Trenches (Another version-ish)

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Sarah_U.
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Trenches (Another version-ish)

Post by Sarah_U. » 15 Jun 2016, 23:13

Summary (a quick, 2-3 sentence summary):
Allow the marines to dig trenches using a shovel.

Benefits (How this will benefit the server and game as a whole):
Trenches have been amongst one of the most commonly found mechanics for combat since WW1. Amongst fortified possitions, trenches and building cover inside certain locations are often viewed as safe methods to protect one-selves from disadvantageous situations. Roleplay-wise, it would add a few jokes and possibly flavour the gameplay. Otherwise it'd be great to prevent friendly fire and help the marines into holding defensive possitions with more coordinations.

Details (Description of how you think this would work, the benefits, etc):
Okay so trenches, aren't made to be OP. They're actually meant as my suggestion will show, to simply prevent friendly fire and some other issues. Nerf and tweaking is expected.

Uses the same construction requirement as tunnel: Outside, off a floor, on dirt/sand/road.
Trenches can be jumped into, but trying to get out takes two whole seconds(ish) for an human.
Trenches connects to one-another making a network. Only the ones at extremities allows for marines to leave them without penalties (Concept idea, do as you wish with that)
Trenches prevent ALL friendly fire from people not within a trench.
Trenches could potentially prevent crushers from charging, but it could easely be abused to some extent so... Admin's pick on if that's a thing or not.

RO could possibly have 4 shovels in his office. One per squad or all for one squad that goes full-retard and just hinder itself with too much trenching.

Implementation (Optional, if you have an idea how to implement it):
Add a condition to marines. If they enter a tile where a trench is, flag the condition as true. If they're not set it to false.
Update the bullet mechanic to hit people with the same condition running a check (Can be re-used in the future even).
Last edited by Sarah_U. on 16 Jun 2016, 01:00, edited 2 times in total.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Trenches

Post by Varnock » 15 Jun 2016, 23:15

Neutral.

Sounds like it would promote turtling more, and I hate that. It's boring as sin.

On the other hand though, trenches...

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Re: Trenches (Another version-ish)

Post by Sarah_U. » 15 Jun 2016, 23:18

Consider the fact I said humans have problem traveling in it. Then consider the fact I said xenos don't and see why it'll backfire if you don't use it well.
If anything, xenos will just swarm you for using it or throw huggers untill you decide to ** off and get back inside.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Trenches (Another version-ish)

Post by Seehund » 16 Jun 2016, 00:27

you could have probably stopped the suggestion at the word 'trenches' and I would have agreed

yes

On a more serious note, I'm one of those fucks who actually enjoy sitting around and talking to people, so this would be pretty fun for me.
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Re: Trenches (Another version-ish)

Post by ShortTemperedLeprechaun » 16 Jun 2016, 00:38

I'd be okay with it, if it could only be done on grass, sand, and to an extent road tiles.
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Re: Trenches (Another version-ish)

Post by Sarah_U. » 16 Jun 2016, 00:57

Editing to implement exterior-construction only.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Trenches (Another version-ish)

Post by GarlicBread » 16 Jun 2016, 21:03

Boiler fires at full trench, marines cant move, Fatality

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Re: Trenches (Another version-ish)

Post by Snypehunter007 » 16 Jun 2016, 21:44

It would be nice with the marines in the trench firing and the ones behind them can fire OVER the ones in the trench, but what if you need to fire at aliens in the trench how would it work then?

I am +1 to the idea with their being a few liabilities as the marines to using them but with a few advantages as well to offset them if the marines are ballsy enough. I just think it needs some tweaking and explanation on some finer details.
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Re: Trenches (Another version-ish)

Post by Tristan63 » 16 Jun 2016, 23:03

Sarah_U. wrote:Summary (a quick, 2-3 sentence summary):
Allow the marines to dig trenches using a shovel.

Benefits (How this will benefit the server and game as a whole):
Trenches have been amongst one of the most commonly found mechanics for combat since WW1. Amongst fortified possitions, trenches and building cover inside certain locations are often viewed as safe methods to protect one-selves from disadvantageous situations. Roleplay-wise, it would add a few jokes and possibly flavour the gameplay. Otherwise it'd be great to prevent friendly fire and help the marines into holding defensive possitions with more coordinations.

Details (Description of how you think this would work, the benefits, etc):
Okay so trenches, aren't made to be OP. They're actually meant as my suggestion will show, to simply prevent friendly fire and some other issues. Nerf and tweaking is expected.

Uses the same construction requirement as tunnel: Outside, off a floor, on dirt/sand/road.
Trenches can be jumped into, but trying to get out takes two whole seconds(ish) for an human.
Trenches connects to one-another making a network. Only the ones at extremities allows for marines to leave them without penalties (Concept idea, do as you wish with that)
Trenches prevent ALL friendly fire from people not within a trench.
Trenches could potentially prevent crushers from charging, but it could easely be abused to some extent so... Admin's pick on if that's a thing or not.

RO could possibly have 4 shovels in his office. One per squad or all for one squad that goes full-retard and just hinder itself with too much trenching.

