Military Police Changes

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DryProfit
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Military Police Changes

Post by DryProfit » 20 Dec 2014, 03:09

I play MP about 80% of the time. It's a great role, very fun, and a relative of mine was a Military Police Officer way back when, which I find very impressive.

I have some minor changes I'd like to see to get this job in a bit more accurate spot.





Armor Levels -

The one thing that bugs me is the riot gear. It looks stupid when worn in non-combat situations. My suggestion is...

Have levels of armor allowed. Example

Pre Hostile Encounter - None, just a standard uniform and needed equipment.

After Xeno Encounter - Armor Vest and Helmet.

Code Red / Xeno Boarding - NOW you can wear the riot gear.

Special Situations (Nuking, Rambo Hunting, Major Mutiny) - The super armor In command storage.




Stun Weapons -

Like any police, MP are supposed to arrest and punish marines with minimum damage on either side. This isn't a practical goal when your only ranged weapon is a 12 gauge shotgun.

Give us...

A taser, OR a heavy duty stun rifle, or laser guns (with stun feature).

Someone did mention that shotguns would only knock down VS armor, but there's situations where marines don't have armor on.




War Law - I made an extensive (deleted) suggestion for this a while ago. No, we can't use TG Spacelaw. Civilian law and Military law are pretty different.

Please add in a reference guide for all Minor-Med-Maj crimes. Appreciated.



Situations in which MP May board Nostrome -

I think it'd make the MP job a bit more interesting if there were more situations where we could board the Nostrome other than Rambo marines.

I think we should be able to set up an MP outpost near arrivals, to be able to quickly react to any squad misconduct, friendly fire conflicts, or general inter-military violence.



Perma Brig or a Labor Camp.

Being a prisoner is too boring. Give them something to do. Mine, farm, whatever. No one wants to sit in. A 3x3 cell for 20 minutes.

We could also go for prisoners being able to earn their positions back through some feat, I don't know what though.



Implants -

MP should have loyalty/perfection implants preventing them from committing any sort of crime. It's probably a good idea to make sure the police of the army arnt able to do anything bad

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Caryl
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RE: Military Police Changes

Post by Caryl » 20 Dec 2014, 05:30

These lists of changes are good. Now if we can get a spriter. . . and a coder to implement them. . .
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coroneljones
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RE: Military Police Changes

Post by coroneljones » 20 Dec 2014, 07:07

*Raises his Giant Sprite Sheet*
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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DryProfit
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RE: Military Police Changes

Post by DryProfit » 20 Dec 2014, 18:55

Caryl wrote: These lists of changes are good. Now if we can get a spriter. . . and a coder to implement them. . .
Well, a couple of them won't need coders or spriters at all, just a quick rule change, or a spawn in since Tasers are already sprited and coded.


The war law and permabrig/laborcamp will need some work though
Last edited by DryProfit on 20 Dec 2014, 18:55, edited 1 time in total.

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apophis775
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RE: Military Police Changes

Post by apophis775 » 20 Dec 2014, 22:46

DryProfit wrote: I play MP about 80% of the time. It's a great role, very fun, and a relative of mine was a Military Police Officer way back when, which I find very impressive.

I have some minor changes I'd like to see to get this job in a bit more accurate spot.

I'll reply to each of your suggestions individually, I've got experience working with MPs during my time in the Army (For those that remember, I worked Tactical Intelligence), so I'll also include that into the replies.

Armor Levels -

The one thing that bugs me is the riot gear. It looks stupid when worn in non-combat situations. My suggestion is...

Have levels of armor allowed. Example

Pre Hostile Encounter - None, just a standard uniform and needed equipment.

After Xeno Encounter - Armor Vest and Helmet.

Code Red / Xeno Boarding - NOW you can wear the riot gear.

Special Situations (Nuking, Rambo Hunting, Major Mutiny) - The super armor In command storage.
IRL, there are basically 3 levels of Armor for MPs.
Standard (a weak bulletproof vest, made of just kevlar)
Combat (Standard Combat armor worn by all soldiers)
Riot (Only in Military Prisons, and when needed, but it's basically the "combat" armor, with a shield face protector, and riot shield).

As far as for the server and the direction we go, If you want, we can get a "Standard" Combat armor for the MPs, but considering the fact that it's a RESCUE MISSION, the MPs "Should" be fully decked out, to deal with any possibilities, so there is pretty much NO CHANCE MPs would have anything below at least, standard MP gear.

