More marine-like marines; Pain Threshold, Adrenaline and Research?

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Page Avenue
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More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 16 Apr 2016, 02:58

Summary:

For a game featuring marines as the protagonists, there's little different about the marines from the civilians aside from their uniform and access to weapons. I've come up with a handful of ideas to make them generally feel tougher in contrast to the non-combat personnel, and some general game play ideas geared toward making the marines' mid-late game feel more productive and enjoyable.

*There are no exact numbers being suggested, so I'd like to think that these suggestions are very malleable.

** In theory, these are all minor suggestions that would only help slightly with larger issues. I just thought it would be more productive than "buff marines" or "nerf crushers." Maybe in conjunction with more ideas from more players, the game can reach a balanced state.

Pain threshold for Marines.
► Show Spoiler

Adrenaline.
► Show Spoiler
More research?
► Show Spoiler
Feel free to take this and run.
► Show Spoiler
P.S. Please allow us to setup permanent Notes in the character setup. It would be really useful for retaining IC information we haven't dedicated to memory yet.

Leave some feedback.
Last edited by Page Avenue on 22 Apr 2016, 05:31, edited 15 times in total.

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Re: More marine-like marines.

Post by ShortTemperedLeprechaun » 16 Apr 2016, 08:02

These are actually really, really good. I like the idea of the pain threshold, as well as the adreniline bit. All and all, theres not really any negatives from me, +1.
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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by LocalizedDownpour » 16 Apr 2016, 10:20

Seriously these are some cool ideas. +1

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Mitchs98 » 16 Apr 2016, 12:56

I dislike the fact that a specialist, aka supposedly the most valuable asset in the squad, will pretty much get bitchslapped to the ground. That should be changed.

Other than that, I like everything else; but not as a replacement to cloning. +1 anyway

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 16 Apr 2016, 13:26

Mitchs98 wrote:I dislike the fact that a specialist, aka supposedly the most valuable asset in the squad, will pretty much get bitchslapped to the ground. That should be changed.

Other than that, I like everything else; but not as a replacement to cloning. +1 anyway
I'd consider letting them share a tier with SL, but I don't want to be the one responsible for specialists wearing B18 armor with stocks, bayonets and riot shields soloing the hive because they simply can't be stopped. I also think 25% pain resistance is a rather generous amount considering that they have access to the B18 armor.

SL/Specialist - .25
Medics - .30
Basics - .35

The truth is though, it's out of my hands. Whoever does the coding has the final say.

I also wouldn't call it a replacement for cloning, just something to offset the loss of it. I consider my suggestions to only be a piece of the puzzle, I'm hoping the rest of the community can get into the same mentality instead of saying "to replace cloning, we'll revive people this way!"

Actually, I'm not sure, 25% still feels like a lot. It would be easier to fine-tune after it was implemented, I'd rather start small and get bigger than start too big. I feel like basics are the backbone of the marines, and should feel like such when playing them. Specialists are more like the right hand(incredibly useful, but easily severed) with medics being the left. Squad Leader is kind of like the head. Part of this is to promote better tactics, which includes cohesion.

Also, assuming all three suggestions go through, specialists would be the first to experience the adrenaline rush. Provided they aren't using the load out I described.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Edgelord » 16 Apr 2016, 16:28

We're not allowed to suggest gamemodes, it's in the rules.

As for everything else you said it sounds ambitious, but really cool.

+1
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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 16 Apr 2016, 16:32

It wasn't really a suggestion, I'm trying to give the idea away. Hence "take it and run".

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Mitchs98 » 16 Apr 2016, 22:13

Page Avenue wrote: I'd consider letting them share a tier with SL, but I don't want to be the one responsible for specialists wearing B18 armor with stocks, bayonets and riot shields soloing the hive because they simply can't be stopped. I also think 25% pain resistance is a rather generous amount considering that they have access to the B18 armor.

SL/Specialist - .25
Medics - .30
Basics - .35

The truth is though, it's out of my hands. Whoever does the coding has the final say.

I also wouldn't call it a replacement for cloning, just something to offset the loss of it. I consider my suggestions to only be a piece of the puzzle, I'm hoping the rest of the community can get into the same mentality instead of saying "to replace cloning, we'll revive people this way!"

Actually, I'm not sure, 25% still feels like a lot. It would be easier to fine-tune after it was implemented, I'd rather start small and get bigger than start too big. I feel like basics are the backbone of the marines, and should feel like such when playing them. Specialists are more like the right hand(incredibly useful, but easily severed) with medics being the left. Squad Leader is kind of like the head. Part of this is to promote better tactics, which includes cohesion.

Also, assuming all three suggestions go through, specialists would be the first to experience the adrenaline rush. Provided they aren't using the load out I described.
B18 is absolute shit. Most people don't take it, and I really doubt adding pain tolerance would change that since you really don't recieve a lot of pain while wearing it anyway. My thing is, there's no point in making those that don't use B18 suffer for that one guy that does.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 16 Apr 2016, 22:49

Well, you shouldn't really be front lining as the specialist anyway, leave the grunt work to the grunts.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by ThatOneEngie » 16 Apr 2016, 22:55

-1

Stop suggesting nerfs to fucking marines, jesus.


