Disallow Aliens Telecomms Disabling

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Mitchs98
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Disallow Aliens Telecomms Disabling

Post by Mitchs98 » 08 Apr 2016, 21:59

Summary (a quick, 2-3 sentence summary): Title says it all, disallow Aliens from disabling telecomms. THey shouldn't know what it is.

Benefits (How this will benefit the server and game as a whole): Less meta, less 'o fuk comms went down'.

Details (Description of how you think this would work, the benefits, etc): Simply add a rule to prevent aliens from vent crawling/busting into telecomms to take out said telecomms. Marines can't take out alien communication, why should they ours? Aliens have no clue how telecomms work, and telecomms is behind two blast doors and a normal door or one if you take maint. You can't make the excuse of 'oh they're cutting all the APC's' when they, infact, do not cut most of the lower apc's 90% of the time. They don't cut many of them ever really. What's worse is when station side aliens think enough to cut the APC before the console is ever used.

I didn't come to this conclusion instantly, I've been thinking about it for a long time. It just doesn't make sense for aliens to do this ICly, at all. Why should they expend extra effort to slash up one specific APC out of twenty semi-odd others?

In short, it should be considered meta. Aliens have no damn clue what the tiny piece of plastic on someones ear does.

Implementation (Optional, if you have an idea how to implement it): Add a rule.

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username123
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Re: Disallow Aliens Telecomms Disabling

Post by username123 » 08 Apr 2016, 22:01

Aliens can't disallow tcoms, it's metagame and they can be banned.

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Re: Disallow Aliens Telecomms Disabling

Post by Dyne » 08 Apr 2016, 22:01

+1. Aliens dont understand humans, or the fact humans dont really have a technological hivemind.
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Mitchs98
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Re: Disallow Aliens Telecomms Disabling

Post by Mitchs98 » 08 Apr 2016, 22:04

username123 wrote:Aliens can't disallow tcoms, it's metagame and they can be banned.
Uh, no actually. Aliens CAN and always DO disable telecomms. They did it last round, and they do it generally every single time they board. They single out the telecomms APC like it's a fucking prize and disable it. 9 times outta 10.

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Re: Disallow Aliens Telecomms Disabling

Post by ShortTemperedLeprechaun » 08 Apr 2016, 22:09

Neutral. Seeing as how dyne has an accepted suggestion that upon a queens death, the hivemind will be scattered/disabled to simulate the psychic backlash for a set amount of time, this would only really need to be implented until that's put in. And, to repair comms, it's just a simple mending of wires honestly, which isn't that hard, seeing how just about anyone can use pliers in life.
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Re: Disallow Aliens Telecomms Disabling

Post by qsleepy » 08 Apr 2016, 22:21

I thought this was a rule. If not it should be.
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Re: Disallow Aliens Telecomms Disabling

Post by forwardslashN » 08 Apr 2016, 22:21

-1
Unless they somehow melt the equipment, you only need a pair of insulated gloves and wirecutters to get it running again. On that note, admins will already punish aliens that rush telecomms and only disable that APC. So, there's no point in this.
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Re: Disallow Aliens Telecomms Disabling

Post by Egorkor » 08 Apr 2016, 22:24

well there's a single drone popping it and then there're hunters popping it during the boarding, so.
neutral.

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Re: Disallow Aliens Telecomms Disabling

Post by Mitchs98 » 08 Apr 2016, 22:40

To repair said APC you need access to said APC, which isn't viable during combat. Aliens shouldn't be going to the APC at any point period, really. They have no reason to. And I sincerely doubt staff punish aliens for targetting telecomms, a lot of players would be banned if this is the case.

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Re: Disallow Aliens Telecomms Disabling

Post by johners12345 » 08 Apr 2016, 23:58

There really isn't any reason for them to be going there, judging by the map it's the FIRST time they are seeing something like tele-comms. They shouldn't really know it's important.