Implementation (Optional, if you have an idea how to implement it):
Add a condition to marines. If they enter a tile where a trench is, flag the condition as true. If they're not set it to false.
Update the bullet mechanic to hit people with the same condition running a check (Can be re-used in the future even).
At the moment it is impossible to have a 2 line of marines covering any one area, unless said person is a smartgunner. This would give marines a huge increase to their defensive capabilities, and may even allow FOBs to be constructed anywhere. Add an ability to make an area covered with wood and sandstone and this is guuch.

+1

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Re: Trenches (Another version-ish)

Post by Releasing » 17 Jun 2016, 07:41

+1. Yeah, I'd love to see trenches in play. A boiler acid glob could kill them all in one go, though. But, this would add a much larger range of diversity to marine defense and FOB building.
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Re: Trenches (Another version-ish)

Post by Egorkor » 17 Jun 2016, 08:56

make the boiler clouds have a big chance of going over the trenches, simple.

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Re: Trenches (Another version-ish)

Post by LordLoko » 17 Jun 2016, 10:42

What you are suggesting looks more like a foxhole than a trench, I like anyway
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Re: Trenches (Another version-ish)

Post by Sarah_U. » 17 Jun 2016, 14:55

To fix not being able to target the trench, can always tweak that firing at a tile where there's a trench bypass the 'Go over the trench' mechanic previously stated?

Or just raise insanely the dodging of people inside a trenhc to those not inside and making them walk turns it to 100% with the combined stats... I can always see GL being fun to use when xenos camp the thing.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Trenches (Another version-ish)

Post by NoahKirchner » 04 Jan 2017, 12:18

yes pls. +1
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Re: Trenches (Another version-ish)

Post by Butterrobber202 » 04 Jan 2017, 15:26

Yes. God Yes.

Please.

I beg you devs, please.

But make sure the shovel is collapseable so Engis can stuff it in their backpack and move on
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Re: Trenches (Another version-ish)

Post by monkeysfist101 » 06 Jan 2017, 10:54

Again, (I say this every time trenches are suggested) trenches are about the least tactically advantageous place you can position yourself fighting a strictly melee enemy.

For starters, any proper trench that won't collapse upon itself, no matter how small, takes longer than an entire round of CM would ever dream of taking.

Secondly, the act of benign in a trench immediately gives your enemy the high ground and limits your fire capability.
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Re: Trenches (Another version-ish)

Post by Sarah_U. » 06 Jan 2017, 15:49

I know Monkey, but I still want to suggest it for mapping & gameplay reasons. Even if it's somewhat unused at times, it's still gonna allow some new strategies to come in play like having a double firing lane pinning down incoming xenos (RIP if there's carriers) and it'll most likely come in dandy if we start having more gamemodes where there's PMCs or any other hostile antags around.

PS: It's kinda old too, but I still think the biggest worry is the coding time it'll take.
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Re: Trenches (Another version-ish)

Post by Sargeantmuffinman » 06 Jan 2017, 16:48

In a way of modern warfare, fighting an enemy who can lack the ability for ranged combat the marines have the advantage. Being stuck in the dirt will not help your odds of survival, more of a decrease in your chance of escaping due to you being in a trench. A fox hole will not help either, it's a round trench but it's still a trench and it's only defense is against ranged weaponry and will be vulnerable to throwable objects, e.g the facehugger.

If this were to be implemented this would be better suited for H v H combat.
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Re: Trenches (Another version-ish)

Post by LarryOrtega » 06 Jan 2017, 17:11

This would be very nice, since FF It´s the worst for a marine, and can give some RP situations. +1
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Re: Trenches (Another version-ish)

Post by Youbar » 06 Jan 2017, 22:18

Trenches would be completely useless for this gamemode. Aside from immobilising marines, they'd also make those inside very vulnerable to boiler artillery which is just as lethal as the grenades used to assault entrenched positions by stormtroopers. Just like the Xenomorphs, the strengths of the marines is mobility. Once you remove their ability to maneveur they'll drop like flies, hence why Sulaco lockdowns actually hinder, not help, combat personnel when the ship is being boarded. That's also why Xenomorphs actually have the advantage when attacking - the marines are defending and sticking in place, instead of pursuing and eliminating hostiles.

If your intention is to allow marines to shoot over one another, that should be done through the ability to crouch and lay prone.
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Re: Trenches (Another version-ish)

Post by Desolane900 » 07 Jan 2017, 00:09

Did someone say trenches?

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Re: Trenches (Another version-ish)

Post by Joe4444 » 07 Jan 2017, 08:39

Desolane900 wrote:Did someone say trenches?

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+1
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Re: Trenches (Another version-ish)

Post by Steven Sneider » 07 Jan 2017, 09:57

people think marines are in a disadvantage if this is used but the two lanes of gun fire would say otherwise. +1
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Re: Trenches (Another version-ish)

Post by Edgelord » 07 Jan 2017, 10:15

As cool as I think trench warfare is in a game like this, I'm gonna have to vote against this.

This is a search and rescue mission, why would the marines dig trenches? Do marines even dig trenches? Plus it encourages a lack of mobility which is what keeps games moving.

Well thought out but it's a -1 from me.
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Re: Trenches (Another version-ish)

Post by RadiantFlash » 07 Jan 2017, 11:14

Hm. On onehand, the ability to prevent friendly fire is an extremely power buff for the marines if used properly. On the other boiler gas. I mean, it is possible to block with plasteel barricades, but, hm..

Personally, I like the idea, though fox holes might be more realistic then a trench.

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