Drop Predators After Two Hours

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Drop Predators After Two Hours

Post by Steelpoint » 20 Aug 2015, 09:04

Summary: If a round lasts for more than Two hours (maybe with some divergence) then the game should automaticly drop several Predators into the game (pulled from applicable people who are whitelisted) to help speed up the game and bring it to a end.

Benefits: Many rounds that last for more than two hours are usually a result of the round dragging on due to one side hiding/being nearly dead and thus this can drag the game on for another hour or so. My suggestion (when the new Predator spawning system is implemented) may help in advancing the round by forcibly introducing several Predators who have the capability to end the round, or at least advance it.

Details: The Predators would, lore wise, appear due to the on going conflict drawing them to the battle zone.

There should also be a way for a admin to disable the automatic Predator spawning, incase there are already Predators in game and more would be a negative thing. Furthermore there should be a early warning for admins that the Predators are going to spawn in soon so they can take action if needed.
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Re: Drop Predators After Two Hours

Post by Steelpoint » 20 Aug 2015, 09:09

To add you could mix it up with PMC/WY Commando spawns happening as well. Maybe have a 50% chance for Predators to spawn and a 50% chance for a PMC ship to appear with PMC's drawn from dead players. Who's job is to secure the colony and secure some basic Alien samples.
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Re: Drop Predators After Two Hours

Post by TakashiX » 20 Aug 2015, 09:10

+1

This would be very helpfull, stops rounds becoming a long tedious watch for spectators and can make it more intense. Both sides with huge casualties, suddenly the OG predators show up to deliver an ass kicking.

On the rp side it would tie in with lore as said, and could lead to some pretty interesting RP.

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Re: Drop Predators After Two Hours

Post by Morrinn » 20 Aug 2015, 09:20

I'm on the fence here. On one hand, round stalemate can be a massive pain after the 2 hour mark, pyrrhic conditions often occur after the xenos fail an assault on the Sulaco and fail to inflict enough damage to force a retreat. The rest of the round becomes a protracted bug hunt that takes forever to end. Introducing preds into the mix might expedite a conclusion but on the other hand...
It might backfire and cause a round to last even longer. Seeing as the predator spawning is on an arbitrary time mark, they might prolong a fight rather than swiftly end it.

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Re: Drop Predators After Two Hours

Post by TopHatPenguin » 20 Aug 2015, 09:26

i won't lie that with a single pred currently for normal rounds, most aliens struggle to take it down... so with 7 everything will be wiped..( Mainly aliens due to pred Rp with humans, and alliances form often from the RP. I also know that sometimes this won't be the case and preds will just exterminate everything.)

If it will end up as predators don't drop 7 in... that is way too many especially as predator weapons are already powerful as it is, so having 7 predators running around firing the laser thing, ( Forgotten the actual name ) blasting walls apart and etc along with the wrist blades that make melee combat futile.I'm fine with them being hunters as they are currently but having loads of predators running around, doesn't sound like fun at all for any side besides the preds.In other words reduce the number that are sent in as preds to maybe 3 or 2 there really doesn't need to be that many.

First of all where would the predators be dropped in and would they all be working together or separately ?

On another note this just seems like a predator DS that comes every 2 hours into a round unless admin intervention.

I'm more in favor of something else to predators, maybe the CCP (If we get the go ahead from the Russian CM )would be better or something else..I'm not entirely sure.
If we do end up going with the CCP ( not entirely sure i got the name right but, oh well.) 7 members of it would be fine.

These are just my ramblings of how this may or may not turn out.
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Re: Drop Predators After Two Hours

Post by Steelpoint » 20 Aug 2015, 09:29

Well I never said it had to be seven Predators, I just said a group so that could entail two Predators or even just one Predator.

I also think maybe throwing in a contingent of PMC's/WY Commandos as a possible RNG alternative to Predators might work, such as the company attempting to secure the sight and what not.
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Re: Drop Predators After Two Hours

Post by Feweh » 20 Aug 2015, 10:22

Anytime a stalemate comes up this is suggested.

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Re: Drop Predators After Two Hours

Post by Evilkyle24 » 21 Aug 2015, 15:29

+1

Drop some predators. This is the perfect time to hunt, both sides are worn down so the weak have been weeded out, and the strong are alone. You can take on prey at will.
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Re: Drop Predators After Two Hours

Post by apophis775 » 21 Aug 2015, 15:32

Yea, I've been working on a list of stuff to do.

Right now the list includes:

1. Marine Reinforcement shuttle (ghosts have a chance to spawn a "fresh marines" that arrive on a shuttle)
2. Predator Deployment
3. W-Y PMC deployment to "contain" the situation


I'm always looking for ideas.

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Re: Drop Predators After Two Hours

Post by Jeser » 22 Aug 2015, 03:07

apophis775 wrote:1. Marine Reinforcement shuttle (ghosts have a chance to spawn a "fresh marines" that arrive on a shuttle)

I'm always looking for ideas.

OMG, this is awesome! But, then you have to do, dunno, random names on newcomers?
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Re: Drop Predators After Two Hours

Post by Dea Tacita » 22 Aug 2015, 03:15

I rather like these ideas, especially the PMC one. I'd love to see WY PMCs involved in the game more

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Re: Drop Predators After Two Hours

Post by Steelpoint » 22 Aug 2015, 09:20

As I said the system could be semi-random, so you might get a Predator one round or a PMC ship the next round.
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Re: Drop Predators After Two Hours

Post by UnKuT » 22 Aug 2015, 10:14

apophis775 wrote:Yea, I've been working on a list of stuff to do.

Right now the list includes:

1. Marine Reinforcement shuttle (ghosts have a chance to spawn a "fresh marines" that arrive on a shuttle)
2. Predator Deployment
3. W-Y PMC deployment to "contain" the situation


I'm always looking for ideas.
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Just gonna drop this here...
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Re: Drop Predators After Two Hours

Post by Lostmixup » 24 Aug 2015, 08:20

Yea, this could fix some of the slower games.
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Re: Drop Predators After Two Hours

Post by johners12345 » 24 Aug 2015, 13:50

That would be cool!

What would also be cool is if unKuT STOPPED using black text

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Re: Drop Predators After Two Hours

Post by UnKuT » 24 Aug 2015, 15:02

Any text inside spoilers automatically goes black, blame Obama
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Re: Drop Predators After Two Hours

Post by johners12345 » 24 Aug 2015, 15:07

UnKuT wrote:Any text inside spoilers automatically goes black, blame Obama
Alright.. #224 added to list of things I blame obama for

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Re: Drop Predators After Two Hours

Post by apophis775 » 24 Nov 2015, 17:37

Denied.

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