Deadmans training yard

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Whistle
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Deadmans training yard

Post by Whistle » 16 May 2016, 19:17

Summary (a quick, 2-3 sentence summary): A small area in which players can be tutored in gameplay.

Benefits (How this will benefit the server and game as a whole):

I would like to Quote staff member Abbysynth.
"It's frigging amazing and if you can't use the tools correctly then don't play a rocket specialist."

This was regarding the SADAR and thought to myself, when can you ever learn that one particular weapon outside of a combat life or death situation? You can't really test fire it and who would want to waste ammo?
So you, a trained operator are put into a sink or swim situation.
This however is completely applicable to a lot of weapons that are not commonly handed out and used, hell even certain attachments will never see proper use.

We've all had specialists how have no idea how to play the role, simply being one because they have more cool shit at their disposal, without proper training they're just gonna get them or others killed pretty fast.
What I propose is a small area where staff members (Mentors if they continue) will be able to take a select few dead people who request or look like they need a hand and allow them to practice with certain items under their direction.

From Xeno to Sadar, from Flash light attachments to flamers, this will allow players to actually experiment with new load outs and weapons without risking the ongoing match.
This will help reduce the amount of FF, poor weapon use and general lack of knowledge of certain classes, fire arms and species through hands on help.


Details (Description of how you think this would work, the benefits, etc) Salt export will go down, I think we can afford losing a little for the greater good.
Take a small amount of dead people, put them in a training room to learn the nuances of the game.
This can be achieved by re-purposing unused assets within the map, a prime example would be the ThunderDome.
This will reduce post game salt, allow players to help each other learn the game by giving each other advice and generally improve a round where you have no hope of respawn if there's little to no chance of Xeno play either.

Implementation (Optional, if you have an idea how to implement it): ThunderDome can be used as the area, the rest can be catered and spawned by a staff member as the situation demands.

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Ms.Degrasse
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Re: Deadmans training yard

Post by Ms.Degrasse » 16 May 2016, 19:25

Whistle wrote:...A small area in which players can be tutored in gameplay....

EXCELLENT SUGGESTION!!!! +1 on this one.

Also a good thing to do when ghosted and bored.

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Re: Deadmans training yard

Post by RoswellRay » 16 May 2016, 19:34

+1 But hopefully bigger than thunderdome and something stopping the players from just constantly murdering each other. I've always wanted to see drills for people to teach others formations for moving and shooting so they don't scatter and friendly fire as much. But with the game as it is now SL's don't even have ten minutes to drill their men in a private room away from the noise of briefing.

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Re: Deadmans training yard

Post by Whistle » 16 May 2016, 19:46

RoswellRay wrote:+1 But hopefully bigger than thunderdome and something stopping the players from just constantly murdering each other. I've always wanted to see drills for people to teach others formations for moving and shooting so they don't scatter and friendly fire as much. But with the game as it is now SL's don't even have ten minutes to drill their men in a private room away from the noise of briefing.

While I would be all in favour of that, it would require new mapping and possibly an event planned, this seemed cleaner and neater.

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Re: Deadmans training yard

Post by RoswellRay » 16 May 2016, 20:44

Whistle wrote:
While I would be all in favour of that, it would require new mapping and possibly an event planned, this seemed cleaner and neater.
I'm not saying make it huge, just a few simple rooms so the ones shooting off sadars aren't interfering with those practicing drill.

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Re: Deadmans training yard

Post by Whistle » 16 May 2016, 21:10

RoswellRay wrote: I'm not saying make it huge, just a few simple rooms so the ones shooting off sadars aren't interfering with those practicing drill.
If this suggestion works and is effective, it would have grounds to have more time and energy spent on it, a new area slipped into the map with more in depth training areas for different things rather than spawned in items.
Don't want it to be too massive, it'll only be available when staff are not alone and policing or indeed playing and for players who require it for de-stress and knowledge.
At least that's the idea.
Moving forward I wholeheartedly agree though.

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Re: Deadmans training yard

Post by Gentlemanly_headcrab » 16 May 2016, 21:44

+1 Love the idea of being able to test weapons on a course to see what you prefer.

Maybe it could include a med-wing with assorted NPC's that all have an issue of some sort, surgery, burns, and the sort so people can learn out to be a GOOD medic or doctor and the salt will be gone from a not-so-good med bay.
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Re: Deadmans training yard

Post by MedicInDisquise » 17 May 2016, 00:57

+1 I always wanted something like this, for the reasons you outlined. I think it should at least be semi-automatic, with attatchments, guns, npcs, already spawned.
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Re: Deadmans training yard

Post by Panda » 17 May 2016, 02:04

+1 I like this idea, it seems to be a very good addition, that is, if it gets added. I can't tell you how many time I've seen a specialist and others get people killed because they don't know how to operate the weapon they chose.

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Re: Deadmans training yard

Post by completelynewguy » 17 May 2016, 21:46

+1 CM was literally the first server I joined, and it would be awesome to have a tutorial area.

