Recall escape pods

Locked
golfer45
Registered user
Posts: 70
Joined: 03 Mar 2016, 16:35

Recall escape pods

Post by golfer45 » 15 Apr 2016, 02:48

Summary (a quick, 2-3 sentence summary): Allow the escape pods to be recalled.

Benefits (How this will benefit the server and game as a whole): The round changed in 20 minutes, Ive seen too many rounds where marines clear out all the boarders only to loose to a few aliens planetside because the pods left.

Details (Description of how you think this would work, the benefits, etc): Add button to recall escape pods on comms.

Implementation (Optional, if you have an idea how to implement it):

Skyler 'Sky' Clarke
Registered user
Posts: 4
Joined: 10 Apr 2016, 06:57

Re: Recall escape pods

Post by Skyler 'Sky' Clarke » 15 Apr 2016, 02:50

Agreed. Honestly I feel if no marines boarded the pods they should auto recall. Like a 'no lifesigns detected' thing

User avatar
Ordukai
Registered user
Posts: 671
Joined: 12 May 2015, 02:12
Location: California, USA
Byond: Ordukai

Re: Recall escape pods

Post by Ordukai » 15 Apr 2016, 02:52

The problem with this is that marines calling the escape pods basically forces the Xenos to attack, or lose their shot at an Alien Major. Being able to force the aliens into attacking, and then changing your mind when their attack fails is silly/scummy.
TLDR: Go back and read it. I spent time writing that, ya know.

User avatar
Garbage
Donor
Donor
Posts: 29
Joined: 11 Apr 2016, 13:38

Re: Recall escape pods

Post by Garbage » 15 Apr 2016, 02:52

The problem I see with that is that it makes no functional sense? Escape pods usually have a finite amount of fuel because their goal is to send out a distress beacon and get as far away from the situation as possible in the hopes of being picked up. The Sully, being a ship, would not have the kind of fuel reserves needed to top off recalled escape pods which makes them useless anyways.

I do however think that there should be a "no lifesigns" failsafe to prevent unboarded launch

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Recall escape pods

Post by MrJJJ » 15 Apr 2016, 03:01

neutral, have yet to see a round of that happen

RoswellRay
Donor
Donor
Posts: 297
Joined: 18 Oct 2014, 00:12

Re: Recall escape pods

Post by RoswellRay » 15 Apr 2016, 06:28

Ordukai wrote:The problem with this is that marines calling the escape pods basically forces the Xenos to attack, or lose their shot at an Alien Major. Being able to force the aliens into attacking, and then changing your mind when their attack fails is silly/scummy.
This, marines will start calling the shuttle left right and centre rather than a last resort.

-1

User avatar
LocalizedDownpour
Registered user
Posts: 403
Joined: 15 Apr 2016, 04:02

Re: Recall escape pods

Post by LocalizedDownpour » 15 Apr 2016, 07:01

Well make it so that the marines can only call it once. If they opt to not take it, they have to live with it.

User avatar
Garbage
Donor
Donor
Posts: 29
Joined: 11 Apr 2016, 13:38

Re: Recall escape pods

Post by Garbage » 15 Apr 2016, 11:39

LocalizedDownpour wrote:Well make it so that the marines can only call it once. If they opt to not take it, they have to live with it.
That's how it already is. I'm all for locking them in place if no lifesigns are detected by launchtime, but I don't think we should bring them back and forth like show ponies

User avatar
LocalizedDownpour
Registered user
Posts: 403
Joined: 15 Apr 2016, 04:02

Re: Recall escape pods

Post by LocalizedDownpour » 15 Apr 2016, 21:34

Garbage wrote: That's how it already is. I'm all for locking them in place if no lifesigns are detected by launchtime, but I don't think we should bring them back and forth like show ponies
What I'm saying is, calling the shuttle is locking in an alien victory. Aliens don't even have to play anymore unless they want the major. But say...the marines repeal an attack and they have to board? If they just choose not to it can be said there isn't enough fuel to rearm them again.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Recall escape pods

Post by MrJJJ » 16 Apr 2016, 01:57

LocalizedDownpour wrote:
So you want to punish marines, for calling pods when they thought victory is impossible, but after later on, it turns out they can win and have indeed won because alien incompetency or marines did something amazing, and they recall the pods, then later on, if aliens regroup and make a bigger force or same force almost and they attack sulaco, in which 100% guarantee less marines are on board, they will have to be punished for a earlier pods they called in what almost seemeed like a lose, but here, its now a guaranteed major unless mujic happens for a second victory.

User avatar
Garbage
Donor
Donor
Posts: 29
Joined: 11 Apr 2016, 13:38

Re: Recall escape pods

Post by Garbage » 16 Apr 2016, 04:58

MrJJJ wrote: So you want to punish marines, for calling pods when they thought victory is impossible, but after later on, it turns out they can win and have indeed won because alien incompetency or marines did something amazing, and they recall the pods, then later on, if aliens regroup and make a bigger force or same force almost and they attack sulaco, in which 100% guarantee less marines are on board, they will have to be punished for a earlier pods they called in what almost seemeed like a lose, but here, its now a guaranteed major unless mujic happens for a second victory.
Uh yeah pretty much if you wanna put words in my mouth. If marines count their chickens before they hatch and unanimously decide to make a bad tactical decision punish them

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Recall escape pods

Post by MrJJJ » 16 Apr 2016, 06:05

Garbage wrote: Uh yeah pretty much if you wanna put words in my mouth. If marines count their chickens before they hatch and unanimously decide to make a bad tactical decision punish them
Punish them for making a choice to save themself or keep fighting untill end, gotcha

User avatar
Garbage
Donor
Donor
Posts: 29
Joined: 11 Apr 2016, 13:38

Re: Recall escape pods

Post by Garbage » 16 Apr 2016, 06:08

You know if you go into a "discussion" with an agenda it's not really a discussion. You posited I wanted to punish marines so I obliged and then you went "Ha I was right!".That's not really a discussion that's you getting your cake and then eating it and gloating at the chef who served it to you.


As a side note if you want to pretend this was a real discussion : My point about not launching unless lifesigns are detected is valid. If a few marines decide to board the shuttle instead of fighting to protect USCM property they're essentially deserting by leaving other marines still fighting but wanting to selfishly save themselves.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Recall escape pods

Post by MrJJJ » 16 Apr 2016, 07:18

Garbage wrote:You know if you go into a "discussion" with an agenda it's not really a discussion. You posited I wanted to punish marines so I obliged and then you went "Ha I was right!".
Wut? all i said was "AH, okay then", to confirm you are ACTUALLY wanted to punish marines, wtf are you going on about?

User avatar
Infernus
Registered user
Posts: 985
Joined: 16 Oct 2014, 17:02
Location: Croatia

Re: Recall escape pods

Post by Infernus » 25 Apr 2016, 18:09

If they called it, they lost.
Locked.
Image

Locked