Marine End Game

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Marine End Game

Post by Steelpoint » 10 Jul 2016, 06:46

My biggest gripe with the game is the end game for both factions, in terms of finish the round and concluding on a satisfying note. In too many cases the end game drags on for way too long, possible even for hours. The thread by SpanishBird (viewtopic.php?f=59&t=6985) details a very good Alien end game, but I wish to propose a Marine end game that can allow for Marines to have a definitive way to end the round in victory for them.

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TL;DR (Summary): A randomly spawned 'Pheromone Generator' is placed in one of several pre-made spawn points very deep in the North Cave network, all round start Aliens will spawn within proximity to the generator. If this Generator is located and repaired by the Marines a Ten to Twenty minute countdown will initiate, if the Generator is still functioning at the end of the countdown ALL Aliens on the Planet z-level will be placed to sleep (admin sleep for example) permanently.

The Generator is invulnerable to damage until repaired and activated. If the Generator is activated all Aliens are alerted constantly to its activation and receive buffs for the duration. If the Generator is destroyed after being activated then it'll be permanently destroyed.

Aliens are fully aware of the Generators function and are expected to build their hive to defend it. No Human knows of the exsistance of the Generator sans the Corporate Liaison, who is only allowed to detail its function and exsistance AFTER the device is located by the Marines OR Weyland Yutani authorize the CL to disclose its exsistance.

The Generator clearly states its function if examined by a Human.

Any Aliens on the Sulaco are NOT affected by the device should it be activated.

Activation of the device does NOT trigger a Marine victory, it simply will essentially "kill" any Alien on the planet.

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Greater Detail

The 'Pheromone Generator' was WY's attempt to pacify a local Alien Hive for further study, but for one reason or another the generator failed long enough for the Aliens to slaughter most of the colony.

The PHGen is a way for the Marines to solidify their end game by forcing any remaining Aliens to attack the Marines instead of kiting them. The Generator is placed within the extreme end of the North Cave network where the pre-built Alien hive is. The location of the generator is semi-random, based on one of several predetermined spawn locations.

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At round start the Generator is surrounded by a impenetrable and unacidable defense dome. Only a Human can interact with the device to open the dome and expose the device (dome is NOT a building around the device but just a sprite).

The device is in a broken down state, but can be easily repaired by a competent engineer (akin to a generator). Once repaired the device can be activated at any moment. If the device is activated ALL Aliens alive are alerted to the activation, and they recieve similar buffs that they would get if the escape pods are being fulled.

In order for the Aliens to destroy the device they must go through a two step-process. First a Alien must stand next to the active generator and interact with it, akin to destroying a Flood Light or force opening a door the Aliens will slowly rip off the protected armour surrounding the generator, once the armour has been ripped off the device must now be physically attacked in melee.

If the device is destroyed then it can never be repaired or activated for a second time, Marines only have one shot to use the device. Should the device not be destroyed but its armour removed a Engineer can repair the armour with ten pieces of plasteel.

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If the device is allowed to remain active for ten to twenty minutes and activate then instantly all Aliens on the planet will be put to sleep. Once the device is online it cannot be shut off.

Any Alien on the Sulaco will not be affected by the device's activation, meaning a sole Marine somehow activating the device while the Aliens are rampaging on the Sulaco will not effect the round outcome as a Alien victory.


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Benefits

Personally this suggestion would speed up the Marine end game by allowing the Marines to locate, fortify and activate this device which will allow them to win the game if defended long enough. This device will help in situation where the Aliens are few in number and are busy hiding in corners, and where the outcome is all but in the Marines favour.

It is extreamly unlikely this can be abused since the location of the device would be so deep in a Alien hive that if Marines are able to reach the device and activate it then its likely the Aliens are on the verge of defeat since their main hive would be gone.

Activation of the device would also grant Aliens a boost for the duration, I would also suggest a minor speed boost as well, since this device would shift the Marines focus from a offensive to a defensive situation.

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Conclusion

This is just my suggestion on a better end game. Perhaps its a bad idea but I my main caveat with the game is the horribly drawn out end games for both Aliens and Marines.

