a few new Role Ideas for post Alpha
- Kovain1812
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a few new Role Ideas for post Alpha
Summary (a quick, 2-3 sentence summary): just a few ideas of possible new roles or adaptations of current ones.
Benefits (How this will benefit the server and game as a whole): mix things up a little and add more of an Aliens flavour to the overall game play, whilst adding in more realistic military positions. (Keep in mind these are suggestions only, im not saying they SHOULD be added, just looking for general community feedback)
Details (Description of how you think this would work, the benefits, etc): The first thing i would suggest is to add a new type of survivor, one who has escaped a similar situation and knows CERTAIN things about the aliens (they have only seen as much as ripley in ALIEN 1 face hug, 1 xeno drone, acid and how fucking horrible they are), they would work with the new corporate role (Heavy RP). This survivor cannot use weapons above a knife or pistol but can use any engineering medical or motion trackers ect. Non combat role.
SL and DSL - So the SL is in charge, and we all know marines like to run off and not follow orders. When the squads get very large it can get a bit much for one guy to handle, i suggest a DSL role or Deputy Squad Leader, This guy will be Second in command, so if the SL goes missing or dies, there is a clear chain of command to follow and marines dont just start doing what they please (helps add military realism to the squad based tactics) should have a command headset, but can be any role within a squad such as Engineer or Specialist.
FT - Firearms Technician, This would be a Sulaco, non combative role. Similar to R&D but not about creating things, instead this role would be in charge of all Explosives and Heavy weapons such as HMGs and Specialist guns. This would help to stop the stealing of gear from prep rooms and also add a sense of military realism to the sulaco, this guy should NOT be allowed to leave the Sulaco and similar to the Current LO role must be behind his desk most of the time to equip marines with extra gear as needed.
MP changed to SFT - Shuttle Fire-team, This would be a maximum of FOUR man squad in charge of the Launching and protection of the Shuttle both on and off the sulaco, they would be the ones sat at the LZ Defending the shuttle, while the Combat squads go about their mission objectives. Should have no powers above a standard marine and the MP powers should pass to the Command Roles as it would help to speed up the punishment of unruly marines. (I can see this being exploited by a CO to be all "I AM THE LAW!")
Marksman Role - Pretty self explanitory, this role should get the sniper rifle (as a specialist it didnt seem worth it over the Smart gun due to lack of ammo), If in the future any other precision weapons are added, this role should be added to wield them. should also get some recon gear such as a motion tracker, HUD, lighter armor (similar to battle harness?).
Implementation (Optional, if you have an idea how to implement it): Wouldnt know where to begin, i know its alot of coding to add in the custom stuff, but most of the content already exists within the server, not alot of new content would need to be added (not counting the Marksman)
Generally just a few ideas ive had brewing for a few days, let me know what ya'll think and feel free to add to /destroy any of the above!
Benefits (How this will benefit the server and game as a whole): mix things up a little and add more of an Aliens flavour to the overall game play, whilst adding in more realistic military positions. (Keep in mind these are suggestions only, im not saying they SHOULD be added, just looking for general community feedback)
Details (Description of how you think this would work, the benefits, etc): The first thing i would suggest is to add a new type of survivor, one who has escaped a similar situation and knows CERTAIN things about the aliens (they have only seen as much as ripley in ALIEN 1 face hug, 1 xeno drone, acid and how fucking horrible they are), they would work with the new corporate role (Heavy RP). This survivor cannot use weapons above a knife or pistol but can use any engineering medical or motion trackers ect. Non combat role.
SL and DSL - So the SL is in charge, and we all know marines like to run off and not follow orders. When the squads get very large it can get a bit much for one guy to handle, i suggest a DSL role or Deputy Squad Leader, This guy will be Second in command, so if the SL goes missing or dies, there is a clear chain of command to follow and marines dont just start doing what they please (helps add military realism to the squad based tactics) should have a command headset, but can be any role within a squad such as Engineer or Specialist.
FT - Firearms Technician, This would be a Sulaco, non combative role. Similar to R&D but not about creating things, instead this role would be in charge of all Explosives and Heavy weapons such as HMGs and Specialist guns. This would help to stop the stealing of gear from prep rooms and also add a sense of military realism to the sulaco, this guy should NOT be allowed to leave the Sulaco and similar to the Current LO role must be behind his desk most of the time to equip marines with extra gear as needed.
MP changed to SFT - Shuttle Fire-team, This would be a maximum of FOUR man squad in charge of the Launching and protection of the Shuttle both on and off the sulaco, they would be the ones sat at the LZ Defending the shuttle, while the Combat squads go about their mission objectives. Should have no powers above a standard marine and the MP powers should pass to the Command Roles as it would help to speed up the punishment of unruly marines. (I can see this being exploited by a CO to be all "I AM THE LAW!")
