Idea for Marine Player Structure

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slc97
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Idea for Marine Player Structure

Post by slc97 » 29 Jul 2016, 18:02

Summary (a quick, 2-3 sentence summary):
Create a white-list style system to make marines function more efficiently. This would mainly affect command, squad leaders, and heads of staff.
Benefits (How this will benefit the server and game as a whole):
Command would have more players who are more experienced with the game.
Newer players would be made to learn game mechanics before playing more important roles.
Avoid having griefers spawn in as command and just messing around.
Squads would be being led by more experienced players.
Details (Description of how you think this would work, the benefits, etc):
So the idea here is that we do a white-list like we do for predators, but for marines. When you first start playing, you must play your first 3 or however many games as a standard or a low-ranking crew member. This way you will learn the game mechanics that are specific to this server before you can jump into the more advanced roles. Once these games are up, more important roles like medic, engineer, and specialist will open up to you. From here, you can explore some of the more difficult aspects of the game freely. Finally an application section would be set up on the forums in which you can apply to play some of the more advanced roles like SL, MP, BO, XO, CO. From here, staff and other players can comment and give ideas on how to possibly change your play-style before being command.

Implementation (Optional, if you have an idea how to implement it):
I believe I covered most of implementation above, but if anyone has any other questions, please ask and I will gladly elaborate to the best of my abilities.

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Shyguychizzy
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Re: Idea for Marine Player Structure

Post by Shyguychizzy » 29 Jul 2016, 18:09

-1 I do recall this is a duplicate, though there has been similar posts to this one. For instance this one viewtopic.php?f=59&t=7891&p=84503&hilit ... ing#p84503. I do see a down part, there would have to be another thread for example, the Predator application has its own category for people wanting to be whitelisted, I would presume it be easier to be whitelisted in such roles in which are important. Then again, I would or many others would have to apply to be whitelisted, and wait to be whitelisted for the Job they wished for.
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slc97
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Re: Idea for Marine Player Structure

Post by slc97 » 29 Jul 2016, 18:10

So, I came up with this idea based off of other servers that I have played on as well as an incident in-game.

In-game I saw a lot of people complaining about admins wanting aliens to win 65% of the time, but it seemed the aliens winrate was more than 65%. One person mentioned that this is because for marines to win, the Sulaco must be operating extremely efficiently.

I think that one way to achieve a better balance is to implement this white-list idea. I think that by creating a more niche player pool for these roles, you would not have RO's who spawn and use all of the points on black market crates, XO's who spawn and start locking the bridge down because "I'm the XO" (this one happened yesterday). I think this would also lessen the amount of people who are playing MP and just going around beating people, BO's who simply don't know how to work much of anything on the bridge, and SL's who are spawning as SL just because they want cool guns. And finally, CO's who are going to walk in, not give a briefing, and then go SSD.

I also think that this is a good way to get the player-base actively involved in picking the people who are in command of them while they play. On servers I played on previously that had a whitelist system, I know I enjoyed having a voice of the forums of what kind of player was in what roles and in helping better prepare players for those more difficult roles.

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Re: Idea for Marine Player Structure

Post by Shyguychizzy » 29 Jul 2016, 18:20

slc97 wrote:So, I came up with this idea based off of other servers that I have played on as well as an incident in-game.

In-game I saw a lot of people complaining about admins wanting aliens to win 65% of the time, but it seemed the aliens winrate was more than 65%. One person mentioned that this is because for marines to win, the Sulaco must be operating extremely efficiently.

I think that one way to achieve a better balance is to implement this white-list idea. I think that by creating a more niche player pool for these roles, you would not have RO's who spawn and use all of the points on black market crates, XO's who spawn and start locking the bridge down because "I'm the XO" (this one happened yesterday). I think this would also lessen the amount of people who are playing MP and just going around beating people, BO's who simply don't know how to work much of anything on the bridge, and SL's who are spawning as SL just because they want cool guns. And finally, CO's who are going to walk in, not give a briefing, and then go SSD.

I also think that this is a good way to get the player-base actively involved in picking the people who are in command of them while they play. On servers I played on previously that had a whitelist system, I know I enjoyed having a voice of the forums of what kind of player was in what roles and in helping better prepare players for those more difficult roles.
Indeed it may be efficient but then again it can be your everyday player or random who maybe had experience as captain for a server could lead to victory, some positions should be whitelisted then again having different command regardless they know what they are doing or not would make it different. For instance, sometimes the server has a low pop, if no whitelisted say medical doctors weren't there, but some chap from another server who knows of medical joins but can't be doc. Whitelisting is good yet sorta bad thing, there may be rounds where there are no command staff, due to it requiring whitelisted as I stated before, would have to go through getting whitelisted, which may take time. Like getting whitelisted for Predator, I can tell you that it isn't something done in a few days, it require people to make a bunch of of players to get them a +1 or -1 then having the Staff to settle it down, but sometimes it eventual is ignored due to not being noticed or other posts overflowing. I do see this is for good cause but you gotta think what if no whitelisted people are on, in fact I would assume some of us regulars or people started playing CM don't even have a forums.
"Young Carrier (920) (follow) hisses, "Shut up both of you or we aren't going to invade disneyland."

Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!

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Kreydis
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Re: Idea for Marine Player Structure

Post by Kreydis » 29 Jul 2016, 18:30

slc97 wrote:the Sulaco must be operating extremely efficiently.
Wrong, it helps but completely wrong. I can give you 4+ supply crates of whatever the fuck you need the moment you ask for it. But 80% of the problem is marines being cowards / thinking their lives are worth shit. If you want to win as a marine, you need to understand, as a standard. EVERYONE ELSE IS LITERALLY MORE IMPORTANT THEN YOU.

In other words.

1. Don't fucking run away. That's it, don't fucking run away.
2. Don't fucking trust anyone. Your battle buddies are going to run away the second they scrap their arm.

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EMT_321
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Re: Idea for Marine Player Structure

Post by EMT_321 » 29 Jul 2016, 19:42

This sounds like a surefire way to have fewer SL's/commanders on at any one time.

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Re: Idea for Marine Player Structure

Post by Snypehunter007 » 10 Dec 2016, 19:37

CDR is going to be whitelisted.

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Re: Idea for Marine Player Structure

Post by forwardslashN » 10 Dec 2016, 20:55

We're trying out a few things. Resolved for now.
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