Stun Weapons -

Like any police, MP are supposed to arrest and punish marines with minimum damage on either side. This isn't a practical goal when your only ranged weapon is a 12 gauge shotgun.

Give us...

A taser, OR a heavy duty stun rifle, or laser guns (with stun feature).

Someone did mention that shotguns would only knock down VS armor, but there's situations where marines don't have armor on.
Done, tasers will be standard issue to MPs next update.


War Law - I made an extensive (deleted) suggestion for this a while ago. No, we can't use TG Spacelaw. Civilian law and Military law are pretty different.

Please add in a reference guide for all Minor-Med-Maj crimes. Appreciated.
Your war law, wasn't "deleted" so much as "reverted" We had to rollback the forums. Currently, I'm working on a new "War Law" book.



Situations in which MP May board Nostrome -

I think it'd make the MP job a bit more interesting if there were more situations where we could board the Nostrome other than Rambo marines.

I think we should be able to set up an MP outpost near arrivals, to be able to quickly react to any squad misconduct, friendly fire conflicts, or general inter-military violence.
Never. The entire job of the MP, is the security of the Sulaco, and Safety of her crew. I'm not even a fan, of having MPs leave the Sulaco to go retrieve retarded marines.


Perma Brig or a Labor Camp.

Being a prisoner is too boring. Give them something to do. Mine, farm, whatever. No one wants to sit in. A 3x3 cell for 20 minutes.

We could also go for prisoners being able to earn their positions back through some feat, I don't know what though.
The literal point, is TO be boring. However, I like the idea of "perma", so maybe, we'll convert one of the cells into "SOLITARY". Basically, a smaller, shittier brig for securing more annoying people.



Implants -

MP should have loyalty/perfection implants preventing them from committing any sort of crime. It's probably a good idea to make sure the police of the army arnt able to do anything bad
This would have to be discussed, but I'd rather move away from implants.



Please take into account, the overall "theme" and "Feel" we are trying to bring across on our server. Specifically, we are trying to deliver an experience, as close to "Aliens" as possible, so anything that doesn't make "sense" for a rescue ship, will probably be removed. I'm actually not a fan of Botany, research, or robotics. In fact, if we ever do a major over-haul of the Sulaco, they will probably be removed, as they don't fit the Aliens Lore.

MyToesAreBlue
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RE: Military Police Changes

Post by MyToesAreBlue » 22 Dec 2014, 17:10

I mean, borgs are different from the Alien franchise synthetics, but they do fit into the scene somewhat.? Weyland Industries uses combat synthetics, even though they are against regulations.

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RE: Military Police Changes

Post by speedybst » 23 Dec 2014, 23:10

Alright, pointing this out, as far as canon, none of the combat synthetics have been owned or produced by W-Y, even prior to the infestation of earth. All of the non-1st-lawed synthetics were created by other companies that had heard about the xenomorphs. Now before you jump down my throat and say some thing to the tune of "Oh, where are you getting that from?", here is my list of materials:
Dark Horse novels:
*Aliens: Earth Hive
*Aliens: Nightmare Asylum
*Aliens: The Female War
*Aliens: Genocide
*Aliens: Alien Harvest
*Aliens vs. Predator: Hunter's Planet
*Aliens vs. Predator: Prey
*Alien (film) Novelization
*Aliens (flim) Novelization
*Alien 3 (film) Novelization

Digital media:
*Alien: Isolation
*Alien vs. Predator: Extinction
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Neray
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RE: Military Police Changes

Post by Neray » 23 Dec 2014, 23:23

Everything after "Aliens" is bullshit. They ruined whole Alien universe in next movies (for many reasons, for example, they changed script for "Alien 3" 7 times, also budget cuts etc).
Last edited by Neray on 23 Dec 2014, 23:24, edited 1 time in total.

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RE: Military Police Changes

Post by speedybst » 23 Dec 2014, 23:34

You'll note that i didn't include resurrection at all, because i agree, it was a pitiful attempt to get more money from the films. As for the script changes of Alien 3, that was because of the existence of the Aliens (series) novels, which were the canonical continuation of the series, before Fox caused a retcon with Alien 3.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.[/spoil]

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CubeJackal
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RE: Military Police Changes

Post by CubeJackal » 24 Dec 2014, 03:57

okay these are cool just don't change the uniforms because i sprited those for baystation last year

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RE: Military Police Changes

Post by apophis775 » 31 Jan 2015, 12:36

This never really went anywhere, locking.

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