How would you slow down the rounds?

Generic, on-topic discussion about Colonial Marines.
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CABAL
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Re: How would you slow down the rounds?

Post by CABAL » 02 Apr 2018, 06:45

So The Marines are the strongest at the beginning and Xenos are later in the round. One way would be buff for marines only later in the round and buff for xenos only at beginning. I think about light: (I don't know anything about coding) From start to 13:00 reduced every light range on planet(prison station) by one, From 13:30 to 14:00 light range increased by one, then from 14:00 to 14:30 increased by two etc. This would discourage early rushes and encourage defending outpost/FoB until planet sun/moon rise from clouds/horizont a little bit.

This, however, would cause early Xeno rushes, then I think about weaking queen on their own, becouse Xenomorph Queen(in movies and such) is something like ant queen. Why we never seen ant queen fighting? Becouse Xeno queen role is to breed and command like Marines Commander. She should be more vulnerable and/or less "Combat-oriented". Strip off this streech, this charge, slow her down and grant more command skills. Random Marine at FoB should never see queen and her loss should be more devastating for hive. Just like loss Command for Marines (and this is why nobody sends Commander to front lines. Ussualy very robust, but it doesn't mean anything in grand scale on the battle field). Less "Combat-oriented" queen would mean less bald players playing her, becouse "less-combat + less-power = less-fun" for them.

I never even touched alien side, so my bald experiences are only from Marines and I'm so weak that I rearly kill one alien wounded by others in whole 3 hours round and I consider every alien OP, becouse even drone can leap from darkness, or vents in a mere miliseconds, punce and just kill and withstand few direct hits with Puls Rifle not even slowing down, unlike in the movies.
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Jonesome
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Re: How would you slow down the rounds?

Post by Jonesome » 02 Apr 2018, 12:54

BladeBr wrote:
02 Apr 2018, 05:01
And this is why we can't have nice things.
Because we are masochists!
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liltiptop
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Re: How would you slow down the rounds?

Post by liltiptop » 02 Apr 2018, 13:43

I think a third hostile faction would help make rounds more interesting. As said before, marines are strong early game, and xenos are weak, and that changes in the later game. Marines know this, and want to fight xenos asap to do the most damage before upgraded xenos can shrug off almost everything they throw at them. I think something that might be interesting is to have a small CLF or terrorist group on the planet as well. The xenos could focus on them to gain more larva, and the marines would have another target focusing on them, so they would have to make a choice to either chase xenos and get flanked by CLF, or deal with the CLF and leave the xenos for later. The CLF group could arrive mid round, and be made up of dead players or response team players. The marines and xenos would get an announcement saying something like “Alert: Hostile enemy signatures have entered the AO.” or something like that. This third group will be a way to slow down the fight between the two sides. If the xenos decided to fight and capture the CLF, they would have to distract the marines, or let the marines attack the CLF, and attack from behind. Likewise, marines could do they same thing, and instead of getting larva from the CLF, they could get new weapons or something like that.

Troika
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Re: How would you slow down the rounds?

Post by Troika » 02 Apr 2018, 22:55

I think rounds take too long as it is.
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Mvp777
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Re: How would you slow down the rounds?

Post by Mvp777 » 03 Apr 2018, 01:52

liltiptop wrote:
02 Apr 2018, 13:43
I think a third hostile faction would help make rounds more interesting. As said before, marines are strong early game, and xenos are weak, and that changes in the later game. Marines know this, and want to fight xenos asap to do the most damage before upgraded xenos can shrug off almost everything they throw at them. I think something that might be interesting is to have a small CLF or terrorist group on the planet as well. The xenos could focus on them to gain more larva, and the marines would have another target focusing on them, so they would have to make a choice to either chase xenos and get flanked by CLF, or deal with the CLF and leave the xenos for later. The CLF group could arrive mid round, and be made up of dead players or response team players. The marines and xenos would get an announcement saying something like “Alert: Hostile enemy signatures have entered the AO.” or something like that. This third group will be a way to slow down the fight between the two sides. If the xenos decided to fight and capture the CLF, they would have to distract the marines, or let the marines attack the CLF, and attack from behind. Likewise, marines could do they same thing, and instead of getting larva from the CLF, they could get new weapons or something like that.
There was a round a few days back which was classical CM but with a out of the way UPP base in the NW of the map in which we UPP interrogated a captured PFC for information.
Ultimately the aliens attacked us and lost 10 or so aliens before they finally got to us.
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Re: How would you slow down the rounds?

Post by Slywater » 03 Apr 2018, 15:24

I think a higher pred profile would satisfy this need for a third party, as they're dotted here and there, but don't really get involved much in a round (from what I've seen, anyway). Or, more rebels on the station/planet could spice things up. More antagonistic survivor roles have been discussed, but you don't want to disrupt the grand scheme of the round in the process, so that notion has been put away for now.
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Re: How would you slow down the rounds?

Post by Fitchace » 03 Apr 2018, 17:53

After marines win dead players become UPP or CLF invaders to the Almayer and the ship needs to fight off the pirates before they can depart back to Earth.
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