Let's make Ice Colony a tad more appealing and interesting.

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aidraz123
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Let's make Ice Colony a tad more appealing and interesting.

Post by aidraz123 » 14 Feb 2017, 15:30

Summary (a quick, 2-3 sentence summary):
Implementing a system to make underground and further patrolling more beneficial and effective for the marines: increased risk, increased reward (most effective in high pop rounds). Seems several people agree the Marines could do with maybe one additional objective to make the games more ineresting.

Benefits (How this will benefit the server and game as a whole):
Makes "turtling" less of an appealing option for marines (lets get rid of the days of triple-racks and more barricades than salty comments by xenos in deadchat) and would allow for more skirmish fights and interesting, spontaneous gameplay, as a lot of Ice Colony games seem to end with the same LZ1 defence.

Details (Description of how you think this would work, the benefits, etc):
So, hardly any marines have ever gone near the Warehouse, some people don't even know it exists. Plus there's the fact that the Ice Colony has basically become marine-overground and xeno-underground. If there's something important/useful to draw marine squads further northwest, we could have some very new and unique strategies being made.

Implementation (Optional, if you have an idea how to implement it):
So for RP, it could be some important sample or data that WY wants for their research, located in their underground facility (science underground on far west would become a highly sought for area). Obviously the xenos wouldn't know, but by the natural way Ice Colony goes, they'd most likely have the underground and so it would give marines the ability to have to set up and defend underground. Or some interesting cargo could be required to be escorted back to the Sulaco, drawing the marines even further from LZ1. This would also make LZ2 much more useful, rather than its usual Engineering Squad deployment area.

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YungCuz
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Re: Let's make Ice Colony a tad more appealing and interesting.

Post by YungCuz » 14 Feb 2017, 15:35

I mean i agree this could help but lets just think about the average marine player who does this.
They wouldnt really want to do it for RP since it doesnt benefit them directly through some neat item or whatever so they naturally wouldnt care about it.
But yeah this is pretty nice anyway. +1
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aidraz123
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Re: Let's make Ice Colony a tad more appealing and interesting.

Post by aidraz123 » 14 Feb 2017, 15:42

It's more like it'll be "They've released a distress beacon, and they're important due to the research data that we need to recover if everything's gone wrong on the colony." Like it's a big thing? Not fully sure, but I'll add stuff as I've thought it over more.

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Casgair
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Re: Let's make Ice Colony a tad more appealing and interesting.

Post by Casgair » 14 Feb 2017, 16:06

Seems like the sort of thing the CL would request during a round, but having more/different fluff items (maybe something like greentext for CLs - recover X files/objects) would be nice.

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Swagile
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Re: Let's make Ice Colony a tad more appealing and interesting.

Post by Swagile » 14 Feb 2017, 17:54

Having cargo warehouse on planet having some sort of reward to the marines is a better incentive.

The average marine will not risk their neck to recover a fluff item that has no benefit to them except RP. The average command will also not risk stretching their forces even THINNER in a map that forces them to stretch their forces thin by its very design alone just for a RP item.
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forwardslashN
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Re: Let's make Ice Colony a tad more appealing and interesting.

Post by forwardslashN » 28 Feb 2017, 19:53

We're working on making the gameplay more interesting on all fronts, and it may or may not involve given a reason to go to certain places. This is resolved for now.
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