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Re: Disallow Aliens Telecomms Disabling

Post by Dyne » 09 Apr 2016, 00:45

johners12345 wrote:There really isn't any reason for them to be going there, judging by the map it's the FIRST time they are seeing something like tele-comms. They shouldn't really know it's important.
One may say they saw something like it on the colony, but they didnt cripple it, so makes no sense crippling it among the stars as well.
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Re: Disallow Aliens Telecomms Disabling

Post by Minijar » 09 Apr 2016, 05:34

+1 from myself. I often flail while aghosting at this.

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Re: Disallow Aliens Telecomms Disabling

Post by LordeKilly » 09 Apr 2016, 10:07

+1. It's blatant meta.
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Re: Disallow Aliens Telecomms Disabling

Post by Rey » 09 Apr 2016, 12:05

+1 Seeing a crusher ram the double blast doors from science, 2 minutes in after the aliens take over lower deck does not amuse me.

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Re: Disallow Aliens Telecomms Disabling

Post by Edgelord » 09 Apr 2016, 12:09

While the added tension from no tcomms can be fun, this is undeniably meta. The argument for "we're disabling everything" can't be made when you have aliens beelining to tcomms.

+1
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Re: Disallow Aliens Telecomms Disabling

Post by Artouris » 09 Apr 2016, 12:18

-1 There's a few reasons for this.

While I do believe its meta, you can extend the argument to almost any APC in the ship. You can say its meta that they slashed the medbay APC and thus we can't heal people, or they slashed the Cloning APC therefor we cannot clone. I don't have a major problem after thinking about it for a while.

The reasons being is that it actually adds more tension to the game. Also not to mention that once the aliens board, you should defend whats important. If you think T-comms is important then defend it, if you don't defend it then that is on the marines for failing to defend vital parts of the ship. Not to mention that the ease of repair T-comms is basically mending the wires at that point so I don't believe to be a major issue.

Also saying that aliens shouldn't be going to any APC at all because its meta, that's actually something that's fairgame in the rules. The problem is that once we remove xenos from slashing T-Comms APC, then people will petition to remove xenos from slashing ANY APC. To be honest this stuff only comes into play when xenos board the Sulaco. Which at that point is either do or die for the marines. So in the end its not that major of a problem and it fits in thematically for the fight for survival situation that has appeared.
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Re: Disallow Aliens Telecomms Disabling

Post by Wickedtemp » 09 Apr 2016, 12:44

Slashing an APC isn't meta.
-1

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Re: Disallow Aliens Telecomms Disabling

Post by username123 » 09 Apr 2016, 13:02

Artouris wrote:-1 There's a few reasons for this.

While I do believe its meta, you can extend the argument to almost any APC in the ship. You can say its meta that they slashed the medbay APC and thus we can't heal people, or they slashed the Cloning APC therefor we cannot clone. I don't have a major problem after thinking about it for a while.

The reasons being is that it actually adds more tension to the game. Also not to mention that once the aliens board, you should defend whats important. If you think T-comms is important then defend it, if you don't defend it then that is on the marines for failing to defend vital parts of the ship. Not to mention that the ease of repair T-comms is basically mending the wires at that point so I don't believe to be a major issue.

Also saying that aliens shouldn't be going to any APC at all because its meta, that's actually something that's fairgame in the rules. The problem is that once we remove xenos from slashing T-Comms APC, then people will petition to remove xenos from slashing ANY APC. To be honest this stuff only comes into play when xenos board the Sulaco. Which at that point is either do or die for the marines. So in the end its not that major of a problem and it fits in thematically for the fight for survival situation that has appeared.
Wickedtemp wrote:Slashing an APC isn't meta.
-1
As a Xeno: damaging any systems to prevent setup. Do not melt key power or atmos components.