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Re: Deadmans training yard

Post by MauroVega » 17 May 2016, 22:37

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+1
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Re: Deadmans training yard

Post by Shadowling1232 » 17 May 2016, 23:14

As a pretty experienced player in all apse t's of SS13 many MANY MANY years under my belt, playing the game normally just is losing its touch, and so am I. I used to mentor players on ancient servers and some of those who play now will call me out happened after my last return, and it's a feel good thing (Katzu Miri for you folks) This would really give a chance for me to instruct and teach players in in game knowledge tactics and strategies again. Please +1

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Re: Deadmans training yard

Post by LordLoko » 18 May 2016, 06:25

Training events were tought since from pre-alpha but never applied because acording to apo they would be a logistical nightmare. And that was on pre-alpha, we 30 people per round, Imagine wit 100 people
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Re: Deadmans training yard

Post by Whistle » 18 May 2016, 08:34

LordLoko wrote:Training events were tought since from pre-alpha but never applied because acording to apo they would be a logistical nightmare. And that was on pre-alpha, we 30 people per round, Imagine wit 100 people
This is why it would not be a massive organized event, more just cherry picking a few dead folks and giving them a staff member to show them what's what on how to use a flamer And how to refuel it for example.

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Re: Deadmans training yard

Post by LordLoko » 18 May 2016, 10:26

Whistle wrote: This is why it would not be a massive organized event, more just cherry picking a few dead folks and giving them a staff member to show them what's what on how to use a flamer And how to refuel it for example.
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Re: Deadmans training yard

Post by Heckenshutze » 18 May 2016, 10:38

MauroVega wrote:The clown cannot honk if you disable its hand
+1
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+1.

Or enabling a mentor channel. Where all the gameplay FAQ goes.
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Re: Deadmans training yard

Post by freemysoul » 20 May 2016, 08:03

I've always been tossing the idea about creating a Training Event with some admins to TEACH the morons how to surgery and/or Cook meth... I mean Cook Dexalin...

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Re: Deadmans training yard

Post by crono23 » 23 May 2016, 15:31

Yes, please. I have never used a SADAR or a grenade launcher, and a training yard like this would definitely be helpful. +1
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Re: Deadmans training yard

Post by Whistle » 28 Jun 2016, 12:12

Bumped for easy access.

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Re: Deadmans training yard

Post by Steelpoint » 28 Jun 2016, 12:18

I always find it amusing when someone criticizes someone for being inexperienced with a certain weapon when the only way you can possibly get said experience is by using the weapon in combat.

This kind of situation is one of the flaws of a close source project, but that aside I think this suggestion would be a good way of allowing players to gain experience with any and all weapons and aliens without having to use it in a trial by fire.

If you want to take the suggestion a step further you could minimize the needed admin interaction by including a set of vendors with a unlimited amount of weapons and ammo for them in this testing area. You could also throw in 'admin jelly' that will grant the user a fully charged jelly progress when consumed to allow for quick testing of a certain Alien.
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Re: Deadmans training yard

Post by Whistle » 29 Jun 2016, 10:47

Steelpoint wrote:I always find it amusing when someone criticizes someone for being inexperienced with a certain weapon when the only way you can possibly get said experience is by using the weapon in combat.

This kind of situation is one of the flaws of a close source project, but that aside I think this suggestion would be a good way of allowing players to gain experience with any and all weapons and aliens without having to use it in a trial by fire.

If you want to take the suggestion a step further you could minimize the needed admin interaction by including a set of vendors with a unlimited amount of weapons and ammo for them in this testing area. You could also throw in 'admin jelly' that will grant the user a fully charged jelly progress when consumed to allow for quick testing of a certain Alien.
Both very good ideas.

I would also add in a attachment vendor for experimentation.

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Re: Deadmans training yard

Post by Snypehunter007 » 30 Jun 2016, 22:53

Imagine, people could actually learn to set up the SM so that it didn't explode every 2 rounds! FANTASTIC! +1
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Re: Deadmans training yard

Post by Gentlemanly_headcrab » 01 Jul 2016, 11:30

+1 A place where old and new players can harness skills, skilled older players can teach the newer plays fun tactics, better jobs. You've got my vote.
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Re: Deadmans training yard

Post by TopHatPenguin » 05 Jul 2016, 08:41

Would be highly useful for everyone and it means that salt levels would hopefully drop in dsay as many players could just dish out their salt in the training ground in the form of freedom bullets.

On a side note perhaps have different training grounds going on at once?

For instance one room which is blast proof etc with all the relevant vendors for marines with targets for shooting etc and then have a similar room for xenos to learn how to do all their jazzy moves.Then finally for the last room have it so the players if they decide to can fight other players from the opposite team to fully hone their skills? (I mean just so the round goes on count everyone who is at W-Y as dead.)
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Re: Deadmans training yard

Post by Snypehunter007 » 11 Jul 2016, 13:52

All in favor of this, but you would need to have someone keeping it from just turning into a deathmatch.

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