Nicboone's Ship-to-Ship combat event feedback

Generic, on-topic discussion about Colonial Marines.
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BobaFett07
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by BobaFett07 » 02 Nov 2017, 10:22

make so that The PO can send their ship to board or Attack the other ship if possible, I realized that only one PO actually had a different job, I was extremely disapointed as I expected PO to have a really big role in this event
Here are some other things that could be fixed
~make it so that instead of xenos the CLF are ambushing people planetside

~give spacesuits to marines, if you plan on making them able to board the ship

~give more metal to engineers

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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Steelpoint » 02 Nov 2017, 12:01

If Standard Marines are going to be given the tools to help perform basic combat repairs of a hull breach (I imagine just some foam canister to stop the atmo loss) then one idea worth merit is adding Colonial Marine Space Armour, I imagine it'd have similar defence to normal marine armour (or less) but also movement slowdown but is space proof.

I imagine some of these would spawn in the prep rooms during the event.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by shyshadow » 02 Nov 2017, 12:14

Steelpoint wrote:
02 Nov 2017, 12:01
Idea worth merit is adding Colonial Marine Space Armour, I imagine it'd have similar defence to normal marine armour (or less) but also movement slowdown but is space proof
Though I imagine that it wouldn't accurate to the lore. Considering in no instance of any movie was there space armor, unless it was in a comic or book IDK. I don't really read comics. It should be up to MTs to repair breaches even synths should be doing whatever they can to ensure the breaches are secured. But whatever makes the round more enjoyable for everyone is probably worth adding.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Solarmare » 05 Nov 2017, 21:23

More compression suits should do then, perhaps issued to the more important roles such as squad lead and medic.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by alekfenrir » 05 Nov 2017, 21:25

shyshadow wrote:
02 Nov 2017, 12:14
Though I imagine that it wouldn't accurate to the lore. Considering in no instance of any movie was there space armor, unless it was in a comic or book IDK. I don't really read comics. It should be up to MTs to repair breaches even synths should be doing whatever they can to ensure the breaches are secured. But whatever makes the round more enjoyable for everyone is probably worth adding.
There is some refrenced in the marine hand book thing-y that goes around. So it does exist, and there' are pictures and such about it and refrences to how effective it is etc. I'll try to dig it up.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Snypehunter007 » 05 Nov 2017, 23:03

alekfenrir wrote:
05 Nov 2017, 21:25
There is some refrenced in the marine hand book thing-y that goes around. So it does exist, and there' are pictures and such about it and refrences to how effective it is etc. I'll try to dig it up.
It is too far in the future from the current date.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Sabactus » 06 Nov 2017, 02:48

If we're engaged in ship-to-ship combat and expecting random breeches and decompression, distributing some kind of vacuum combat armor would be good or at least racks of O2 tanks.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by WinterClould » 06 Nov 2017, 03:54

I totally like the idea of normie marines having a way to fix hull breaches "temporary". The brute damage and Lung pops they can take with forced air and we can fix with the wonders of modern medicine. But the knock out punch of having ZERO AIR at all fucking murders a marine. Racks of masks+O2 are something we will need if the hull is getting shit on and anyone but the MT's will be asked to help fix them in some way. A storage of them in the RO/Engineering maybe? So marines can req them and Mt's can have spares as well? Something like that.

I also think only the CE gets a void suit so maybe some for the MT's as well if they don't have any? I'm sure their totally trained on how to use them. Totalllllly

Oh! And while I'm thinking about it! CE's office needs its access to be adjusted, kinda bullshit MT's can just walk into the room and steal his everything, like the command radio he has in his locker, or his earmuffs. Or really just the CE needs his access changed across the board. Kinda cant repair things if he doesn't have access to Preps/Sec/RO/Anywhere else Im forgetting. And the CE being, ya know, a LCDR and all like the XO, he really ought to be trusted to have access to just about everywhere there might be a problem, so he can, ya know, Engineer them in the Chiefly fashion. But this is totally only VAGELY relevant to this tread because it has something to do with the CE not being able to fix places. I just had the thought in my mind for like, a week? And figured I needed to get it out there before I forgot again for another week.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Steelpoint » 06 Nov 2017, 03:58

The CE's office just now got a update so only the CE and high Ranking members of the Command staff can enter his office.

On topic I would suggest that during the event that special 'O2 Lockers' are placed all over that contain a lot of Gas Masks, Emergency Oxygen Tanks and a Emergency Breach Sealing Device. I'd suggest that the Sealing Device will, when activated, place a metal foam wall in front of the user.

It'd let anyone perform emergency repairs of a breach but it'd still require a team of MTs/Engineers to come and repair all the damage later.
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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Steelpoint » 11 Nov 2017, 12:08

If we have this event again. I'd suggest changing the map to Prison Station or similar and mocking the event that the Almayer has to stop enemy boarding pods from landing on the station, and for ground marines to protect both the Almayer and the Station from enemy forces.

So the Almayer will have to balance fighting off the enemy ship, and preventing enemy ships/pods from landing on the station. While also dealing with occasional boarding attempts on the Almayer.

It would give the Marine majority something to focus on that is not Aliens and it'd give more of an objective for the Almayer.
This is war, survival is your responsibility.

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Re: Nicboone's Ship-to-Ship combat event feedback

Post by Jroinc1 » 18 Nov 2017, 08:02

I'm kinda glad this got done eventually, but I'd say that with the-

-COMPLETE removal of access to space in a normal round,
-minimization of vacuum gear placement,
-minimal knowledge of how to deal with vacuum by newer players,
-removal of functional atmospherics,

that it would be best to not include breaches or pressure loss that's not fixed by an admin within 5-10 seconds.
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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: Nicboone's Ship-to-Ship combat event feedback

Post by oprayx73 » 18 Nov 2017, 11:24

Make it so the PO can board with the derelict Sulaco and find out why it was snuffed out of existence! Pirates? or possible Aliens? who knows! :O
Cut them xenos up with yer machete! :D

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