Marksman Role - Pretty self explanitory, this role should get the sniper rifle (as a specialist it didnt seem worth it over the Smart gun due to lack of ammo), If in the future any other precision weapons are added, this role should be added to wield them. should also get some recon gear such as a motion tracker, HUD, lighter armor (similar to battle harness?).
Implementation (Optional, if you have an idea how to implement it): Wouldnt know where to begin, i know its alot of coding to add in the custom stuff, but most of the content already exists within the server, not alot of new content would need to be added (not counting the Marksman)
Generally just a few ideas ive had brewing for a few days, let me know what ya'll think and feel free to add to /destroy any of the above!
- Feweh
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Re: a few new Role Ideas for post Alpha
I'd be so ok for a Shuttle Operator/Pilot
Would also be canon with the films as well and stop a lot premature shuttle launches
ACTUALLY - That should be part of the bridge officer's job!
Would also be canon with the films as well and stop a lot premature shuttle launches
ACTUALLY - That should be part of the bridge officer's job!
- TopHatPenguin
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Re: a few new Role Ideas for post Alpha
Pink wrote:I'd be so ok for a Shuttle Operator/Pilot
Would also be canon with the films as well and stop a lot premature shuttle launches
ACTUALLY - That should be part of the bridge officer's job!
Yes! The BO's Will get something to do so +1 to letting BO's being shuttle pilots.
Shit cm memes:
That guy called Wooki.
Resident Santa.
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That guy called Wooki.
Resident Santa.
(THP)
- Feweh
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Re: a few new Role Ideas for post Alpha
Mr. Penguin wrote:
Yes! The BO's Will get something to do so +1 to letting BO's being shuttle pilots.
Instead of calling it Bridge Officer (They never sit in the bridge anyways) call it Sulaco Officer!
Holy shit, this is a good idea.. where's abby.
- TheCubscout
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Re: a few new Role Ideas for post Alpha
*CoUgH cOuGh*
Janitor
Sanitation Engineer~~
*Cough Cough*
Janitor
Sanitation Engineer~~
*Cough Cough*
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Re: a few new Role Ideas for post Alpha
I totally think the DSL is an excellent idea. In mean in the Aliens movie one of the main heroes was Hicks and he was a Corporal/DSL of sorts. So besides being lore friendly it does add a certain degree of realism military-wise, plus the RP opportunities would hopefully increase, ex: SL gets injured, DSL fills in for him.
- LordLoko
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Re: a few new Role Ideas for post Alpha
A pilot job will be amazing, one of the problems on alpha was that you need to repeadetly call for a MP/commander/BO to send the shuttle.Mr. Penguin wrote:
Yes! The BO's Will get something to do so +1 to letting BO's being shuttle pilots.
- SecretStamos (Joshuu)
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Re: a few new Role Ideas for post Alpha
What if the pilot got some extra roles to perform from the shuttle?
- Feweh
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Re: a few new Role Ideas for post Alpha
Piloting is a full time job on Alpha, with travel times etc..SecretStamos (Joshuu) wrote:What if the pilot got some extra roles to perform from the shuttle?
Make two spawn in though.
- Felkvir
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Re: a few new Role Ideas for post Alpha
Well a pilot who just uses the shuttle all day might be a pretty boring role .. They should have some other stuff to do. Mostly with the shuttle perhaps, but it's not much functional in anything besides the fact that it's a bunch of moving tiles and blocks.
- Feweh
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Re: a few new Role Ideas for post Alpha
Felkvir wrote:Well a pilot who just uses the shuttle all day might be a pretty boring role .. They should have some other stuff to do. Mostly with the shuttle perhaps, but it's not much functional in anything besides the fact that it's a bunch of moving tiles and blocks.
Shuttle is actually quite important in Alpha, it's used for actually evacuating wounded and it's got a long flight time.
It's also under threat a lot due to the LZ being in the open.
Honestly, shuttle pilot would be a full time job. I wouldn't mind there being two pilots, one for flying, the other for security and working the shutters.
- Artouris
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Re: a few new Role Ideas for post Alpha
If there was drop ship pilot added. I would totally play it all the time. Maybe if you added a small clock too for the pilot so your able to tell them how much longer until you arrive. But hell yeah I would totes do drop ship pilot.
- UnknownMurder
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Re: a few new Role Ideas for post Alpha
What is Post Alpha.
-
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Re: a few new Role Ideas for post Alpha
What about splitting the Specialist on two more classes, marksman and rocketeer or the firearms tech able to give more coins for specialist, 'cause once the specialist dies/goes SSD/change squads, you've no way of replacing them.
- Kovain1812
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Re: a few new Role Ideas for post Alpha
Post Alpha means after the alpha is live, i made these suggestions before the last alpha test and some of the balance issues have changed, i would consider archiving this post