Marine Mechs

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Boltersam
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Re: Marine Mechs

Post by Boltersam » 11 Sep 2016, 16:22

Joe4444 wrote:question,what if all 4 specs pick the Durand?

Only two of them get mechs, the other two have useless IDs.

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Re: Marine Mechs

Post by Jroinc1 » 11 Sep 2016, 16:23

Joe4444 wrote:question,what if all 4 specs pick the Durand?
From OP.

"Mech Driver's License"- Added to spec vendor, costs your spec token, whack a mech w/o a DNA-lock with it to destroy the license, clear all access restrictions, and dna-lock it to you. If you buy it, and both mechs have been taken, hit the spec vendor with it to destroy it and re-spawn a spec token.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
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Re: Marine Mechs

Post by Warnipple » 11 Sep 2016, 19:04

JPR wrote: The marines DO NOT get 2 Durands automatically, they get the POSSIBILITY of 2 Durands, IF spec's trade in their spec weapons for the mech piloting ability.


These will likely get destroyed planetside. IF the marine specs CHOSE to get mechs, AND they BOTH retreated on the Rasp with their Mechs intact... well, that just seems like a case for MOTHER messages, something about "USE YOUR STOMPY DEATH MACHINES TO TAKE BACK THE GROUND MARINES...".

If specs do not take the mechs, THE MECHS ARE NOT PILOTABLE, EVEN if the Sulaco is being invaded. They just sit as fancy paperweights in the background.
Edit- Just as random standards can't take all the cool spec weps TOTALLY STILL IN THE SPEC VENDOR WHYYY :D
I don't believe any spec equipment should be designed to retreating to the Sulaco.

In fact because it encourages retreating to the Sulaco, I think it shouldn't be added. If the Marines have chosen to retreat to the Sulaco then they should lose.

Otherwise, what is preventing marines from making an early retreat to the Sulaco and cheesing their way to a victory?
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Re: Marine Mechs

Post by ParadoxSpace » 11 Sep 2016, 19:17

TopHatPenguin wrote:Imo I don't really think mechs would go well with cm from a lore perpsective ( Unless perhaps it was the Caterpillar P-5000 Work Loader which even then wouldn't make much sense deploying with a squad and is basically the ripley we have now ) or from a ic gameplay view.

Honestly I'm -1 on this, mechs really don't fit the feel of Cm at all, and all they accomplish is use more standard station sprites which cm is trying to distant themselves from in terms of visuals atleast.

Mechs probably will never fit the feel of Cm as in the lore there is literally only one type of mech possible and that's to load supplies.
http://avp.wikia.com/wiki/Exosuit

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Re: Marine Mechs

Post by TopHatPenguin » 11 Sep 2016, 19:20

ParadoxSpace wrote: http://avp.wikia.com/wiki/Exosuit

Checkmate
I stand corrected then, apologies.
I still stand by my view that mechs really don't fit the atmosphere of cm tohugh.
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Re: Marine Mechs

Post by Jroinc1 » 11 Sep 2016, 19:56

Warnipple wrote: I don't believe any spec equipment should be designed to retreating to the Sulaco.

In fact because it encourages retreating to the Sulaco, I think it shouldn't be added. If the Marines have chosen to retreat to the Sulaco then they should lose.

Otherwise, what is preventing marines from making an early retreat to the Sulaco and cheesing their way to a victory?
First, the mechs are NOT designed for retreating to the Sulaco.
Second, what prevents marines from cheesing their way to the Sulaco NOW?

This way, marines have to choose between making a SLOW, DELIBERATE retreat with their heavy support weapon, or leaving it behind. As of now, a smartgunnner can just sprint up to the rasp/pod if he feels threatened, and BAM. Spec up-top.

Also, If you're concerned about it being OP for hanger defense, just disable mech weapons on both Sulaco z-levels, like the SADAR is. BAM. Now a grenade launcher/ dat line of 15 marines w/underbarrels they always whip out is more OP.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Marine Mechs

Post by Sarah_U. » 11 Sep 2016, 21:55

Starship Trooper 3 intensifies-- I mean, what?

Also just joking, but seriously, the suggestion is balanced in many ways.
It brings new elements and everything, I'm for it, but we'll have to see how it plays out. Maybe pair the mechs HEAVELY with research like somewhat stated.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Marine Mechs

Post by misto » 01 Jun 2017, 22:55

+1

here is some footage from an avp video game feature combat exosuits.

https://www.youtube.com/watch?v=cQk5IxxDQCo

since the flat apc from aliens is too bulky to deploy in this game, a combat exosuit is a good option. since the cargo loader is ingame, you already have sprites and code to base it on.

too bad it cant climb ladders!

