Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Locked
User avatar
username123
Registered user
Posts: 285
Joined: 08 Feb 2016, 06:45

Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by username123 » 09 Feb 2016, 10:49

Summary (a quick, 2-3 sentence summary):

Restrict the aliens and marines to extend the round too much when the xenos send the rasputin to the sulaco.

Benefits (How this will benefit the server and game as a whole):

The round won't extend an hour or more when the aliens should by theory win.

Details (Description of how you think this would work, the benefits, etc):

Queen won't be able to send the rasputin back to the planet, and marines need to at least leave a path on each side (east and west) for xenos to get out of the rasputin, in those paths an emmiter can't be placed.

Implementation (Optional, if you have an idea how to implement it):

Just need to be enforced.

User avatar
Jen_Llama
Registered user
Posts: 111
Joined: 31 Aug 2015, 23:28

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by Jen_Llama » 09 Feb 2016, 10:54

I'm not keen on the whole 'endless wall of electrified grilles' tactic, or the use of emitters as turrets, but leaving a 'courtesy path' through fortifications kind of eliminates the entire point of any fortification. There's something to be said for the tactical use of bottlenecking an enemy force, but having a mandatory path through a defensive line is...I just...eeeehhhh...
Image

User avatar
Bath Salts Addict
Registered user
Posts: 124
Joined: 21 Nov 2015, 13:14

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by Bath Salts Addict » 09 Feb 2016, 10:57

-1 from me. Sometimes aliens miss the shuttle or burst on the planet and are practically without anything to do unless the Queen can send it back to pick them up. Aside from the questionable new tactic involving emitters and e-grilles, Marines need to close off the Rasputin if they have any chance of making a comeback when aliens invade. If they gain a foothold on one side, then the Marines are practically fucked 90% of the time.

User avatar
forwardslashN
Community Contributor
Community Contributor
Posts: 2495
Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by forwardslashN » 09 Feb 2016, 10:59

-1
Less rule suggestions, please.
Image
The ambivalent giant white baldie in a jungle near you.

User avatar
Grypho
Registered user
Posts: 182
Joined: 02 Jan 2016, 10:13
Location: Finland

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by Grypho » 09 Feb 2016, 11:03

Even though it would reduce the round duration by an hour, the rule suggested would take some fun out of the game. Why are most of us playing? Because we enjoy fighting against aliens or marines. If aliens are not allowed to retreat from super-eletricified grille-emitter-fortified hangar, aliens would at worst not launch an attack at all in fear of not being able to retreat and delay the round by 3 hours before attacking with dozens of aliens, defeating the point of this rule.

-1
Image

User avatar
username123
Registered user
Posts: 285
Joined: 08 Feb 2016, 06:45

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by username123 » 09 Feb 2016, 11:05

Rosa wrote:I'm not keen on the whole 'endless wall of electrified grilles' tactic, or the use of emitters as turrets, but leaving a 'courtesy path' through fortifications kind of eliminates the entire point of any fortification. There's something to be said for the tactical use of bottlenecking an enemy force, but having a mandatory path through a defensive line is...I just...eeeehhhh...
I'll tell you why.

1-)Play CE, MT or Squad engineer.
2-)Go down the ladders of engineering and hack the autolathe.
3-)Make an RCD and 4 matter cartridges (3 to recharge the rcd entirely and a spare one)
4-)Wait for the alarm to sound.
5-)Build a wall in every open path of the rasputin.
6-)Watch the aliens spit acid on the walls that you made while you build electrified grilles arround and for the commander to recall the rasputin
7-)??????
8-)Round extended for another 1-2 hours (unless all the hive is inside the rasputin).

User avatar
Davidchan
Registered user
Posts: 350
Joined: 20 Feb 2015, 22:08

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by Davidchan » 09 Feb 2016, 11:23

-1 while making the Xenos invasion of the Sulaco an all or nothing deal, the Sulaco map/Invasion mechanics need some changes to make it less predictable and allow the Xenos to get a foothold.

User avatar
Jen_Llama
Registered user
Posts: 111
Joined: 31 Aug 2015, 23:28

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by Jen_Llama » 09 Feb 2016, 11:36

You have a funny view of engineers. -1
Image

User avatar
MauroVega
Registered user
Posts: 735
Joined: 24 Apr 2015, 16:28
Location: Argentina, BA
Byond: MauroVega
Steam: maurovega176
Contact:

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by MauroVega » 09 Feb 2016, 13:12

-1 You are making all these non sense post
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.”
― Sun Tzu, The Art of War

Image What happens when marine RP collides with standard RP

Natalia 'Nutella' Quiroga Image

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Rule for xenos to not send shuttle back to the planet (and for marines to not close entirely the rasputin)

Post by apophis775 » 09 Feb 2016, 15:08

Denied.

Locked