Slashing and destroying tcoms equipment is something that affects everyone in the round, slashing the apc of the clonning bay is something that affects only those that are dead. Destroying the tcoms apc is not something that an alien slashed by mistake, that apc is deep into the rcoms room which mean that in order to destroy it, an alien really has to really use meta knowledge, is not like "ups, i accidentally destroyed the apc that was deep into an area protected by blast doors and that only can be accessed by using specifically a vent for the room or by opening two airlock that are very close together, my bad xdd"

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Re: Disallow Aliens Telecomms Disabling

Post by Logi99 » 09 Apr 2016, 13:41

big massive.. wait for it. -1.
YES I SAID IT! REASONS?
Okay in all seriousness this is stupid af. You allow survivors meta with sulaco communication yet you don't want those telecomms off? I don't fucking blame aliens if they're gonna do that cuz i've seen so many survivors meta with radio either playing marine or aliens. Just stop it. If you're gonna accept this suggestion stop survivors from getting a Sulaco-Related radio.
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Re: Disallow Aliens Telecomms Disabling

Post by Wickedtemp » 09 Apr 2016, 15:27

username123 wrote: As a Xeno: damaging any systems to prevent setup. Do not melt key power or atmos components.

Slashing and destroying tcoms equipment is something that affects everyone in the round, slashing the apc of the clonning bay is something that affects only those that are dead. Destroying the tcoms apc is not something that an alien slashed by mistake, that apc is deep into the rcoms room which mean that in order to destroy it, an alien really has to really use meta knowledge, is not like "ups, i accidentally destroyed the apc that was deep into an area protected by blast doors and that only can be accessed by using specifically a vent for the room or by opening two airlock that are very close together, my bad xdd"
If ONLY that APC is slashed, sure, go ahead and call it meta. But if some xenos are just slashing every APC they see, then it's fair game. It's allowed by the rules, as far as I know. And also marines have access to radios and the intercoms so its not like they're completely dead in the water if tcomms go down.

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Re: Disallow Aliens Telecomms Disabling

Post by LordLoko » 11 Apr 2016, 16:27

They already know that disbaling APCs=no lights, so I imagine aliens wouldn't slash all APCs EXCEPT the tcomms one for no reason.
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Re: Disallow Aliens Telecomms Disabling

Post by Feweh » 11 Apr 2016, 16:46

-1

People need to stop crying about this, honestly it's ridiculous.

IN THE MOVIES, alien's disable power and electricity. They understand basic functions and seemingly how electricity works to some degree, perhaps by error or dumb-luck. Once again, this was CLEARLY in the movie and was a planned strategy. WHICH IS WHY WE ALLOW ALIENS TO SLASH APC'S FREELY.

With that said, disabling T-Coms by cutting the wires to the APC IS FINE. If a alien acid's the T-Coms systems then we could said that perhaps this is another issue.

What I'm super fucking tired of getting is ahelps of...

"ALIENS LANDED ON SULACO AND DISABLED THE T-COMS APC HELP THATS META"
Listen, if Aliens control the Hangar deck then it really doesn't matter at this point. They control an entire deck and can do whatever they want to anything on that level as it's basically their entire hive at this point.

"A SINGLE ALIEN IS ON SULACO AND VENTED INTO THE T-COMS ROOM TO DISABLE THEM"
Listen again, in Alien (1) A SINGLE ALIEN DISABLE ELECTRONICS AND SHIP SYSTEMS - WATCH THE DAMN MOVIE. Part of having a single alien on Sulaco gives the Sulaco crew something to do, plan for this and protect vital person(s) and locations.

Point being, as long as the APC is only shredded I see no issue with disabling t-coms and it takes a few seconds to repair shredded APC's.

Disabling T-Coms is a element/mechanic of CM, if we didn't want T-Coms touched or disabled we'd move it off of Sulaco. It's there to add more to the game, so stop complaining about it.. it's such a ridiculous thing and I'm sick of it. We use to be on the same page with this, but a few Mods/Admins decided to enforce this issue differently which I think has confused the playerbase.. If you're a mod reading this now, understand what I just wrote.

Once again, for clarification... Alien's can slash the T-Coms APC, if we never wanted Aliens to disable it we'd MOVE IT off of Sulaco.
If you see Alien's aciding the t-coms room, then report that freely.

