This, is the long-term plan, for what I want the Colonial Marines game to be.
Firstly, everyone will need to be declared as ready, because it won't just be aliens as the possible enemies in the end. Colonial Marines, will instead have 3 different "missions" (at the start). Specifically:
Aliens infestation (standard):
Same as now, should be fairly obvious.
Virus response:
An unknown virus, has infected people on a colony/station. Currently, there is no way to determine who is infected with the virus, unless symptoms present, or blood tests reveal the virus in the blood. The virus is contact/blood transfer, so marines will need to be VERY careful. The job of the marines, is to keep the population secure, while an anti-virus is developed. However, the goal of the civilians, is to not get infected, as once symptoms DO present, it's a pretty quick death. Also, as I said, noone can tell who is/is not infected, without a blood-test, meaning the marines will need to isolate and take samples, then have the sulaco run the samples. Marines will probably be allowed Bio-suits for the mission, but they will hvae NO protection other than viruses. The round ends, when everyone dies, or the virus is fully cured.
Revolution:
A number of colonists have rebelled on a station/planet. They have some heavier weapons, but mostly light or improvised weapons. The goal of the marines, is to secure the colony, with MINIMAL casualities. Not all colonists, are rebelling, so they marines will need to secure all the colonists and sort out what's going on. The round ends, when all the rebelling colonists are either dead, or locked in security and injected with pacification implants (implant which will RPly tell them they can't use weapons, unless it's removed with surgery).
(Copypasta from previous thread, to get everything together
Beyond the game modes, I wanted to expand alien research a smidge, since that will still be our primary "mission". Specifically:
Autopsies (which, we can do now, because of the way Bay aliens are coded)
Research (alien organs are placed into a deconstructor for "points", and aliens are autopsied/scanned for more points, which will sync with the server)
Genetic Enhancements (transplanting alien organs (from captured LIVE aliens) into humans to give them buffs, like hive-mind access, neurotox resistance, hugger resistance).
Jobs:
1. Captain - the man in charge, notice the new name of Captain. His job, is to command the marines, he starts in his office, attached to the bridge. -If he leaves the Sulaco, he must place the XO in command until he returns.
2. XO - The second man in charge, and the head "LO". His job, is to ensure that the marines who need reassignment, get it. Starts on the bridge. - Not allowed to leave the Sulaco without captain permission, and 100% NOT if the captain is dead or not on board.
3. Bridge Officers (2) - One spawns in the navigators seat (I'll go more into this), one spawns in the Operations seat. Their job, is to assist the XO with assignments if necessary, but once that's completed, they will control the Sulaco from the bridge. -NOT ALLOWED TO LEAVE THE SULACO
4. Sulaco Chief Medic(1) - Spawns in medbay, his job, is to ensure the medics have any equipment they need, and to oversee the other medics (both sulaco and Squad) -NOT ALLOWED TO LEAVE THE SULACO
5. Sulaco Chief Engineer(1) - Spawns in engineering. His job, is to make sure the Sulaco has power/atmosphere, and to perform general maintenance across the ship. He is also in charge of the Marine Engineers if they get moved back to the Sulaco.
6. Marine - same as always, be expendable - Start in the Marine Quarters/Barracks
7. Sulaco Engineer - 1 or 2 of them, they work under the CE and double as janitors and maintence engineers.
Now, here's my idea on how some of the stuff will work:
On the bridge, there will be a captains chain behind everything, and 2 rooms branching off. One, will be the captains cabin, the other, will be the XO's Office. The office, will open to the main corridors of the Sulaco, for marines to goto if they need to be reassigned. Also on the bridge, will be a navigator station, and an operations station. The navigator station, will have a few options, such as: "Set destination (mission or Centcom), set distance, recall shuttles". Basically, anything having to do with navigation. My thought, was that, they can hyperspace the ship between near CentCom, and near their mission destination. Also, they could set the distance, for the missions: (high orbit, low orbit). I'm thiniking:
High Orbit: Arrival altitude, weapons range, shuttles can be deployed, but not recovered, altitude required to return to CC, no communication with planet. Also, this would be the altitude necessary, for HIT team shuttles (or maybe gateway use?)
Low Orbit: Shuttles can be deployed and recovered, Mission area can be scanned (revealing # of unusual lifeforms, status of power/atmos systems, retreival of targeting data for firing at high orbit), communication with planet
Maybe a time delay, between moving between high and low orbit.
As far as operations I was thinking:
Centcomm communications: Contact CC
Target/fire weapons: small Bluespace shots, SUPER BIG DELAY between shots
Scan mission area
Medbay, will function as it has before, but, Medbay will be able to produce empty auto-injectors, and load them with chemicals.
Engineering however, will be different. At roundstart, the Sulaco, will have all the SMES charged, but a supermatter engine, that is offline. In order to leave the Fleet and goto their mission, they will need to charge their hyperdrive (which will deplete all the SMES to half, giving 5 minutes of power on arrival) by either using the SMES or activating the supermatter. THe Hyperdrive will then move the ship to the mission area, at a high orbit. To move to a low orbit, manuverig engines, will need to be powered. Basically, my plan, is to try and make it so that, Engineering has a need to get the power online, but has work to do after. Basically, once the engines are online and the ship can move. Maintence will need to be done at places on the ship, maybe lights are out, or maybe an APC blows and needs to be replaced. Something to keep the Engineer busy.
For the marines, they will spawn in either the chow hall (at roundstart) or the Barracks/rack (bed area attached to the chow hall). They will have low nutrition, resulting in needing to eat before they gear up. On spawn, ALL marines will be auto-assigned (based on preferences they select). This will hopefully take pressure off logistics, which is now run by the XO. Armor and all the gear will be in the lockers, EXCEPT knives/guns/flares. All that, will be in the armory, attached to the Hanger bay (to hopefully curb some of the early-round grief). They marines, will assemble in the briefing room, talk to the captain, and get let into the hanger and armory for gear.
The hanger, will have a metal floor BELOW the ships, to make it so that it's IMPOSSIBLE to breach the Sulaco to space by just shooting windows (it will be possible, with acid or thermite/desconstruction).
And, that's my thoughts for the sulaco, at least, for the start. I'm open to ideas, but I want to try and make the work on the Sulaco more interesting for those left behind, as well as generate a more interactive experience overall.
CM Game Plan
- apophis775
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CM Game Plan
flamecow wrote: "unga dunga me want the attachment" - average marine
- apophis775
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Re: CM Game Plan
Incorporated stuff given strikeout.
- Lostmixup
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Re: CM Game Plan
I wish we could make the sulaco feel more homey, so that marines actually feel like defending it a bit more. I want them to be like "this is our ship arg" rather than "oh yea take it, we'll just leave."
- Ordukai
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Re: CM Game Plan
I think this sounds awesome, but I also think it'll triple the work on staff. Not that I'd shy away from it for that reason :P
TLDR: Go back and read it. I spent time writing that, ya know.
- apophis775
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Re: CM Game Plan
Still wanna work on some of this. Leaving the topic here for now, but I'll consolidate.
flamecow wrote: "unga dunga me want the attachment" - average marine