Adjusting some things about PMC mode
- DernSquirrels^3
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Adjusting some things about PMC mode
Summary (a quick, 2-3 sentence summary): Removing stun and telebatons, and the ability to disguise from both sides
Benefits (How this will benefit the server and game as a whole): It'll turn firefights into something other than banzai charges to see who stuns who first.
Details (Description of how you think this would work, the benefits, etc): Well I just played my first round of PMC, and it was great. It gave a use for flashbangs, and that's always a plus. Plus, it encourages prisoner taking and negotiations. Except well, for some minor things. I noticed while assaulting medbay there were a couple PMCs running around with SMG in one hand a baton in the other, rushing people to try and stunlock them to death. This is kind of stupid. In PMC, marines and the Wey-Yu personnel are given tasers and handcuffs to subdue and take hostages. This is good and all until firefights turn into baton mounted banzai charges. Now, as I was dragging a downed marine I came across the Alpha Squad leader. Thank god, some help. Until I saw he pulled out a telebaton and proceeded to stunlock me till I died. Turns out this was Apop as Ender Wiggin, who disguised himself as Alpha Squad lead. He then proceeded to go on a killing spree of around 5+ marines while in disguise, them never noticing until it was too late. I realized, "Shit, disguises can be abused to all hell if any person can grab a PMC/Marine uniform, stuff a baton in his pack, and then just walk up to enemies and harmbaton them to death." While it can lead to some interesting opportunities (one marine disguised himself as PMC POW that was gonna be traded off so he could infiltrate their ranks, take down the Exec, and bring him back) it's just pretty meh as well. Marines who see a disguised PMC I've seen get confused as to why their comrade is killing them. Disguises just lead to things being clusterfucks anyway.
Implementation (Optional, if you have an idea how to implement it): Just remove the batons, add a rule about disguising.
REMEMBER TO ALWAYS HAVE FEEDBACK
Benefits (How this will benefit the server and game as a whole): It'll turn firefights into something other than banzai charges to see who stuns who first.
Details (Description of how you think this would work, the benefits, etc): Well I just played my first round of PMC, and it was great. It gave a use for flashbangs, and that's always a plus. Plus, it encourages prisoner taking and negotiations. Except well, for some minor things. I noticed while assaulting medbay there were a couple PMCs running around with SMG in one hand a baton in the other, rushing people to try and stunlock them to death. This is kind of stupid. In PMC, marines and the Wey-Yu personnel are given tasers and handcuffs to subdue and take hostages. This is good and all until firefights turn into baton mounted banzai charges. Now, as I was dragging a downed marine I came across the Alpha Squad leader. Thank god, some help. Until I saw he pulled out a telebaton and proceeded to stunlock me till I died. Turns out this was Apop as Ender Wiggin, who disguised himself as Alpha Squad lead. He then proceeded to go on a killing spree of around 5+ marines while in disguise, them never noticing until it was too late. I realized, "Shit, disguises can be abused to all hell if any person can grab a PMC/Marine uniform, stuff a baton in his pack, and then just walk up to enemies and harmbaton them to death." While it can lead to some interesting opportunities (one marine disguised himself as PMC POW that was gonna be traded off so he could infiltrate their ranks, take down the Exec, and bring him back) it's just pretty meh as well. Marines who see a disguised PMC I've seen get confused as to why their comrade is killing them. Disguises just lead to things being clusterfucks anyway.
Implementation (Optional, if you have an idea how to implement it): Just remove the batons, add a rule about disguising.
REMEMBER TO ALWAYS HAVE FEEDBACK
- SecretStamos (Joshuu)
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Re: Adjusting some things about PMC mode
Stun-batons have a limited charge, so I believe they are okay.
- MrJJJ
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Re: Adjusting some things about PMC mode
There is a thing called rechargers, which you can deattach with a wrench and carry it around to a safer place, then attach it back and keep recharging your batonSecretStamos (Joshuu) wrote:Stun-batons have a limited charge, so I believe they are okay.
I wish i was there for a event...
But to be fair, rushing marines with batons is just stupid...
- Felkvir
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Re: Adjusting some things about PMC mode
Uhh yeah, there definitely needs to be some modifications to the mode before it becomes a thing, even if it runs mostly smooth there will be things like that people will abuse unless we add some new elements to both sides maybe ... Hmm
- Butterrobber202
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Re: Adjusting some things about PMC mode
The Disguise thing is awesome. But, it would be better if the Marines (Would actually follow the Non-Lethal shit)
- UnknownMurder
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Re: Adjusting some things about PMC mode
A lot of players wanted three ways battle...
Aliens Vs. PMC Vs. Marines / In your imagination, you can feel that PMC are Predators, but they're not. Use your imagination.
Aliens Vs. PMC Vs. Marines / In your imagination, you can feel that PMC are Predators, but they're not. Use your imagination.
