Endgame Suggestion (post marine retreat and pre alien invasion)
-
- Registered user
- Posts: 2
- Joined: 07 Aug 2015, 11:50
Endgame Suggestion (post marine retreat and pre alien invasion)
Summary: :
Extending the dropship landing area slightly, making it unable to be constructed upon due to the ship needing a clear area to take off from and land on.
Benefits and Details:
I just joined CM recently, and have seen this issue be brought up many times. Aliens fight them off the planet barely, ready an invasion, and the moment they arrive all windows are barred, cockpit has rwall around it, and they are choked into a few areas and bombarded with grenades and RPGs. This kills the rounds momentum immediately and forces a drawn out extermination of the aliens on board. It is basically round over and a win for the Marines. I've heard several pro marine players saying it should be allowed to reinforce the area before the ship lands, and I agree, you should be able to. But magically knowing where the ship will land and it's parameters so you can make it land inside your pre build choke points is just asinine. If you extend the landing pad area outwards, the aliens can have a buffer area to move around on and attempt an assault, while the marines can build a fortification to the west of the ship and hold them off from accessing the bridge and upper areas. This would create a much more exciting and fast paced round end, with either aliens overrunning them, or marines managing to pull off a comeback from a defeat on the planet.
Implementation:
Simply extend the dropship area landing pad by 2 blocks on all sides, and make it a zone that cannot be built upon. "This area must remain clear in order to allow for dropship landings and takeoffs." This is realistic to how an actual landing pad would be treated and allows for the aliens to have a SLIGHT bit of breathing room to attempt to mount an attack on. This would harldy be unfair to the marines as they have a large area around the ship to use for their own fortifications.
This is not a perfect method though, there is the issue of the marines possibly just building a massive wall around the entire dropship area and firing over it or even having only 1 or 2 exits which would create more chokepoint issues, so this should be discouraged. The other issue comes from mines. They could place them all around the dropship area and the moment any alien left, boom. So mines should also not be allowed to be placed on the dropship landing pad. This also makes sense because, why the hell would you allow live mines to be feet away from your dropship that normally carries troops?
This is my mere suggestion, I like this game mode alot and I want it to remain balanced, currently at the end of a round when marines retreat to the ship, it is HEAVILY in their favor, to the amount that when I see them retreat, I would almost rather ghost out and wait for a new round than suffer through the endless hail of bullets and explosives stuck in the dropship until they pick us all off.
Thank you.
Extending the dropship landing area slightly, making it unable to be constructed upon due to the ship needing a clear area to take off from and land on.
Benefits and Details:
I just joined CM recently, and have seen this issue be brought up many times. Aliens fight them off the planet barely, ready an invasion, and the moment they arrive all windows are barred, cockpit has rwall around it, and they are choked into a few areas and bombarded with grenades and RPGs. This kills the rounds momentum immediately and forces a drawn out extermination of the aliens on board. It is basically round over and a win for the Marines. I've heard several pro marine players saying it should be allowed to reinforce the area before the ship lands, and I agree, you should be able to. But magically knowing where the ship will land and it's parameters so you can make it land inside your pre build choke points is just asinine. If you extend the landing pad area outwards, the aliens can have a buffer area to move around on and attempt an assault, while the marines can build a fortification to the west of the ship and hold them off from accessing the bridge and upper areas. This would create a much more exciting and fast paced round end, with either aliens overrunning them, or marines managing to pull off a comeback from a defeat on the planet.
Implementation:
Simply extend the dropship area landing pad by 2 blocks on all sides, and make it a zone that cannot be built upon. "This area must remain clear in order to allow for dropship landings and takeoffs." This is realistic to how an actual landing pad would be treated and allows for the aliens to have a SLIGHT bit of breathing room to attempt to mount an attack on. This would harldy be unfair to the marines as they have a large area around the ship to use for their own fortifications.
This is not a perfect method though, there is the issue of the marines possibly just building a massive wall around the entire dropship area and firing over it or even having only 1 or 2 exits which would create more chokepoint issues, so this should be discouraged. The other issue comes from mines. They could place them all around the dropship area and the moment any alien left, boom. So mines should also not be allowed to be placed on the dropship landing pad. This also makes sense because, why the hell would you allow live mines to be feet away from your dropship that normally carries troops?
This is my mere suggestion, I like this game mode alot and I want it to remain balanced, currently at the end of a round when marines retreat to the ship, it is HEAVILY in their favor, to the amount that when I see them retreat, I would almost rather ghost out and wait for a new round than suffer through the endless hail of bullets and explosives stuck in the dropship until they pick us all off.
