Remove cloning

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Tristan63
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Remove cloning

Post by Tristan63 » 11 Feb 2016, 16:13

Summary (a quick, 2-3 sentence summary):Simply removes the cloning mechanic from the server.

Benefits (How this will benefit the server and game as a whole):Makes marines think twice about banzai charging the aliens with a squad, also makes command actually have a valid "Command" role, may or may not punish marines for going rambo and commands decisions will count a heck of a lot more. Plus cloning isn't canon in the first place (Unless little things like monkeighs)

Implementation (Optional, if you have an idea how to implement it): Delete cloning and disallow them from being made.

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Lorenz Artz
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Re: Remove cloning

Post by Lorenz Artz » 11 Feb 2016, 16:17

As of now, the lack of cloning has been tested in a round which resulted in marines overwhelming the Xenos rapidly. Why? Lack of having to recover corpses, coped with marines knowing that they will not be cloned had an almost direct result in improving tactics and releasing marines from certain tasks.

For now, I will say no and suggest we allow Apop to continue his testing in other rounds, with different population levels to see more results before issuing a decision.

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Re: Remove cloning

Post by Boltersam » 11 Feb 2016, 16:18

I want this, but it will make marines turtle more.

Neutral, I'll decide later.

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Re: Remove cloning

Post by Tristan63 » 11 Feb 2016, 16:19

Lorenz Artz wrote:As of now, the lack of cloning has been tested in a round which resulted in marines overwhelming the Xenos rapidly. Why? Lack of having to recover corpses, coped with marines knowing that they will not be cloned had an almost direct result in improving tactics and releasing marines from certain tasks.

For now, I will say no and suggest we allow Apop to continue his testing in other rounds, with different population levels to see more results before issuing a decision.
That is a good thing is it not? now the aliens are gonna have to do the same thing.

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Re: Remove cloning

Post by Wesmas » 11 Feb 2016, 16:19

I am going to say what I said when it was discussed before. It should be trialed while Apop is online to see how things change. This would allow everyone to see how well it works/doesnt. But I do think this would make it better. It will be like any change, people will need to adapt and other tweeks might be required to balance it fairly, but it should make it better overall.
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forwardslashN
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Re: Remove cloning

Post by forwardslashN » 11 Feb 2016, 16:19

+1
I never liked cloning.
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LordLoko
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Re: Remove cloning

Post by LordLoko » 11 Feb 2016, 16:20

You fail at BBcode forever.

And they make people less dumb, let the clones go away
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Arachnidnexus
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Re: Remove cloning

Post by Arachnidnexus » 11 Feb 2016, 16:26

As someone who was in that test round, it was more just that the Queen made some very questionable choices in terms of hive location. I honestly don't think the lack of cloners did much that round to affect it either way.

I'd be fine with removing cloning if current CM rounds weren't so damn long and it would be nice lore-wise. However, as many people have pointed out throughout suggestions, gameplay > lore so I'd rather have more testing done to see if this actually benefits gameplay.

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Lorenz Artz
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Re: Remove cloning

Post by Lorenz Artz » 11 Feb 2016, 16:27

I wouldn't mind cloning to remain, but instead it would have to be something that you could only use let's say, once or twice per round and resulting in severe genetic damage.

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Re: Remove cloning

Post by GGgobbleCC » 11 Feb 2016, 16:29

+1

I was in the test round and hardly anything changed. Someone died? Oh well they'll be replaced by a late-join or just log off, if you're lucky they'll join the Xenos. Also helps combat the 'no one wants to play aliens because they suck' issue somewhat if you force them to have to pick ayylmaos if they want to play.

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Re: Remove cloning

Post by Mitchs98 » 11 Feb 2016, 16:39

-1 THis will only cause marines to turtle more, one or two trial runs is far from enough to determine whether or not it's a good idea. Just because it's done once doesn't mean it's a good idea to be a permanent change or done again. If, as you say the marines steam rolled the aliens due to not worrying about corpse retrieval(Which they should be doing if possible since they're comrades in arms), then it seems to me like it would balance things heavily in favor of the marines. Which will only cause alien players to complain more..

Once again, -1.

