From Baldie to Veteran

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Re: From Baldie to Veteran

Post by RoswellRay » 07 Jun 2016, 20:24

-1 Just on the gorunds that I don't want colonial marines turning into a generic shooter only worse because it's ony byond. The fun of it in my opinion is because it's built off ss13 which is meant to loosely be more of a simulator than a "game".

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Surrealistik
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Re: From Baldie to Veteran

Post by Surrealistik » 07 Jun 2016, 23:35

How about the ability to develop non-combat skills, increasing the speed of tasks like injecting medicine, stripping walls, building shit, etc?
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Re: From Baldie to Veteran

Post by TopHatPenguin » 30 Aug 2016, 18:13

Surrealistik wrote:How about the ability to develop non-combat skills, increasing the speed of tasks like injecting medicine, stripping walls, building shit, etc?
This is also a great addition what Sur has suggested so +1 to this and the main suggestion.
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ParadoxalObserver
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Re: From Baldie to Veteran

Post by ParadoxalObserver » 30 Aug 2016, 18:35

Sticking with the squad and moving to locations command pinpoints should also "level" you. That way when command tells you to set up an FoB at the Nexus and sets a pin point (which would have to be another mechanic) there the SL is a lot less keen to lie to your face and tell you Command just said to advance to medbay.

Also, sticking with the squad should be self-explanatory.

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Re: From Baldie to Veteran

Post by username123 » 30 Aug 2016, 20:27

This is actually a good idea if done right +1, marines getting better at what they do based on how long they have been fighting.

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Re: From Baldie to Veteran

Post by Karmac » 30 Aug 2016, 20:45

My level 100 Boxing Marine vs Your Predator, lesgo.
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Re: From Baldie to Veteran

Post by Biolock » 30 Aug 2016, 21:50

I'm not sure I like this system, just for the simple reason of marine players should be as good as they ARE, not as good as their character allows them to be. It's a little different for xenos due to the fact that they have such a different play style and mechanics system. I don't know, marine players getting stat boost that improve their character kinda gives me a bitter feeling.
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ParadoxalObserver
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Re: From Baldie to Veteran

Post by ParadoxalObserver » 31 Aug 2016, 07:35

Biolock wrote:I'm not sure I like this system, just for the simple reason of marine players should be as good as they ARE, not as good as their character allows them to be. It's a little different for xenos due to the fact that they have such a different play style and mechanics system. I don't know, marine players getting stat boost that improve their character kinda gives me a bitter feeling.
They still would be as good as they are there's a max point gain throughout the round and if these are slight improvements. Getting better accuracy doesn't mean crap if I can't actually hit the alien IG. And getting better accuracy/damage in melee also won't mean anything if I'm not robust enough to properly fight in melee.

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Re: From Baldie to Veteran

Post by Boltersam » 31 Aug 2016, 11:13

There should be a maximium limit, AND it should be relative to species. By which I mean, if we use standard attributes in RPGs,

A human with 10 strength, is much weaker than an Orc with 10 strength, because the attributes are relative to species. Average strength for a human, average strength for a Orc, are both different.

Applying the same logic to this, a Marine at the maximum point limit in all melee-related attributes, would not be able to take on a Ravager in melee unless the player behind the marine is very good, and the Ravager player is bad.

Marines would be able to take on some Ancient T2s if they have a matching maximum level attribute in their field of combat, but would be outmatched by T3s, and, say, Predators, in places where racial attributes play a part, such as strength, speed, toughness, etcetera.

A Marine will always be more accurate than a Spitter, because they've trained for years in it. However, a Marine with a maximum strength attribute, would not be able to armwrestle a Ravager and win.

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ParadoxalObserver
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Re: From Baldie to Veteran

Post by ParadoxalObserver » 31 Aug 2016, 11:17

Boltersam wrote:There should be a maximium limit, AND it should be relative to species. By which I mean, if we use standard attributes in RPGs,

A human with 10 strength, is much weaker than an Orc with 10 strength, because the attributes are relative to species. Average strength for a human, average strength for a Orc, are both different.

Applying the same logic to this, a Marine at the maximum point limit in all melee-related attributes, would not be able to take on a Ravager in melee unless the player behind the marine is very good, and the Ravager player is bad.

Marines would be able to take on some Ancient T2s if they have a matching maximum level attribute in their field of combat, but would be outmatched by T3s, and, say, Predators, in places where racial attributes play a part, such as strength, speed, toughness, etcetera.

A Marine will always be more accurate than a Spitter, because they've trained for years in it. However, a Marine with a maximum strength attribute, would not be able to armwrestle a Ravager and win.
No. In a standard RPG a Human with 10 Strength is as strong as an Orc with 10 strength. The difference is 10 strength is seen as the average strength of a human (Yes, I know in some it's like 8, but shush) while orcs usually on average have a strength of like 12 or 14. So your example is WRONG. >:V

Jokes aside, fitting explanation.

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Re: From Baldie to Veteran

Post by Boltersam » 31 Aug 2016, 11:38

ParadoxalObserver wrote: No. In a standard RPG a Human with 10 Strength is as strong as an Orc with 10 strength. The difference is 10 strength is seen as the average strength of a human (Yes, I know in some it's like 8, but shush) while orcs usually on average have a strength of like 12 or 14. So your example is WRONG. >:V

Jokes aside, fitting explanation.
Nah, I meant standard RPG attributes as in the Strength attribute I used. I stole the theory from a book, but I like the logic that a level 100 bunny can't defeat a level 1 dragon, or a human with 20 in strength can't win an armwrestle against a Giant with 5. Weak for a Giant, ridiculously strong for a Human.

