Personally i think it should't but i'm curious what everyone else thinks.
https://www.strawpoll.me/16458604
Should the round end after 22 minutes? [Poll]
- RedsPro
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- Thegreatcoward
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Re: Should the round end after 22 minutes? [Poll]
Yes, if the Marines haven't prepped, been briefed and defeated the Xeno's in 22 minutes, they had no chance of victory anyway, so it'll streamline the process.
- Sora9567
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Re: Should the round end after 22 minutes? [Poll]
Dropships? Nah, real marines don't use a dropship, they just jump out of an airlock and fall to the planet by the power of Unga.
EDIT: As it turns out I have no fucking clue what I'm talking about, I thought you were talking about round ending after 22 minutes at roundstart, where you actually were talking about the new update change where 22 minutes passing after DS crash = Xeno Minor.
EDIT: As it turns out I have no fucking clue what I'm talking about, I thought you were talking about round ending after 22 minutes at roundstart, where you actually were talking about the new update change where 22 minutes passing after DS crash = Xeno Minor.
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Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
- CABAL
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Re: Should the round end after 22 minutes? [Poll]
Hard to answer. I would like to see more ERT gameplay, but with that... There should be other ways to deal with xenos like inviting every pirate, every CLF, UPP and every freelancer to the Almayer. All the dead players could play again not as a xeno and new could also join. Who wants to wait hour to play CM from the start? Nobody.
This is why this isn't an "yes-no" question in my opinion.
22 minutes is pretty long just to defend, but not for anything else.
This is why this isn't an "yes-no" question in my opinion.
22 minutes is pretty long just to defend, but not for anything else.
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I REDEEMED MYSELF! IN THE NAME OF KANE!
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- Build_R_
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Re: Should the round end after 22 minutes? [Poll]
22 minutes is a bit tight, 25 minutes might give the marines a little more of a chance to at least cause a draw.
When the OB misfires and xenos are on your doorstep. Howya, Jim Antonic- LCPL, PO, MP, SO, Husked Corpse.
- Sora9567
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Re: Should the round end after 22 minutes? [Poll]
I think a better idea would be a mass ERT after say 25-30 minutes, and it's RNG whether or not it's Human ERT, or XRT. That way either side won't want to delay because 50/50 bad times will occur.
Usually playing as Darwin 'D.J.' Jefferson, PFC (Private: Flare Carrier), or Smartgunner almost always out of ammo. Occasionally an RO who yearns for death, dealing with rampant jackassery of his coworkers.
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
- GenericUsername
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Re: Should the round end after 22 minutes? [Poll]
Problem is, when marines manage to hold SD and there are 4-6 aliens left, there's no point in blowing the ship, but the timer ends the round anyways. I think we need to add something like "If there are more marines than aliens and the queen is dead the xenos die and marines get a minor after 22 minutes" and "If the Queen is alive but there are very few aliens alive (like 5 or 6) ARES updates her location every minute and the round extends.
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- ThePiachu
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Re: Should the round end after 22 minutes? [Poll]
Strict 22 minute timer is interesting.
I like the change that escape pods and SD arm instantly. If we could also maybe get an instant ERT with composition somewhat based on the xeno / marine ratio, that might be ideal. That means you waste no time bunkering up in CIC waiting for enough people to die so you can call an evac and so on.
On the flip side, 22 minute timer means both sides will probably be rushing SD - Marines to secure it and be able to blow it up, xenos to turn it off. While "xenos can't meta", if they don't go for the SD early on, they might just run out of time. And since SD is activated straight away rather than after enough Marines die plus manual activation, that means you will want to make SD your priority.
Also, if you're one of the last xenos out there, you can troll marines by hiding somewhere deep and force the xeno minor. I know a spot or two nobody would find you in 20 minutes, so I'd expect a few rounds to end like that...
I'll have to see how the end games play out now, but I'm a bit iffy on the change.
I like the change that escape pods and SD arm instantly. If we could also maybe get an instant ERT with composition somewhat based on the xeno / marine ratio, that might be ideal. That means you waste no time bunkering up in CIC waiting for enough people to die so you can call an evac and so on.
On the flip side, 22 minute timer means both sides will probably be rushing SD - Marines to secure it and be able to blow it up, xenos to turn it off. While "xenos can't meta", if they don't go for the SD early on, they might just run out of time. And since SD is activated straight away rather than after enough Marines die plus manual activation, that means you will want to make SD your priority.
Also, if you're one of the last xenos out there, you can troll marines by hiding somewhere deep and force the xeno minor. I know a spot or two nobody would find you in 20 minutes, so I'd expect a few rounds to end like that...
I'll have to see how the end games play out now, but I'm a bit iffy on the change.
Gaius Caelus
Often playing Researcher, Doctor, or many other ship-side roles
Amadeus the synth
Zig’Reth (The Player of Games)
Mostly droning as Xeno, OFTEN TALKING IN CAPS.
Also, I'm recording!
Often playing Researcher, Doctor, or many other ship-side roles
Amadeus the synth
Zig’Reth (The Player of Games)
Mostly droning as Xeno, OFTEN TALKING IN CAPS.
Also, I'm recording!
- spookydonut
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Re: Should the round end after 22 minutes? [Poll]
update thread