, I'm testing them as a potential insert for nmc. Low chance, like survivor fort in the lv caves.
I can't give them strong weapons because I don't want to give marines unfair advantage over xenos. I have few ideas how to make it more interesting, but balance always has to be kept in mind.
You may suggest what stuff you want to see them selling here, just don't ask for thermobaric or gattling, not gonna happen
I can't give them strong weapons because I don't want to give marines unfair advantage over xenos. I have few ideas how to make it more interesting, but balance always has to be kept in mind.
You may suggest what stuff you want to see them selling here, just don't ask for thermobaric or gattling, not gonna happen
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- Kineem
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Re: Thoughts on the Freelancer Trading post rounds?
I had some fun with trading posts but one of the biggest problems is definitely the fact that there's no reason to actually head there. They don't usually sell anything other than weapons but most of the weapons spawned are guns weaker than the ones you start off with as PFCs. It would be nice to see these bases standardized with a low chance to appear if the items they had in stock were more varied, the Freelancers being made into general traders rather than arms dealers.
Some proposed items: Miscellaneous clothing, predator tech with no ID locks/skill restrictions and with their trackers disabled (so predators aren't forced to engage the shopkeepers), items a CL/Researcher would want (chitin, vials of xeno blood, etc.), grenades, attachments, B12 armor, lightweight combat packs, large general pouches, large mag pouches, M4A3 custom, mines, mortars/M56D/sentries, AP ammunition, Mateba + belt rig, Auto 9 machine pistol, brown/black webbing vests, Freelancer Cuirass, Ultrazine, stun implants, M41A/2, M39/2.
It goes without saying that specific items shouldn't show up nearly as often as others because of balance or lore reasons.
Now that we have the ability to Check Skills and see what our character is capable of doing, I would be interested in seeing detailed training manuals or expensive neuroimplants that improves a human's skill in a specific field. CQC, Melee, and Firearms (or perhaps just the specific skills dedicated to one specific weapon) are skills I could easily see as options, as well as Medical if a high level in that skill doesn't count towards being able to do surgery.
A machine that could unlock equipment that normally has ID restrictions would also make talking to the traders worthwhile if you happen to find a PMC weapon but can't actually use it, found a braindead spec but want to be able to use their weaponry, or killed a predator but want to use something of theirs. Freelancers could additionally have a machine that produces an improved version of whatever gun is put into it.
This, along with any other potential early game planetside spawn that may be added by Project Nightmare, could draw players from people who have the Survivor preference active at round start; alternatively a new role pref could be added that lets people get the chance to roll for things like this.
Some proposed items: Miscellaneous clothing, predator tech with no ID locks/skill restrictions and with their trackers disabled (so predators aren't forced to engage the shopkeepers), items a CL/Researcher would want (chitin, vials of xeno blood, etc.), grenades, attachments, B12 armor, lightweight combat packs, large general pouches, large mag pouches, M4A3 custom, mines, mortars/M56D/sentries, AP ammunition, Mateba + belt rig, Auto 9 machine pistol, brown/black webbing vests, Freelancer Cuirass, Ultrazine, stun implants, M41A/2, M39/2.
It goes without saying that specific items shouldn't show up nearly as often as others because of balance or lore reasons.
Now that we have the ability to Check Skills and see what our character is capable of doing, I would be interested in seeing detailed training manuals or expensive neuroimplants that improves a human's skill in a specific field. CQC, Melee, and Firearms (or perhaps just the specific skills dedicated to one specific weapon) are skills I could easily see as options, as well as Medical if a high level in that skill doesn't count towards being able to do surgery.
A machine that could unlock equipment that normally has ID restrictions would also make talking to the traders worthwhile if you happen to find a PMC weapon but can't actually use it, found a braindead spec but want to be able to use their weaponry, or killed a predator but want to use something of theirs. Freelancers could additionally have a machine that produces an improved version of whatever gun is put into it.
This, along with any other potential early game planetside spawn that may be added by Project Nightmare, could draw players from people who have the Survivor preference active at round start; alternatively a new role pref could be added that lets people get the chance to roll for things like this.
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- carlarc
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Re: Thoughts on the Freelancer Trading post rounds?
>auto 9
the auto 9 is insane dude. thats a wiper in the right hands
id like more misc items that arent guns, since those are almost always just shittier versions of current marine guns (stuff like brown webbing)
also an easy way to check the full catalogue
the auto 9 is insane dude. thats a wiper in the right hands
id like more misc items that arent guns, since those are almost always just shittier versions of current marine guns (stuff like brown webbing)
also an easy way to check the full catalogue
I like hand labelers.
- KennyTGuy
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Re: Thoughts on the Freelancer Trading post rounds?
It just seems weird from an RP standpoint why would marines take a break from fighting xenos to play shop with freelancers? Why would freelancers risk going down into a nightmare zone to sell some weapons? I never played these rounds so maybe they did feel natural and fun but the concept seems off, not that i dont like it as an event as suspension of disbelief is a given with events but as a normal thing in map rotation, it seems off.
I would think giving the CL access to freelancers to buy stuff off of would make more sense, would give him an actual use of his money outside hoping a marine will RP enough to take it and would help ingratiate himself with the marines for when he needs those "special" tasks done.
I would think giving the CL access to freelancers to buy stuff off of would make more sense, would give him an actual use of his money outside hoping a marine will RP enough to take it and would help ingratiate himself with the marines for when he needs those "special" tasks done.