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Re: From Baldie to Veteran

Post by Jroinc1 » 31 Aug 2016, 13:41

That's... not how every RPG I've played has worked. Stats that are subjective to each other are painful to compare, so most use ONE strength scale.
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Re: From Baldie to Veteran

Post by solidfury7 » 31 Aug 2016, 14:11

I really like this idea, I think it would reward players for remaining active within the round (if you expand the reward system from being > Hit enemy and instead, make it more generalised)

+1 Keeps people in the round and actually gives marines a positive progression.
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Re: From Baldie to Veteran

Post by Boltersam » 31 Aug 2016, 17:56

JPR wrote:That's... not how every RPG I've played has worked. Stats that are subjective to each other are painful to compare, so most use ONE strength scale.
That's because I meant I was using a standard RPG attribute ie: the Strength stat, not an actual system used in RPGs, as you'll see me explaining in the post above yours.

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Re: From Baldie to Veteran

Post by Jroinc1 » 31 Aug 2016, 19:06

Boltersam wrote: That's because I meant I was using a standard RPG attribute ie: the Strength stat, not an actual system used in RPGs, as you'll see me explaining in the post above yours.
Yeah, I saw your explanation, and thought that you didn't understand it. Still don't, but not important.
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Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
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Most surgeries done at once- 3
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Re: From Baldie to Veteran

Post by ParadoxalObserver » 31 Aug 2016, 23:28

JPR wrote: Yeah, I saw your explanation, and thought that you didn't understand it. Still don't, but not important.
The explanation was essentially: "Make the stats matter but keep it in bounds when it comes to human limits."

Even at max melee damage your melee should not surpass the Ravager because human limitations. No man's arm is meant to swing as hard as a Ravager's. Your machete should not be cutting through things as easily as its claws.

Going toughness? You'll last maybe a bit longer, but like not far longer as human skin is still skin.

Speed? Sure, but the runner will still almost always outrun you even at max a mature should outrun.

The only few things that the humans might have better is like accuracy and make cohesion if eventually there's some sort of squad based buff.

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Re: From Baldie to Veteran

Post by DesFrSpace » 03 Sep 2016, 14:58

You die you loose progress, you stay alive longer but don't need cloning you keep your progress.

Why this is beneficial, after cloning going to get kick, and revive system might get a great appeal. Along the way Surgery need to be speed up if you going to have 5 doctors to heal 50 injuries of Marines.

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Re: From Baldie to Veteran

Post by Toroic » 03 Sep 2016, 15:05

I like the idea of marines getting better over the course of the round by doing things, but I don't think any of it should persist round to round. Xenos get reset each round, so should marines.
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Re: From Baldie to Veteran

Post by FantasticFwoosh » 03 Sep 2016, 15:42

In that case im pretty sure the commander, naturally picked out of the most robust of crew is actually a dwarf with the sheer amount of hair he has.

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Re: From Baldie to Veteran

Post by TopHatPenguin » 04 Apr 2017, 14:30

Bringing this thread back from the dead because I still think it would be interesting to see happen.

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Re: From Baldie to Veteran

Post by Katsukai » 04 Apr 2017, 14:45

+1, Tho implementing something like this seems to be rather hard, maybe an tick based system like Alien evolution? Except it only starts ticking when they are out of Sulaco and stops when they are back at Sulaco? And when it's full you can upgrade, but upgrading is either getting an positive or negative effect so people wouldn't be always confident at upgrading, for example you could get higher pain tolerance, or you become more sensitive to pain.

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Re: From Baldie to Veteran

Post by Crab_Spider » 04 Apr 2017, 15:44

Neutral.

Although the idea is interesting, and gives some areas of the ship a purpose gameplay wise, I can see some players data mining and exploiting these upgrades by intentially hurting themselves and healing, or shooting their guns in the firing range.
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Re: From Baldie to Veteran

Post by TopHatPenguin » 04 Apr 2017, 16:46

Crab_Spider wrote:Neutral.

Although the idea is interesting, and gives some areas of the ship a purpose gameplay wise, I can see some players data mining and exploiting these upgrades by:
Crab_Spider wrote:shooting their guns in the firing range.
In-theory you could have it that shooting targets at the firing range does increase the skill thing but at a much slower rate then if you were to fire at an alien/human. Icly it would be because you'd be firing at a moving target/something alive which would naturally try and dodge so the more you fire at it the better you get at hitting them.
Crab_Spider wrote:intentionally hurting themselves and healing
The dev fellows could probably make it so if your hurt yourself it simply just doesn't count.
forwardslashN wrote:There might be some ways to game the system as well, but that can be worked around.
At the end of the day the problems ya mentioned Crab can be fixed upon implementation.

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Re: From Baldie to Veteran

Post by NoahKirchner » 04 Apr 2017, 19:35

+1 if the same thing happens to the alans. Have the accuracy only increase if his bullet hits a live xeno and stuff to prevent cheesing.
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Re: From Baldie to Veteran

Post by CrimsonAerospace » 06 Apr 2017, 19:36

Like the idea, but Neutral.

Seems like it would just be encouraging AND rewarding power-gamers and the other members of their ilk...
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