- DernSquirrels^3
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Re: Adjusting some things about PMC mode
Yeah, PMC mode was suggested on the basis that it'd be Aliens v. Marines v. PMCs, with the PMCs having related objectives to both sides.UnknownMurder wrote:A lot of players wanted three ways battle...
Aliens Vs. PMC Vs. Marines / In your imagination, you can feel that PMC are Predators, but they're not. Use your imagination.
- TopHatPenguin
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Re: Adjusting some things about PMC mode
The problem with having aliens vs pmc's vs Marines is that pmc's would get hammered straight away by the aliens or pmc's would wipe the aliens before they had a chance and marine briefing was done so i'm happy for it to stay pmc's vs marines for now unless somehow there is a way for pmc's and aliens not to wipe each other out in the beginning.
Anyway back on topic..............
So is there any way we could have the id's make it so you can't wear PMC armour if you have a marine job and vice a versa , i'm kind of just chucking ideas out here but... hoping someone will go with it.
Anyway back on topic..............
So is there any way we could have the id's make it so you can't wear PMC armour if you have a marine job and vice a versa , i'm kind of just chucking ideas out here but... hoping someone will go with it.
- UnknownMurder
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Re: Adjusting some things about PMC mode
Aliens would still have to build a hive.
- TopHatPenguin
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Re: Adjusting some things about PMC mode
The problem is they both start in the same place so there will always be tension between both as the drones will be going by carrying infected monkeys so instead of all of them starting in the same place why not have the PMC's starting in a different place with a shuttle that goes to nostromos and that would solve the problem of alien setup time as both marines and PMC's would be having a briefing on their plans.UnknownMurder wrote:Aliens would still have to build a hive.
- SecretStamos (Joshuu)
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Re: Adjusting some things about PMC mode
In the proposed CM vs Aliens vs PMC gametype, the PMCs should not be focused on eradicating the aliens (or the CM). This is particularly because they wish to gather data on the combat capabilities of the Xenomorphs. If the Xenomorphs show signs of spreading outside the containment zone (such as invading the Sulaco), then perhaps eradication becomes an option.
PMCs would be widely objective-oriented. From the start, they aren't friendly or hostile with the Colonial Marines, and they have no interest in eliminating the Xenomorphs like the Marines do. That being said, the PMCs wouldn't necessarily have the men or the firepower to effectively challenge either side directly, so they have to use non-conventional methods to get what they want.
What makes this appealing to me is that it could add a whole new element of RP to the situation. Their objectives could potentially put them at odds or in line with the Colonial Marines, and the relationship between the two groups would involve a lot of uneasy trust, deception and betrayal.
Naturally, confidentiality means that the PMCs would be prohibited from disclosing any objective information. Even if their objectives don't directly put them into conflict with the CM, things would still be tense between them.
PMCs would be widely objective-oriented. From the start, they aren't friendly or hostile with the Colonial Marines, and they have no interest in eliminating the Xenomorphs like the Marines do. That being said, the PMCs wouldn't necessarily have the men or the firepower to effectively challenge either side directly, so they have to use non-conventional methods to get what they want.
What makes this appealing to me is that it could add a whole new element of RP to the situation. Their objectives could potentially put them at odds or in line with the Colonial Marines, and the relationship between the two groups would involve a lot of uneasy trust, deception and betrayal.
Naturally, confidentiality means that the PMCs would be prohibited from disclosing any objective information. Even if their objectives don't directly put them into conflict with the CM, things would still be tense between them.
- TopHatPenguin
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Re: Adjusting some things about PMC mode
Thanks for clearing that up josh.SecretStamos (Joshuu) wrote:In the proposed CM vs Aliens vs PMC gametype, the PMCs should not be focused on eradicating the aliens (or the CM). This is particularly because they wish to gather data on the combat capabilities of the Xenomorphs. If the Xenomorphs show signs of spreading outside the containment zone (such as invading the Sulaco), then perhaps eradication becomes an option.
PMCs would be widely objective-oriented. From the start, they aren't friendly or hostile with the Colonial Marines, and they have no interest in eliminating the Xenomorphs like the Marines do. That being said, the PMCs wouldn't necessarily have the men or the firepower to effectively challenge either side directly, so they have to use non-conventional methods to get what they want.
What makes this appealing to me is that it could add a whole new element of RP to the situation. Their objectives could potentially put them at odds or in line with the Colonial Marines, and the relationship between the two groups would involve a lot of uneasy trust, deception and betrayal.
Naturally, confidentiality means that the PMCs would be prohibited from disclosing any objective information. Even if their objectives don't directly put them into conflict with the CM, things would still be tense between them.
- Felkvir
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Re: Adjusting some things about PMC mode
Everything Joshuu wrote ^^