What roles, if any, do you think are missing from CM?

Generic, on-topic discussion about Colonial Marines.
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Re: What roles, if any, do you think are missing from CM?

Post by johners12345 » 08 Oct 2015, 19:45

Mac wrote:Perhaps a flag bearer but futurized? For instance, carrying a device that can shout slogans to inspire marines, perhaps occasionally playing music? The device could be rp only or it could have some real benefit such as reducing stun times or increasing run speed? This would even possibly help curb the win/loss ratio back away from the aliens.
Would be awesome especially since the RT now land with music playing.

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Re: What roles, if any, do you think are missing from CM?

Post by Steelpoint » 09 Oct 2015, 12:55

I still maintain a ship's head of security would be a nice addition.

Here's what I posted in another thread I made.

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* Master-at-arms/Chief Of Security (Head of Security): In command of security, and overall the third in command, if the CO and XO are MIA/KIA than the MAA assumes command. the MAA's job is to direct the Security teams and oversee any emergencies involving boarding parties. He has full access to the entire ship to assist. (1 Job Slot)

* Military Police: Retain their current role, their job is to detain rogue Marines that refuse to stand down. They are armed with proficient non-lethal and lethal weapons to assist in this. (2 Job Slots)

* Security Guard: A lower rank to Military Police, their job is to patrol the ship and keep any unauthorised people out of secure area's. More of a filler role akin to a Standard Marine but with more access to the Sulaco. (5 Job Slots)

* Door Gunner: A unique security role, their job is to provide security to USMC Dropships. Their job is to defend the Dropships in flight and maintain them if they sustain damage, they would also assist any pilot. (Think of them as modern military Door Gunners) (2 Job Slots)

---
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Re: What roles, if any, do you think are missing from CM?

Post by MrGabol100 » 09 Oct 2015, 13:18

A platoon leader would sustain the rank of Lieutenant, would be deployed on ground, moving from Fortified area to another, and being basically a BO, but on ground, Maybe just have access to SL camera and unit positions onground from a laptop.

He would be assigned to 2 squads. One of the squads would be more important, SL being a Gunnery Sergeant (Platoon sergeant, assistant of platoon leader) , the other would just have a regular sergeant (Regular SL Lead)

This is if we ever get the ranks thingies.

Comparing to Aliens:

Gorman was the Platoon LT.

Apone was the Squad Sergeant, Hudson (?) (I really need to rewatch the film again) was the second fireteam's Lead.

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Re: What roles, if any, do you think are missing from CM?

Post by Mac » 12 Oct 2015, 02:48

In the event that the guns of the Sulaco would ever need to be reloaded, a position in charge of that with minor maintenance duties would be cool as well. Something like "ordnance officer."
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Re: What roles, if any, do you think are missing from CM?

Post by sicktrigger » 12 Oct 2015, 02:59

a janitor
So this is what cluwning feels like?

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Re: What roles, if any, do you think are missing from CM?

Post by KeyWii » 12 Oct 2015, 03:00

sicktrigger wrote:a janitor
Based Cub come back to us. Q_Q
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Re: What roles, if any, do you think are missing from CM?

Post by Stalin » 12 Oct 2015, 04:41

Steelpoint wrote: * Door Gunner: A unique security role, their job is to provide security to USMC Dropships. Their job is to defend the Dropships in flight and maintain them if they sustain damage, they would also assist any pilot. (Think of them as modern military Door Gunners) (2 Job Slots)
This'd be great. It'd ensure wounded marines aren't easily harvested by the aliens, and in the case of an alien attack, they'd serve as the main line of defense until reinforcements arrive.
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Re: What roles, if any, do you think are missing from CM?

Post by Redfield5 » 12 Oct 2015, 14:17

We should reform the squads into a true weapons organic.

- Squad Leader.
- Fire Team Leaders.
- Grenadiers.
- Automatic Riflemen.
- Designated Marksmen.
- Riflemen.
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Re: What roles, if any, do you think are missing from CM?

Post by Derpislav » 13 Oct 2015, 15:39

Smartgunner: seriously why is this still a specialist weapon, not a separate class
Gunsmith: Requisitions gets to focus on other stuff than attachments, Research gets some new cool things to do in place of grenades and the occassional pneumatic cannon you'll get banned for making. The armoury could be located where the firing range is now, two gunsmiths would handle giving out attachments, making explosives and assembling "non-canon" weapons (so you can get you AA-12, stop whining about it already). If we get a coder with far too much free time, they could even exchange parts in the weapons, changing their stats.

