Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
- username123
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Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
Summary (a quick, 2-3 sentence summary):
Restrict the aliens and marines to extend the round too much when the xenos send the rasputin to the sulaco.
Benefits (How this will benefit the server and game as a whole):
The round won't extend an hour or more when the aliens should by theory win.
Details (Description of how you think this would work, the benefits, etc):
Queen won't be able to send the rasputin back to the planet, and marines need to at least leave a path on each side (east and west) for xenos to get out of the rasputin, in those paths an emmiter can't be placed.
Implementation (Optional, if you have an idea how to implement it):
Just need to be enforced.
Restrict the aliens and marines to extend the round too much when the xenos send the rasputin to the sulaco.
Benefits (How this will benefit the server and game as a whole):
The round won't extend an hour or more when the aliens should by theory win.
Details (Description of how you think this would work, the benefits, etc):
Queen won't be able to send the rasputin back to the planet, and marines need to at least leave a path on each side (east and west) for xenos to get out of the rasputin, in those paths an emmiter can't be placed.
Implementation (Optional, if you have an idea how to implement it):
Just need to be enforced.
- Jen_Llama
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
I'm not keen on the whole 'endless wall of electrified grilles' tactic, or the use of emitters as turrets, but leaving a 'courtesy path' through fortifications kind of eliminates the entire point of any fortification. There's something to be said for the tactical use of bottlenecking an enemy force, but having a mandatory path through a defensive line is...I just...eeeehhhh...
- Bath Salts Addict
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
-1 from me. Sometimes aliens miss the shuttle or burst on the planet and are practically without anything to do unless the Queen can send it back to pick them up. Aside from the questionable new tactic involving emitters and e-grilles, Marines need to close off the Rasputin if they have any chance of making a comeback when aliens invade. If they gain a foothold on one side, then the Marines are practically fucked 90% of the time.
- forwardslashN
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
-1
Less rule suggestions, please.
Less rule suggestions, please.
The ambivalent giant white baldie in a jungle near you.
- Grypho
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
Even though it would reduce the round duration by an hour, the rule suggested would take some fun out of the game. Why are most of us playing? Because we enjoy fighting against aliens or marines. If aliens are not allowed to retreat from super-eletricified grille-emitter-fortified hangar, aliens would at worst not launch an attack at all in fear of not being able to retreat and delay the round by 3 hours before attacking with dozens of aliens, defeating the point of this rule.
-1
-1
- username123
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
I'll tell you why.Rosa wrote:I'm not keen on the whole 'endless wall of electrified grilles' tactic, or the use of emitters as turrets, but leaving a 'courtesy path' through fortifications kind of eliminates the entire point of any fortification. There's something to be said for the tactical use of bottlenecking an enemy force, but having a mandatory path through a defensive line is...I just...eeeehhhh...
1-)Play CE, MT or Squad engineer.
2-)Go down the ladders of engineering and hack the autolathe.
3-)Make an RCD and 4 matter cartridges (3 to recharge the rcd entirely and a spare one)
4-)Wait for the alarm to sound.
5-)Build a wall in every open path of the rasputin.
6-)Watch the aliens spit acid on the walls that you made while you build electrified grilles arround and for the commander to recall the rasputin
7-)??????
8-)Round extended for another 1-2 hours (unless all the hive is inside the rasputin).
- Davidchan
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
-1 while making the Xenos invasion of the Sulaco an all or nothing deal, the Sulaco map/Invasion mechanics need some changes to make it less predictable and allow the Xenos to get a foothold.
- Jen_Llama
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
You have a funny view of engineers. -1
- MauroVega
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Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)
-1 You are making all these non sense post
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.”
― Sun Tzu, The Art of War
What happens when marine RP collides with standard RP
Natalia 'Nutella' Quiroga
― Sun Tzu, The Art of War
What happens when marine RP collides with standard RP
Natalia 'Nutella' Quiroga
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