LZ-Landing rule implement

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Sarah_U.
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LZ-Landing rule implement

Post by Sarah_U. » 28 Jun 2016, 00:06

Summary (a quick, 2-3 sentence summary):
Ban any form of full-on hive building near LZs before first landing. Corporate and the areas around east-nexus/entire-nexus included (Cargo... Potentially included)

Benefits (How this will benefit the server and game as a whole):
It'll prevent events like we've seen the 28th of June where xenos literally waited for the marines to land, producing MASSIVE amounts of eggs and stuff just to suddently run out and throw huggers at their faces.
It's horrible for the marines and it's extremely unpleasant when the queen step 2 feets out and knock half the marine team down, getting the xenos to kill a quarter because 'They attack the hive'.

I know it sounds like a rant, but I was an observer in a round it occured and I overall see it more as a way to kill the potential of the round and make people angry than a way to shorten it. People get really annoyed when they can't even land and die in the twelve first minutes of the ops.

Details (Description of how you think this would work, the benefits, etc):
Any mentor+ present simply warn the queen and whatnot, put your own restrictions as you wish, I'm no staff it's a suggestion for the rules.

Implementation (Optional, if you have an idea how to implement it):
[N/A]
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Infant Punter
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Re: LZ-Landing rule implement

Post by Infant Punter » 28 Jun 2016, 00:24

Recently saw a Bill Carson sponsored™ Corp Dome hivestart. Marines got absolutely destroyed, no contest, they had no time to get a foothold or the IC knowledge.

I'd go for forcing the aliens to be back as far as at least med dome.

+1
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Azmodan412
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Re: LZ-Landing rule implement

Post by Azmodan412 » 28 Jun 2016, 00:28

+1. Yea, this shit is just annoying.
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chaplin
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Re: LZ-Landing rule implement

Post by chaplin » 28 Jun 2016, 00:28

RIP Bravo. +1
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Gentlemanly_headcrab
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Re: LZ-Landing rule implement

Post by Gentlemanly_headcrab » 28 Jun 2016, 00:31

+1 Keep that hive somewhere away from the LZ's or even that close, it's a shitty move, and a bit meta.
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Steelpoint
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Re: LZ-Landing rule implement

Post by Steelpoint » 28 Jun 2016, 00:33

Aliens setting up hives on the south of the river is almost akin to marines rushing the caves when they land.

Both tactics can serve to near guarantee a victory, but its not a fun tactic for either side.
This is war, survival is your responsibility.

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Whistle
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Re: LZ-Landing rule implement

Post by Whistle » 28 Jun 2016, 12:14

I was under the impression this came under Metagaming as Xeno have no knowledge of the Lz's purpose prior to first contact.
Ahelp if you see this.

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Toroic
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Re: LZ-Landing rule implement

Post by Toroic » 28 Jun 2016, 12:38

There are no rules about xenos building south of the river, and frankly moderators should know better.

I was in that game so I can speak to what happened.

Marines in the pod closed the shutters with a queen and a few xenos inside, and got slaughtered. Had they gotten a grenade on the queen the game would've gone very differently.

The dropship was not camped at all, and they were able to deploy normally, but got pushed back and then off by a very aggressive xeno team. Simple outplaying, zero metagaming.

On the 28th xenos built in corp and won, though only 6 survived thanks to a phoron fire in the end. On the 27th marines ejected the SM and were evacuating with the dropship after it exploded, and xenos built practically next to the dropship and were easily slaughtered.

Building around the dropship or pod, or making hugger traps/camping the LZ has been probibited.

Making non-nexus dome hives is an extremely high risk/high reward tactic. Generally with a young hive you'll either cripple the marine offensive or get wiped out. Same can be said for marine hive rushes as well.

Sarah_U is doing the right thing, questioning whether we want shorter and more aggressive rounds. But no rules were broken.
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Sarah_U.
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Re: LZ-Landing rule implement

Post by Sarah_U. » 28 Jun 2016, 13:32

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Only remark here is that imo camping the pod is just non-fair. You all say the pod isn't primordial etc, but as most of you may of seen it's full each round-start deployment and these 8-10 marines in it gotta have a chance to land and run the hell out at least. I reckon that I feel even worse if xenos camp the dropship. But no one wants to have a short-lived round where most you did was wait for briefing and then just die horribly without any chances of cloning in the five first minutes of deployment.

So yea, it's just to make it fair and as I stated, it's a suggestion and not a demand. If admins don't wanna then they don't wanna.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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ParadoxSpace
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Re: LZ-Landing rule implement

Post by ParadoxSpace » 28 Jun 2016, 13:55

also please keep survivors away from the corp dome

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Sarah_U.
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Re: LZ-Landing rule implement

Post by Sarah_U. » 28 Jun 2016, 14:37

Not related to main topic :x
Start your own suggestion if you want that spawn removed.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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TeDGamer
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Re: LZ-Landing rule implement

Post by TeDGamer » 28 Jun 2016, 16:00

ParadoxSpace wrote:also please keep survivors away from the corp dome
There are some survivors that spawn in there. Do you mean to get rid of the spawn point?



+1 to this rule

We once had a very bad queen who was permaed because she thought corporate was the best place to place a hive before anyhting, ending the round 15 minutes after marine landed.

Also why are they weeding the domes when they haven't even weeded the caves which is expanding their initial hive or wherever it is. Seems to be a sort of metagame because they're "preparing" for marines to come down when they haven't come down and they know they haven't, so there's no reason to already generate a forward hive when there's nothign to be forward about and having a forward hive very early got a xenos player jobbanned and permaed.

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ParadoxSpace
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Re: LZ-Landing rule implement

Post by ParadoxSpace » 28 Jun 2016, 16:40

I didn't mean the spawn, I meant preventing them from setting up in said dome, but, alternate suggestion thread, got it.

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Re: LZ-Landing rule implement

Post by Feweh » 28 Jun 2016, 17:43

uh... it is against the rules for Xenos to build around the LZ directly... They can place weeds, but they cant build resin walls and eggs around the landing pad.

However, they can build anywhere else, as they've been on colony for awhile now and even killed the colonist.

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Sarah_U.
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Re: LZ-Landing rule implement

Post by Sarah_U. » 28 Jun 2016, 18:45

Problem here is that people consider building in IA / Tcomm / Secure / Cargo to be 'okay' since it's not directly on the LZ even thou it's SUPER CLOSE and with enough speed could just lead to aliens blocking off any escape whatsoever for landing marines in LZ2.

... You get what I mean I hope. THey're not building on LZ but it's way too close imo.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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RadiantFlash
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Re: LZ-Landing rule implement

Post by RadiantFlash » 28 Jun 2016, 18:51

I kina agree with Sarah. I mean, icly it makes sense for them to build where-ever, but for the sake of gameplay, it's a bit of a suckerpunch to have your hive so close to any LZ.

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Re: LZ-Landing rule implement

Post by Snypehunter007 » 13 Mar 2017, 21:10

Aliens can build anywhere.

Asking this to be locked.
Reached "Leet" post status on 3/14/17.
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Re: LZ-Landing rule implement

Post by forwardslashN » 25 Mar 2017, 10:19

I believe most of this is resolved with the current update.
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