Non-Beacon Sulaco Fire

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McRipfist
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Non-Beacon Sulaco Fire

Post by McRipfist » 07 Jul 2016, 19:38

Summary (a quick, 2-3 sentence summary):
Basically it allows the Sulaco to fire it's canons without the beacon. It may end up landing offside and kill half the Company but hey, next time use the beacon.

Benefits (How this will benefit the server and game as a whole):
It allows the Sulaco to fire even if all the SLs are dead in a cave somewhere. This will give the bridge some way of supporting retreating ground forces even after they are crippled. It isn't much of an advantage considering the reasons below.

Details (Description of how you think this would work, the benefits, etc):
Add coordinate system to the map so that we can choose a target without the use of the beacon. On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire seeing as the Sulaco has to calibrate the Planet's surface and map out it's target.

Implementation (Optional, if you have an idea how to implement it):
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Sarah_U.
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Re: Non-Beacon Sulaco Fire

Post by Sarah_U. » 07 Jul 2016, 21:29

Thing is. I'd just fire on the LZ spamming the button each time a xeno would start touching the console.

I had the same idea, but overall it's gameplay unfriendly and would be really too much in the favor of xenos when marines knows where to put their coordinates.
I'll only stick to neutral if base coordinates are randomized each rounds to ** with stupid bridge officers, otherwise i'm heavely leaning for a -1.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Non-Beacon Sulaco Fire

Post by MrJJJ » 08 Jul 2016, 01:44

Sarah_U. wrote:Thing is. I'd just fire on the LZ spamming the button each time a xeno would start touching the console.
Preety sure they have a cooldown ya know

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Re: Non-Beacon Sulaco Fire

Post by Sarah_U. » 08 Jul 2016, 02:03

Preety sure they have a cooldown ya know[/quote]

Yes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?

Things like that worry me is all.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Non-Beacon Sulaco Fire

Post by MrJJJ » 08 Jul 2016, 02:07

mcripfist wrote:On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire

Sarah_U. wrote: Yes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?

Things like that worry me is all.
Give that thing a 100% chance to fire somewhere off, and maybe have it fire a mini-beacon that lasts like 3 secs or less and then fires, thats my idea tho

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Re: Non-Beacon Sulaco Fire

Post by Seehund » 08 Jul 2016, 02:33

Sarah_U. wrote: And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?
To be entirely fair, that's half the purpose of artillery.

But in terms of game balance, eh, I don't know.
It'd be nice, sure, because that'd mean BOs wouldn't be beacon slaves any more, if anything.
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Re: Non-Beacon Sulaco Fire

Post by TopHatPenguin » 08 Jul 2016, 02:50

My one problem with this is that this gives team marine a massive advantage, for instance if the marines know that the aliens are using hydro as a base and it's too dangerous to approach then as soon as that info reaches command an orbital bombardment will be fire on hydro and depending on accuracy the Ob could potentially obliterate the alien team.


I just think if this happens aliens will find it extremely hard to hold onto areas within the colony and will most likely promote aliens camping the caves once they have knowledge of orbitals icly.
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Re: Non-Beacon Sulaco Fire

Post by VenomBH » 08 Jul 2016, 07:40

+1, but have it unable to target the LZs due to the possibility of destroying the pod or ship. It makes it a bit more balanced so that the marines can't wipe out half the xenos waiting.
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Re: Non-Beacon Sulaco Fire

Post by Joe4444 » 10 Jul 2016, 18:59

Yes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?

Things like that worry me is all.
Make it paint 4 tiles red as a warning.Fucking xenos hate red lights man...they always run away from flares which are red....OB's which are red and Alpha squad which is red...point proven

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Re: Non-Beacon Sulaco Fire

Post by lcass123 » 11 Jul 2016, 15:07

Yer I could see this , I think this would mean an OB needs buffing slightly and then this needs to be a fairly weak explosion similar to a HE impact , needs a good cooldown or say 2 minutes. +1

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Re: Non-Beacon Sulaco Fire

Post by ShortTemperedLeprechaun » 11 Jul 2016, 15:15

lcass123 wrote:Yer I could see this , I think this would mean an OB needs buffing slightly and then this needs to be a fairly weak explosion similar to a HE impact , needs a good cooldown or say 2 minutes. +1
Weaker explosion, but no beacon fire? I'd be okay with that.
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Re: Non-Beacon Sulaco Fire

Post by lcass123 » 11 Jul 2016, 15:26

So for instance you will still need to give coordinates , an SL could get a little coordinate device and then relay that to the bridge. This prevents the XO and CO turtling in the bridge and spamming the rasputin to death.

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Re: Non-Beacon Sulaco Fire

Post by Tristan63 » 12 Jul 2016, 21:26

mcripfist wrote:Summary (a quick, 2-3 sentence summary):
Basically it allows the Sulaco to fire it's canons without the beacon. It may end up landing offside and kill half the Company but hey, next time use the beacon.

Benefits (How this will benefit the server and game as a whole):
It allows the Sulaco to fire even if all the SLs are dead in a cave somewhere. This will give the bridge some way of supporting retreating ground forces even after they are crippled. It isn't much of an advantage considering the reasons below.

Details (Description of how you think this would work, the benefits, etc):
Add coordinate system to the map so that we can choose a target without the use of the beacon. On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire seeing as the Sulaco has to calibrate the Planet's surface and map out it's target.

Implementation (Optional, if you have an idea how to implement it):
Cooldown is like 10 minutes as is

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Re: Non-Beacon Sulaco Fire

Post by Snypehunter007 » 03 Jun 2017, 02:33

Old, lack of continued interest.

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