EDIT

After reading it over again, and having it explained to me, it is actually a +1 from me.

Also, i'm half awake at the moment, so gimme a break
Last edited by ThatOneEngie on 16 Apr 2016, 23:18, edited 1 time in total.
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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 16 Apr 2016, 23:08

ThatOneEngie wrote:-1

Stop suggesting nerfs to fucking marines, jesus.
Doesn't even read.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Mitchs98 » 16 Apr 2016, 23:25

Page Avenue wrote:Well, you shouldn't really be front lining as the specialist anyway, leave the grunt work to the grunts.
This is true. But you kind of HAVE to front line to be able to do much good as a spec unless you have a smartgun. Because generally speaking every marine believes themselves to be both 1. An hero and 2. Rambo incarnate. Giving specs the shittiest pain tolerance ever will only nerf marines a lot due to such, was my thinking. I do agree with your reasoning, and it would be valid if people actually RP'd and didn't try to take on a hive alone when there's 50 marines active.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 16 Apr 2016, 23:39

Mitchs98 wrote: This is true. But you kind of HAVE to front line to be able to do much good as a spec unless you have a smartgun. Because generally speaking every marine believes themselves to be both 1. An hero and 2. Rambo incarnate. Giving specs the shittiest pain tolerance ever will only nerf marines a lot due to such, was my thinking. I do agree with your reasoning, and it would be valid if people actually RP'd and didn't try to take on a hive alone when there's 50 marines active.
Well, even if they have the worst, it's still a buff. I can see where you're coming from, but this is geared towards giving the basics a little more of a crutch compared to the more valuable roles in order to discourage newer/inexperienced players from playing specialist/SL. If they think it's harder, all of the weapons don't seem so attractive anymore. I say the best way to go about it is to see it in action, and tweak it from there.

The general idea, is that you're trading off the equipment options for a little more of a crutch. I'm hoping this will get a higher quality of player to choose the higher ranks because they don't quite need the crutch, so we end up with less scenarios where a specialist kills his entire squad with a misfired rocket or grenade.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 18 Apr 2016, 14:35

Just going to try and keep this relevant for now.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Biolock » 19 Apr 2016, 16:41

-1 To the pain threshold variable by characters. That kind of imbalance between character selections would lead to some garbage ass spread between player abilities. Specialists and SLs already get better weaponry than support classes, and they can carry more combat equipment because they aren't responsible for carrying all the tools and medicine for the squad. THAT is how it should be, don't now give them a handicap that literally buffs the player himself.

+1 To the rest of the ideas, ESPECIALLY the research idea, that would lead to some good RP... I think.
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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 20 Apr 2016, 02:02

Biolock wrote:-1 To the pain threshold variable by characters. That kind of imbalance between character selections would lead to some garbage ass spread between player abilities. Specialists and SLs already get better weaponry than support classes, and they can carry more combat equipment because they aren't responsible for carrying all the tools and medicine for the squad. THAT is how it should be, don't now give them a handicap that literally buffs the player himself.

+1 To the rest of the ideas, ESPECIALLY the research idea, that would lead to some good RP... I think.
I think you're overestimating how big the difference between each job would actually be. The idea is to reduce the amount of pain crits that happen mid combat, promote cohesion with your squad and make basics not feel so bad about being basics. I'll rework the suggestion using fewer tiers, then you can tell me what you think. However, I firmly believe that specialists shouldn't be quite as tough as basics with support classes covering some kind of middleground.

Balance 101.

P.S. In case you're unaware like the last guy. Lower numbers in the threshold variable would be better. Try using the equation I suggested.
Last edited by Page Avenue on 22 Apr 2016, 05:28, edited 2 times in total.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Peachy2912 » 20 Apr 2016, 05:54

These ideas seem well thought out, I like them as a different approach to adding more depth to how and who you play. The adrenaline mechanic sounds pretty sweet, it would be an effective way to allow wounded marines to get out of a fight quickly rather than having to hobble away slowly.

+1

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 22 Apr 2016, 05:36

I appreciate all of the feedback, and it would seem Biolock may be the second person to misinterpret the threshold portion of the suggestion. "Bottom to top" means that lower ranking soldiers would benefit more from the mechanic. I won't bother explaining this to a third person.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Dyne » 23 Apr 2016, 01:05

Interesting. +1
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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by Page Avenue » 23 Apr 2016, 22:16

Still trying to keep this relevant.

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Re: More marine-like marines; Pain Threshold, Adrenaline and Research?

Post by apophis775 » 23 Apr 2016, 23:24

Locked.

Please split these into individual topics.

But, you can remake it without the game-mode, cause suggestions for a game mode = forum ban (read the READ THE FIRST topic in suggestions).

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