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Re: Disallow Aliens Telecomms Disabling

Post by Dyne » 11 Apr 2016, 17:55

In the movies it is never specified if aliens cut the power on purpose, as they were crawling throughthe cables setting up that final assault.
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Re: Disallow Aliens Telecomms Disabling

Post by username123 » 11 Apr 2016, 18:08

Feweh wrote:-1

People need to stop crying about this, honestly it's ridiculous.

IN THE MOVIES, alien's disable power and electricity. They understand basic functions and seemingly how electricity works to some degree, perhaps by error or dumb-luck. Once again, this was CLEARLY in the movie and was a planned strategy. WHICH IS WHY WE ALLOW ALIENS TO SLASH APC'S FREELY.

With that said, disabling T-Coms by cutting the wires to the APC IS FINE. If a alien acid's the T-Coms systems then we could said that perhaps this is another issue.

What I'm super fucking tired of getting is ahelps of...

"ALIENS LANDED ON SULACO AND DISABLED THE T-COMS APC HELP THATS META"
Listen, if Aliens control the Hangar deck then it really doesn't matter at this point. They control an entire deck and can do whatever they want to anything on that level as it's basically their entire hive at this point.

"A SINGLE ALIEN IS ON SULACO AND VENTED INTO THE T-COMS ROOM TO DISABLE THEM"
Listen again, in Alien (1) A SINGLE ALIEN DISABLE ELECTRONICS AND SHIP SYSTEMS - WATCH THE DAMN MOVIE. Part of having a single alien on Sulaco gives the Sulaco crew something to do, plan for this and protect vital person(s) and locations.

Point being, as long as the APC is only shredded I see no issue with disabling t-coms and it takes a few seconds to repair shredded APC's.

Disabling T-Coms is a element/mechanic of CM, if we didn't want T-Coms touched or disabled we'd move it off of Sulaco. It's there to add more to the game, so stop complaining about it.. it's such a ridiculous thing and I'm sick of it. We use to be on the same page with this, but a few Mods/Admins decided to enforce this issue differently which I think has confused the playerbase.. If you're a mod reading this now, understand what I just wrote.

Once again, for clarification... Alien's can slash the T-Coms APC, if we never wanted Aliens to disable it we'd MOVE IT off of Sulaco.
If you see Alien's aciding the t-coms room, then report that freely.

I'd like you to post an example of xenomorphs in the movies or comics intentionally disabling the electricity of some place because as far as i concern, in the original movie, there was no energy in the planet because in the first place, the only living human there was a kid, which means that there were no engineers to maintain the power and components destroyed by the fight between the humans in the planet and the xenomorphs.

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Re: Disallow Aliens Telecomms Disabling

Post by Artouris » 11 Apr 2016, 18:52

username123 wrote:

I'd like you to post an example of xenomorphs in the movies or comics intentionally disabling the electricity of some place because as far as i concern, in the original movie, there was no energy in the planet because in the first place, the only living human there was a kid, which means that there were no engineers to maintain the power and components destroyed by the fight between the humans in the planet and the xenomorphs.

They actually do disable the power. In the movie when they get the kid they set up in the command center. The Command Center is powered, along with the whole colony because if im not mistaken the Atmosphere processor which has a fusion reactor as its core also provides power to the colony that its a part of. The Processor is 100% automated by what Burke says when they're flying over the scene. Theres power when they set up in the command center and use all the electronics. When the xenos bypass the sentries or it might be before that the power goes out. The lighting switches from the natural blue/regular lighting to dark with red emergency lights. So power does go out.

The only problem with what Feweh said is that I dont believe the power went out in Alien. The explantion for any faulty equipment was that the Nostromo was really a piece of shit. Like the little command shuttle had faulty wiring and shit when they land. Basically if the power does go out its due to faulty as shit equipment. That and the only other time it was dark was when ripley activates the self destruct sequence where its dark except for the warning lights.

(I legitimately rewatched Alien and Aliens alot of times, mainly because Aliens is probably one of the best action movies ever and i was working on a map that was like Hadley's Hope).
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