Non-Beacon Sulaco Fire
- McRipfist
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Non-Beacon Sulaco Fire
Summary (a quick, 2-3 sentence summary):
Basically it allows the Sulaco to fire it's canons without the beacon. It may end up landing offside and kill half the Company but hey, next time use the beacon.
Benefits (How this will benefit the server and game as a whole):
It allows the Sulaco to fire even if all the SLs are dead in a cave somewhere. This will give the bridge some way of supporting retreating ground forces even after they are crippled. It isn't much of an advantage considering the reasons below.
Details (Description of how you think this would work, the benefits, etc):
Add coordinate system to the map so that we can choose a target without the use of the beacon. On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire seeing as the Sulaco has to calibrate the Planet's surface and map out it's target.
Implementation (Optional, if you have an idea how to implement it):
Basically it allows the Sulaco to fire it's canons without the beacon. It may end up landing offside and kill half the Company but hey, next time use the beacon.
Benefits (How this will benefit the server and game as a whole):
It allows the Sulaco to fire even if all the SLs are dead in a cave somewhere. This will give the bridge some way of supporting retreating ground forces even after they are crippled. It isn't much of an advantage considering the reasons below.
Details (Description of how you think this would work, the benefits, etc):
Add coordinate system to the map so that we can choose a target without the use of the beacon. On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire seeing as the Sulaco has to calibrate the Planet's surface and map out it's target.
Implementation (Optional, if you have an idea how to implement it):
- Sarah_U.
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Re: Non-Beacon Sulaco Fire
Thing is. I'd just fire on the LZ spamming the button each time a xeno would start touching the console.
I had the same idea, but overall it's gameplay unfriendly and would be really too much in the favor of xenos when marines knows where to put their coordinates.
I'll only stick to neutral if base coordinates are randomized each rounds to ** with stupid bridge officers, otherwise i'm heavely leaning for a -1.
I had the same idea, but overall it's gameplay unfriendly and would be really too much in the favor of xenos when marines knows where to put their coordinates.
I'll only stick to neutral if base coordinates are randomized each rounds to ** with stupid bridge officers, otherwise i'm heavely leaning for a -1.
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
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- MrJJJ
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Re: Non-Beacon Sulaco Fire
Preety sure they have a cooldown ya knowSarah_U. wrote:Thing is. I'd just fire on the LZ spamming the button each time a xeno would start touching the console.
- Sarah_U.
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Re: Non-Beacon Sulaco Fire
Preety sure they have a cooldown ya know[/quote]
Yes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?
Things like that worry me is all.
Yes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?
Things like that worry me is all.
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
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- MrJJJ
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Re: Non-Beacon Sulaco Fire
mcripfist wrote:On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire
Give that thing a 100% chance to fire somewhere off, and maybe have it fire a mini-beacon that lasts like 3 secs or less and then fires, thats my idea thoSarah_U. wrote: Yes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?
Things like that worry me is all.
- Seehund
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Re: Non-Beacon Sulaco Fire
To be entirely fair, that's half the purpose of artillery.Sarah_U. wrote: And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?
But in terms of game balance, eh, I don't know.
It'd be nice, sure, because that'd mean BOs wouldn't be beacon slaves any more, if anything.
When the voice from the shadows calls you
When the wind whips past your ears
Will you stand when the weight is upon you
Or will you go to your knees in fear?
When the wind whips past your ears
Will you stand when the weight is upon you
Or will you go to your knees in fear?
- TopHatPenguin
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Re: Non-Beacon Sulaco Fire
My one problem with this is that this gives team marine a massive advantage, for instance if the marines know that the aliens are using hydro as a base and it's too dangerous to approach then as soon as that info reaches command an orbital bombardment will be fire on hydro and depending on accuracy the Ob could potentially obliterate the alien team.
I just think if this happens aliens will find it extremely hard to hold onto areas within the colony and will most likely promote aliens camping the caves once they have knowledge of orbitals icly.
I just think if this happens aliens will find it extremely hard to hold onto areas within the colony and will most likely promote aliens camping the caves once they have knowledge of orbitals icly.
Shit cm memes:
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- VenomBH
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Re: Non-Beacon Sulaco Fire
+1, but have it unable to target the LZs due to the possibility of destroying the pod or ship. It makes it a bit more balanced so that the marines can't wipe out half the xenos waiting.
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- Joe4444
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Re: Non-Beacon Sulaco Fire
Make it paint 4 tiles red as a warning.Fucking xenos hate red lights man...they always run away from flares which are red....OB's which are red and Alpha squad which is red...point provenYes they do, but what'd make the beeping noise that alert xenos. if it's ready what stops BOs to shoot it at the LZ when it does happen without an alien noticing. And finally, what stops marines to start using OBs abusively to level areas outside their line of sight while they're off-world / retreating?
Things like that worry me is all.
-
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Re: Non-Beacon Sulaco Fire
Yer I could see this , I think this would mean an OB needs buffing slightly and then this needs to be a fairly weak explosion similar to a HE impact , needs a good cooldown or say 2 minutes. +1
- ShortTemperedLeprechaun
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Re: Non-Beacon Sulaco Fire
Weaker explosion, but no beacon fire? I'd be okay with that.lcass123 wrote:Yer I could see this , I think this would mean an OB needs buffing slightly and then this needs to be a fairly weak explosion similar to a HE impact , needs a good cooldown or say 2 minutes. +1
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Re: Non-Beacon Sulaco Fire
So for instance you will still need to give coordinates , an SL could get a little coordinate device and then relay that to the bridge. This prevents the XO and CO turtling in the bridge and spamming the rasputin to death.
- Tristan63
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Re: Non-Beacon Sulaco Fire
Cooldown is like 10 minutes as ismcripfist wrote:Summary (a quick, 2-3 sentence summary):
Basically it allows the Sulaco to fire it's canons without the beacon. It may end up landing offside and kill half the Company but hey, next time use the beacon.
Benefits (How this will benefit the server and game as a whole):
It allows the Sulaco to fire even if all the SLs are dead in a cave somewhere. This will give the bridge some way of supporting retreating ground forces even after they are crippled. It isn't much of an advantage considering the reasons below.
Details (Description of how you think this would work, the benefits, etc):
Add coordinate system to the map so that we can choose a target without the use of the beacon. On the offside of us being able to use the the canons without the beacon there may be a chance of a misfiring the guns or the rounds landing farther away from the intended location. May also take longer to charge up to fire seeing as the Sulaco has to calibrate the Planet's surface and map out it's target.
Implementation (Optional, if you have an idea how to implement it):
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- Snypehunter007
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Re: Non-Beacon Sulaco Fire
Old, lack of continued interest.
Locking.
Locking.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
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Death of the Suggestion Killer - 11/30/2017
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