Thank you for reading.
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Re: Marine End Game

Post by Boltersam » 10 Jul 2016, 06:50

Aliens don't get buffs when pods are called. I know it says "A surge of adrenaline ripples across the hive, the humans are trying to escape!", but it's just flavour text.

Otherwise, it's not a terrible suggestion, other than the fact that marines will fortify the shit out of the generator with sentries, mines, barricades, and whatever else they have on hand.

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Re: Marine End Game

Post by Steelpoint » 10 Jul 2016, 06:53

A distinct possibility, perhaps because it gives the Marines a more singular goal to work towards. Hunting a bunch of loose Aliens around the map is less ideal than moving to fortify a location that can end the match after the war's over.

Again, if the Marines have gotten to the point where they can safely move into and fortify a location that's right in the middle of the Alien hive then I think the rounds very in favor all ready of the Marines winning.
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Re: Marine End Game

Post by BalancedGeneral » 10 Jul 2016, 07:06

Marines are the master turtles with infinite late-joins and infinite ammo. As Boltersam said, I just see it ending badly

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Re: Marine End Game

Post by Steelpoint » 10 Jul 2016, 08:29

>infinite ammo.

Right.

I think my idea is a far better alternative to two plus hour shitshows where Marines are forced to hunt the last Aliens and either they win a hour later or lose two hours later when a sole Drone becomes a Queen and starts over. Before you know it the station time is now 16:00 and everyone's just waiting for the round to end.
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Re: Marine End Game

Post by VenomBH » 10 Jul 2016, 08:53

+1, it could be a game-mode but it would definitely make rounds more challenging and team/objective based. Maybe have it so only survivors know about it, or a piece of paper somewhere on the colony, perhaps corporate dome? It gives marines something to work towards rather than camping the FOB or running off alone when they get bored.
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Re: Marine End Game

Post by coroneljones » 10 Jul 2016, 09:23

This could be neat

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Re: Marine End Game

Post by Whistle » 10 Jul 2016, 09:35

Do not like, hives are in different positions, they can be destroyed and a new ones arise.
This gives marine a singular point to attack, one hive location, one solid wall of defence opposed to a visceral living, wild opponent.

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Re: Marine End Game

Post by Steelpoint » 10 Jul 2016, 09:39

If we're going with lore Aliens tend to stick with one hive.

I do agree this restricts somewhat the placement of hives initally but Aliens tend to spread their hives out wide and far.
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Re: Marine End Game

Post by Toroic » 10 Jul 2016, 09:41

+1 to this idea, 2 hours of 1-3 xenos on the map is stupid when they have clearly lost already.
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Re: Marine End Game

Post by Disco Dalek » 10 Jul 2016, 12:02

+1
Seems really well thought out and requires marines to have a massive advantage to work. There's no chance you'll be able to maintain a supply line between the shuttle and the center of the hive if even a decent number of aliens are active.
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Re: Marine End Game

Post by Surrealistik » 10 Jul 2016, 12:41

Whistle wrote:Do not like, hives are in different positions, they can be destroyed and a new ones arise.
This gives marine a singular point to attack, one hive location, one solid wall of defence opposed to a visceral living, wild opponent.

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Re: Marine End Game

Post by Steelpoint » 10 Jul 2016, 12:49

Considering that the device needs to remain active for ten or twenty minutes this won't be a ggnore button the Marines can press. Ignoring the bulk of the Aliens to rush the device will spell your doom. (inb4 Aliens let Marines activate the device just so they can overrun and destroy it)

IN ADDITION. The Marines need to find the device first. Unless the Aliens stupidly bring a captured and conscious Marines right up to the Generator then the Marines will have no idea where it can be. Until the Marines can physically find it then they'll essentially be going in blind when it comes to finding the device.

There's no possible way the Marines can bull rush the Generator, even if all the Marines are metagaming and know all pre-made spawn points that won't matter, as all the spawn locations should be spread out among the far north cave walls.