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Re: Marine Mechs

Post by Scrat505 » 02 Jun 2017, 14:17

Currently, every mech except the honk that is in standard ss13 exists in the code, many with examine text that reflects the cm lore. All mech mounted weapons are gone however and only the tool mounts remain. Currently besides it's punchy power mechs are weak, but I might include them in an event just for personal curiosity's sake to see how they fare in this state.

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Re: Marine Mechs

Post by Nick123q23 » 02 Jun 2017, 18:46

One day, one day we'll get our own ALICE.
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Re: Marine Mechs

Post by Snypehunter007 » 03 Jun 2017, 17:24

Asking this to be locked.
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Re: Marine Mechs

Post by Recounted » 03 Jun 2017, 23:54

I +1 this idea. To me it looks like what specs are willing to risk choosing in the vend,taking care of the only thing that is going to prevent you from being mauled like your squadmates, or go SADAR and just ff the whole team
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Re: Marine Mechs

Post by Jroinc1 » 04 Jun 2017, 00:54

Snypehunter007 wrote:Asking this to be locked.
Man, I remember this.

I put so much thought into it, but with how both engineering and research have been removed, might as well delete it.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Marine Mechs

Post by misto » 04 Jun 2017, 02:02

why should it be deleted? a lot of the fine details i dont know about, but the basic idea of combat exosuits based on the loader's functionality is great.

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Re: Marine Mechs

Post by TheDonkified » 04 Jun 2017, 02:59

+1 to this idea. Well thought out, and given how specs are limited to four specific kits at the moment, having another kit that the specs could choose from would be nice
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Re: Marine Mechs

Post by Garrison » 04 Jun 2017, 04:35

This is well thought out and the weaknesses seem reasonable for what it brings to the table for Marines.

+1, Marines could really use a combat exosuit.
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Re: Marine Mechs

Post by Jroinc1 » 04 Jun 2017, 14:24

misto wrote:why should it be deleted? a lot of the fine details i dont know about, but the basic idea of combat exosuits based on the loader's functionality is great.
This server removes complex things. This is complex.

Here's how it'd go down-

It'd get coded, which could take days/weeks.
It'd be implemented with a very few of the 3-dozen odd pieces of equipment (Since no R&D...), and be strictly scrutinized by staff for 2-3 days.
They'd see it as too strong and nerf it, like most Marine tools (Flamers, construction, research, engineering, multiple spec weapons... off the top of my head).
The weakened version would be acceptable to staff, but would be on par with the weaker spec weapons, and with it's inherent shitty mobility, would be ignored.
Then it would get removed (if the anti-exosuit/ this is why we can't have nice things crowd wins), or languish like the grenade launcher did for years with no one using it due to said shittyness, which'll never be altered due to... well, the GL still hasn't received a buff, so... yeah.

TL;DR, I made this suggestion when I still had faith in our staff. I don't anymore, and really don't want to see it mutilated.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Marine Mechs

Post by misto » 04 Jun 2017, 15:50

other marines devices such as the sentry gun and smartgun emplacement have worse mobility, being literally stationary, and yet are sometimes used to good results. do not give up hope :(

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Re: Marine Mechs

Post by Kwin_Original » 06 Jun 2017, 13:35

Even tough your bad hopes, I give it a +1, simply because it ist such a nice thought-out thing you created and I really, really like it. Stomp!
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Re: Marine Mechs

Post by misto » 15 Jun 2017, 09:35

reading through the suggestion again, and then looking up what you mean by "durand" i think that using the firefighter APLU sprite for combat exosuits might be more fitting. also, i think the durand sprite is already in use on big-red as an experimental prototype sitting abandoned in a lab. so it wouldnt make sense for the marines to be deploying them, unless the sprite was switched out for something else

i also think that the firefighter aplu sprite's blocky nature (alongside the ripley's as current in the game) does well to conjure up a mental image of the somewhat blocky exosuit from the film

the sprite should have a small edit done to make its hands into guns or rocket pods, though

ah, heres a nice vid of the exosuit as it appears in avp extinction, watch the upper right of the screen for a full turnaround of the 3d model https://www.youtube.com/watch?v=3fF1yc_oyGE

i think the extinction exosuits would be the humblest candidates to inspire design and functionality around, as the combat exosuits seen in the avp fps games were quite quick on their feet in comparison.

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Re: Marine Mechs

Post by Nick123q23 » 15 Jun 2017, 12:54

The powerloaders could be resprited anyway. This thread nails mechanics and implementations however, and that's what should be considered.
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Re: Marine Mechs

Post by Snypehunter007 » 18 Jun 2017, 20:18

Reviewed and discussed with BMC.

Denied due to recent SPC reworks and mechs (other than the cargo RIPLEY) don't fit in our lore.
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