Marine: Basic marines spawning with tokens like specialists, there would be a vendor in standard prep with near-infite contents, so anyone willing to can get a ammo can or a belt of smoke grenades for his token. There would be some bigger stuff in here, but it would come in several pieces that have to be assembled. For example, mortars. If few marines agree to get one, they can each buy one part. Like launch tube + stand and targetting system + ammo.
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Re: What roles, if any, do you think are missing from CM?

Post by Sinu » 14 Oct 2015, 13:06

This could be more of an event thing, but what about an USCM High Commander? Comes abourd if there is a suspected mutiny, sees if the reason is justified.
If so- orders the CO to stand down. If not, forcefully detains using whatever.
If not- has all mutineers detained and sent back to USCM for punishment.

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Re: What roles, if any, do you think are missing from CM?

Post by Arachnidnexus » 14 Oct 2015, 16:53

A dedicated smartgunner in each squad would be pretty awesome. It would narrow down the specialist's choices a bit while guaranteeing each squad a source of heavier firepower that can't friendly fire.

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Re: What roles, if any, do you think are missing from CM?

Post by N8-Toe » 15 Oct 2015, 12:12

Derpislav wrote:Smartgunner: seriously why is this still a specialist weapon, not a separate class
Gunsmith: Requisitions gets to focus on other stuff than attachments, Research gets some new cool things to do in place of grenades and the occassional pneumatic cannon you'll get banned for making. The armoury could be located where the firing range is now, two gunsmiths would handle giving out attachments, making explosives and assembling "non-canon" weapons (so you can get you AA-12, stop whining about it already). If we get a coder with far too much free time, they could even exchange parts in the weapons, changing their stats.

Marine: Basic marines spawning with tokens like specialists, there would be a vendor in standard prep with near-infite contents, so anyone willing to can get a ammo can or a belt of smoke grenades for his token. There would be some bigger stuff in here, but it would come in several pieces that have to be assembled. For example, mortars. If few marines agree to get one, they can each buy one part. Like launch tube + stand and targetting system + ammo.

I LOVE this idea! as it gives the marines the ability to fill some more niche roles! the gunsmith idea is also awesome but my main love is for the tokens for basic marines to get other gear! this would spice things up immensely!

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Re: What roles, if any, do you think are missing from CM?

Post by Warriorlock » 15 Oct 2015, 12:40

Is it possible to make it so if a predator somehow gets facehuged he spawns a Preda-alien like the one in Aliens vs. Predator: Requiem?

It could be like a preatorian but overall stronger,faster and more resilient,and it could have a special ability that would stun a person and after a short time infect them,it cant move while the timer is ticking.
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Re: What roles, if any, do you think are missing from CM?

Post by TheCubscout » 17 Oct 2015, 02:33

As said before.
A Janitor.

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Re: What roles, if any, do you think are missing from CM?

Post by Boltersam » 17 Oct 2015, 06:28

Marksman: like, with DMR's or sniper rifles, that are semi-auto but have more stopping power, and can zoom out so that you can see farther than normal? I mean, every squad has a spotter/marksman in real military.

Drone operator (prolly not gonna be added, but an idea): someone who sits in the bridge and can use a terminal to control an automated scout drone to scout ahead for the marines, because drones ARE used by SWAT and military units.

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Re: What roles, if any, do you think are missing from CM?

Post by Expired Torpedo » 17 Oct 2015, 06:57

Boltersam wrote: Drone operator (prolly not gonna be added, but an idea): someone who sits in the bridge and can use a terminal to control an automated scout drone to scout ahead for the marines, because drones ARE used by SWAT and military units.
i completely agree with this

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Re: What roles, if any, do you think are missing from CM?

Post by Boltersam » 17 Oct 2015, 08:51

Expired Torpedo wrote: i completely agree with this
1. my idea hast been acknowledged, ACHIEVEMENT UNLOCKED: meeting peoplez

2. Well, if the drone only had a flashlight and wasn't armed, I'd say it would work, as long as people didn't metagame----Wait a second, what if, scout drones replaced the maintenance drones? then the Join As Drone verb would actually work! just an idea for 'mins to chew on, if unarmed scout drones with flashlights replaced the maintenance drones from other servers and scouted for the marines.