Hell, maybe the Marines may miss the device at first cause its hidden in a bunch of resin walls no one wants to take down?
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Re: Marine End Game

Post by Whistle » 10 Jul 2016, 18:34

Many a times a hive has fallen, been evacuated and rebuilt, the round has continued with enough numbers to be worth it,.
If marines have a singular objective, they will push it, hard and hold it harder with sentries and win, rounds will end within the hour.

There will be meta that when policed for, the damage cannot be undone, beelining for the objective, uncovering it and pointing it out, yes we can remove the player IF there is a staff member on that actually clocks on to it being meta, but the Marines cannot be asked to play dumb after that announcement.

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Re: Marine End Game

Post by Snypehunter007 » 11 Jul 2016, 00:20

Eh, neutral, sounds interesting and I can see some points being made for both sides above, but the fact remains this generator randomly spawns at pre-defined points in the caves. While I could see this being interesting in drawing out the aliens to destroy the generator, I don't think this will speed things up a HUGE amount due to the fact it is RANDOMLY SPAWNED SOMEWHERE IN THE CAVES! I think if at that point, the marines feel like they can go that far in the caves and stay there for 15-20(?) minutes with an unknown amount of xenos left, the round should probably just be ended by the staff killing the last few aliens or (most likely) the last alien.
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Re: Marine End Game

Post by Steelpoint » 11 Jul 2016, 00:39

Staff rarely seem to kill the last few Aliens unless its a Hunter hiding somewhere.

This suggestion gives a definitive way for Marines to end the game in case of a stall.
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Re: Marine End Game

Post by Steelpoint » 11 Jul 2016, 12:29

If a single Marine can beeline for the objective, assuming they know where it is, then I would be impressed they can sneak their way through all the Alien lines to reach the backline.

Any serious attempt by the Marines to activate the generator will require a all out offensive to push through the Hive, wipe out the defending Aliens and to secure the Generator. If the Humans can do that then they are likely in a position to win the round and the generator lets them finish the round much quicker than it will take to hunt down the last three Aliens.
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Re: Marine End Game

Post by Snypehunter007 » 11 Jul 2016, 13:38

Steelpoint wrote:If a single Marine can beeline for the objective, assuming they know where it is, then I would be impressed they can sneak their way through all the Alien lines to reach the backline.

Any serious attempt by the Marines to activate the generator will require a all out offensive to push through the Hive, wipe out the defending Aliens and to secure the Generator. If the Humans can do that then they are likely in a position to win the round and the generator lets them finish the round much quicker than it will take to hunt down the last three Aliens.
Now having played the Ice Colony for the first time in months, I sorta agree now, in comparison to my previously critical post. The large stalemate that comes in the Ice Colony is brutal. Even more so because of the large amounts of exits for the aliens to use from the lower level. But on a side note, where would you suggest this generator be on the Ice Colony?
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Re: Marine End Game

Post by Steelpoint » 11 Jul 2016, 13:41

Perhaps the objective can be different between maps? Would further spice things up and allow mappers/coders to have alternative end games.

Problem with Ice Colony is that its still new, and we've yet to see strategies, hive set ups and similar be established for the meta. My suggestion stands for Jungle Map since its a long time map where we all know a lot about it and how the flow of battle goes.

This suggestion can very well work for Ice Colony (since technically the underground and surface areas are on the same z-level) however.
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Re: Marine End Game

Post by Snypehunter007 » 19 Jan 2017, 21:25

Unless I am completely wrong, there hasn't been as many consistent 4 hour rounds as there were a year ago.

Does anyone still want this idea?
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Re: Marine End Game

Post by Swagile » 19 Jan 2017, 23:24

We've had a few of those rounds, and thank god I joined in late on those rounds since they were 3 + hour rounds that went on that way because it was one really good alien slowly picking off marines / aliens turtling in really bad places for humans to enter (de-pressurized lower deck of sulaco) so humans couldn't do anything.

I do agree, however, that this should be a gamemode instead of standard marines so that if we get a round or two of "3+ hour hell" the admins can set this up instead so the salt can stop.
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Re: Marine End Game

Post by Snypehunter007 » 14 Jun 2017, 19:04

Old topic; lack of support.

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