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Re: Remove cloning

Post by monkeysfist101 » 11 Feb 2016, 17:09

+1 It seemed like the lack of cloning improved squad cohesion. The squads stayed together and didn't have to split up to return bodies. On top of that, going through the caves and pulling ammo and medical supplies off of bodies actually felt like we were scavenging off of our comrades instead of grabbing stuff of someone that would bitch about how we passed his M42C mags off to our sniper.
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Re: Remove cloning

Post by ChickenShizNit8 » 11 Feb 2016, 17:20

Ehh..

This would be good, GREAT if the marines actually work together because of it, but, camping would be much worse after that. ONE THING good is, there is a much better chance aliens will get more numbers now!
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Re: Remove cloning

Post by MrGabol100 » 11 Feb 2016, 17:44

+1, What can possibly go wrong. (Nothing, really).

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Re: Remove cloning

Post by Boltersam » 11 Feb 2016, 18:09

I've come to the conclusion that removing cloning will take the marines' heads out of their asses but this can only be done if you also find a way to discourage turtling.

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Re: Remove cloning

Post by Edgelord » 11 Feb 2016, 19:51

I love the idea of removing cloning but, in the current state of CM, I'm worried it would cause turtling.

I know Apop is working on it, so I'm gonna go ahead and say neutral.
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Re: Remove cloning

Post by ZDashe » 11 Feb 2016, 20:19

+1 just so that marine players won't become so reckless. In terms of turling, I think it definitely would affect players' play-styles too.

The likely reason why the removal of cloning doesn't seem different is because, currently:
1. Not many players choose Medic role anyway (And prioritize lifesaving)
2. A few players don't medivac the injured or dead as a habit (They would rather push the assault past the dead bodies)
3. Dead players won't wait that long to be recovered and re-enter their body to be cloned

If random test rounds are implemented, I'm not sure if the results would be accurate because play-style is not one to change that easily. I recommend that if testing is to be done, it should be at least over a month for players to adapt to it.
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Re: Remove cloning

Post by Disco Dalek » 11 Feb 2016, 20:44

+1 if medics get a buff of some kind. Actually, I think this would balance nicely with the medevac shuttle suggestion.
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Re: Remove cloning

Post by GGgobbleCC » 11 Feb 2016, 22:50

Disco Dalek wrote:+1 if medics get a buff of some kind. Actually, I think this would balance nicely with the medevac shuttle suggestion.
Apop talked about buffing defibs to make up for it

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Re: Remove cloning

Post by qsleepy » 11 Feb 2016, 23:33

Remove cloning and make medics way more robust.
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Re: Remove cloning

Post by Egorkor » 12 Feb 2016, 03:12

Disco Dalek wrote:+1 if medics get a buff of some kind. Actually, I think this would balance nicely with the medevac shuttle suggestion.
was about to post it.
+1, if medevac shuttle gets implemented.
otherwise neutral, gotta listen to them medic players.

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Re: Remove cloning

Post by ItsTheSleepy » 12 Feb 2016, 09:03

I think if cloning was removed there would be more pressure on medics to stabilize the patient and make sure he lives and gets surgery. Although, say if you are the CO and get shot and die by a random marine (Happened to me once I sad) and they can't be cloned it fucks the round up for them. I'm going to stay neutral.
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Re: Remove cloning

Post by monkeysfist101 » 12 Feb 2016, 09:53

Charles Homes | Sleepy wrote:I think if cloning was removed there would be more pressure on medics to stabilize the patient and make sure he lives and gets surgery. Although, say if you are the CO and get shot and die by a random marine (Happened to me once I sad) and they can't be cloned it fucks the round up for them. I'm going to stay neutral.
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Re: Remove cloning

Post by ItsTheSleepy » 12 Feb 2016, 10:01

monkeysfist101 wrote: If it was grief, you'd be admin revived. It it was an organized mutiny, it was justified.
Well, there was no MPs and the SL had asked to have the marine arrested. I said " You are being arrested for not listening to orders and assult " Next thing I know I've been shot 4 times and I'm dead. I tried to contact the admins but... not much was done. Although I guess it was sort of RP
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Re: Remove cloning

Post by Sargeantmuffinman » 12 Feb 2016, 10:16

Removing cloning would be quite interesting to say the least and I haven't experienced a round without it yet so I think it would be interesting to see how this goes.

+1
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