EDIT: Drones could be ammo-carriers too, if they dispensed limited supplies of ammo.

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Re: What roles, if any, do you think are missing from CM?

Post by DiscountDan » 17 Oct 2015, 15:47

I think the whole Mole alien suggestion is great.
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Re: What roles, if any, do you think are missing from CM?

Post by Kavlo » 18 Oct 2015, 08:33

Suprised I haven't seen this yet,

A Synthetic role.

If you don't know or remember what synthetics are they are the androids that look like humans , seen in Alien and Aliens.
The role of the synthetics in the movies were to be multi-role team members such drivers/pilots , medics and advisors.
Some of their special attributes are that they don't need to eat , don't feel pain , they don't feel fatigue and they can't get infected by a facehugger , but they are very fragile especially in their chest area due to their battery/power being stored there.

If this role was to be implemented i'd see them being similar to the Corporate liason as in there would be maybe one or two of them and they would either be up in the bridge with the commander or helping the marines planetside wheter that be medically helping them or even being a pilot for the shuttle.
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Re: What roles, if any, do you think are missing from CM?

Post by Expired Torpedo » 18 Oct 2015, 09:54

Boltersam wrote: 1. my idea hast been acknowledged, ACHIEVEMENT UNLOCKED: meeting peoplez

2. Well, if the drone only had a flashlight and wasn't armed, I'd say it would work, as long as people didn't metagame----Wait a second, what if, scout drones replaced the maintenance drones? then the Join As Drone verb would actually work! just an idea for 'mins to chew on, if unarmed scout drones with flashlights replaced the maintenance drones from other servers and scouted for the marines.
EDIT: Drones could be ammo-carriers too, if they dispensed limited supplies of ammo.
i fully support this idea, +10

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Re: What roles, if any, do you think are missing from CM?

Post by Mac » 18 Oct 2015, 12:21

Kavlo wrote:Suprised I haven't seen this yet,

A Synthetic role.

If you don't know or remember what synthetics are they are the androids that look like humans , seen in Alien and Aliens.
The role of the synthetics in the movies were to be multi-role team members such drivers/pilots , medics and advisors.
Some of their special attributes are that they don't need to eat , don't feel pain , they don't feel fatigue and they can't get infected by a facehugger , but they are very fragile especially in their chest area due to their battery/power being stored there.

If this role was to be implemented i'd see them being similar to the Corporate liason as in there would be maybe one or two of them and they would either be up in the bridge with the commander or helping the marines planetside wheter that be medically helping them or even being a pilot for the shuttle.
This is already in the suggestions sub-forum and has some good ideas in it.
Lennox Clarke- Corporate Asshole or Duty-bound Officer depending on the role.
Manley Maclagan- hot shot pilot, spec, or grunt.

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Re: What roles, if any, do you think are missing from CM?

Post by Steelpoint » 18 Oct 2015, 12:36

Just as I did months ago I still advocate making the Smartgunner a unique roll separate from the Specialist, and this is for several reasons.

1:) Lore wise Marine squads always had a dedicated Smartgunner set up, one gunner and one support soldier. Right now that all depends on if the Spec takes the Sgun.

2:) I still say the Smartgun runs contrary to all other Spec weapons, whereas all other Spec weapons are high power, low ammo, weapons that excel in dealing with T2-T3 Aliens, the Smartgunner is really just the supreme M41A, with all the drawbacks of the M41A versus T3 xenos. Meaning a Spec that takes a Sgun is doing a disservice versus higher tier xenos in comparison to what they could be taking.
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Re: What roles, if any, do you think are missing from CM?

Post by Kavlo » 18 Oct 2015, 13:42

Mac wrote: This is already in the suggestions sub-forum and has some good ideas in it.
Just read it there , it is definitely a interesting post thanks for telling me about it :D
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Re: What roles, if any, do you think are missing from CM?

Post by Arachnidnexus » 18 Oct 2015, 13:48

I just want every squad to have a headband-wearing Smartgunner for flavor reasons. Well that and because smartguns are awesome.

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Re: What roles, if any, do you think are missing from CM?

Post by Clayton_Kelly » 18 Oct 2015, 21:26

UnknownMurder wrote: Marines Roles
-Platoon Leader
Officers are allowed to act as a ground platoon leader.

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