Thank you.
Last edited by photonn on 07 Aug 2015, 12:08, edited 2 times in total.
- Caryl
- Registered user
- Posts: 259
- Joined: 15 Oct 2014, 13:47
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Good suggestion in my opionion... I'd say we give this a shot! +1
- TopHatPenguin
- Community Contributor
- Posts: 2383
- Joined: 14 Dec 2014, 18:06
- Location: Forever Editing The Wiki.
- Byond: TopHatPenguin
- Contact:
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Might as well try this out to see if it improves anything. +1
Shit cm memes:
That guy called Wooki.
Resident Santa.
(THP)
► Show Spoiler
That guy called Wooki.
Resident Santa.
(THP)
- Jeser
- Registered user
- Posts: 1119
- Joined: 04 Mar 2015, 00:47
- Location: Donetsk, Ukraine
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
This is good suggestion, I like that. Here +1 from me.
- LordLoko
- Registered user
- Posts: 830
- Joined: 16 Oct 2014, 13:35
-
- Registered user
- Posts: 34
- Joined: 19 Jul 2015, 18:04
- Felkvir
- Registered user
- Posts: 555
- Joined: 15 Oct 2014, 12:31
- Location: R̜͎̩̠̱͎̜͠i̠̪͘g͔̳̺̳̳̣̟͟h̶̻̲̙̗t̥̘͈̲̲̥͢ ̻͙̖͉͙̲̱b̛̻͕̘̰ḛ̴h͙̲̩̙̱̰i̸̯̱̼̬̯n̢d͓͉̞̖͙̠̀ ̹̠͢y͕̱̪ǫu̬̮̼͞
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Just +1 it all to infinity and beyond.
- Feweh
- Donor
- Posts: 4870
- Joined: 24 Feb 2015, 19:34
- Byond: Feweh
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
+1
For all the above reasons
For all the above reasons
- johners12345
- Registered user
- Posts: 793
- Joined: 10 Jan 2015, 20:58
- Location: The Interwebs
- Contact:
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
+1 as pink said for all these reasons.
- Pillow
- Registered user
- Posts: 166
- Joined: 14 May 2015, 20:10
- Location: drowning in a pile homework
-
- Registered user
- Posts: 2
- Joined: 07 Aug 2015, 11:50
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Glad to hear you guys like it, hopefully it's given a chance.
- Siserith Vassada
- Registered user
- Posts: 370
- Joined: 06 Jul 2015, 02:32
- Location: Connecticut
- Contact:
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
how about.... no building in the hanger at all. and moving the ladder in requisitions back into the firing range.
-
- Registered user
- Posts: 210
- Joined: 11 Mar 2015, 18:25
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Sounds perfect +1.
- Evilkyle24
- Registered user
- Posts: 539
- Joined: 30 May 2015, 21:46
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
+1 to no building in the hanger, filling the area with landmines killed all the aliens one round.
Seriously, they put land mines fucking everywhere and after the first wave of T3's all died to the stun and a mass of fire, they launched nades and RPG's into the shuttle and everyone died.
Seriously, they put land mines fucking everywhere and after the first wave of T3's all died to the stun and a mass of fire, they launched nades and RPG's into the shuttle and everyone died.
- Jeser
- Registered user
- Posts: 1119
- Joined: 04 Mar 2015, 00:47
- Location: Donetsk, Ukraine
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Wow. So much organised marines... Wow... I'd like to see that.Evilkyle24 wrote:+1 to no building in the hanger, filling the area with landmines killed all the aliens one round.
Seriously, they put land mines fucking everywhere and after the first wave of T3's all died to the stun and a mass of fire, they launched nades and RPG's into the shuttle and everyone died.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact:
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
Anything more on this?
- UnknownMurder
- Registered user
- Posts: 2243
- Joined: 15 Dec 2014, 08:03
- Location: Ascension
- Arachnidnexus
- Donor
- Posts: 449
- Joined: 04 Sep 2015, 20:50
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
With the whole no-building in the hangar thing it's become a lot less of an issue. I feel like it's shifted the chokepoint to the central stairs and briefing, though.
-
- Registered user
- Posts: 127
- Joined: 10 Aug 2015, 20:12
Re: Endgame Suggestion (post marine retreat and pre alien invasion)
I wish I had a picture of the barricade at the end of last round in cargo. Nearly killed a T3.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact: