Removing marine latejoins during sulaco turtlefests

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Jroinc1
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Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 17 Aug 2016, 17:01

Summary (a quick, 2-3 sentence summary):Once a shuttle console is used for the first time in a round, a 5 minute timer starts. Once that timer finishes, marine latejoins AND cargo ordering are only allowed if at least 10% of the UNINFECTED HUMAN mobs in the game are present on the planet z-level.

Benefits (How this will benefit the server and game as a whole):Minimize marine turtling where they know they'll receive 5-15 new players and top-line gear, while the xenos stagnate.

Details (Description of how you think this would work, the benefits, etc):If less than 10% of un-infected humans are present planetside, make an automatic announcement that the USMC/WY is displeased with the lack of progress, and has canceled any additional funding until the marine contingent resumes their jobs, then disable latejoins and cargo console. If later, 10% or more un-infected humans are present planetside, then re-enable latejoins and the cargo console.
As a marine player, the "Well, let's just wait it out" mentality is annoying, and the fact that everyone KNOWS it's the correct thing to do... eh. yeah.

As a xeno player, it's annoying to chase 10 marines onto the shuttle, see them leave, get the shuttle called, then journey onto a hangar killbox with ~25 marines, 1-3 sentries, PLUS the 5-10 ship staff.

Implementation (Optional, if you have an idea how to implement it):Run an automatic check every minute, once roundstart conditions are met?
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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darklizard45
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Re: Removing marine latejoins during sulaco turtlefests

Post by darklizard45 » 17 Aug 2016, 17:03

What about... when "UKNOWN LIFEFORM HAS ACCESS TO THE SHUTTLE" message is displayed then latejoining is disabled

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Re: Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 17 Aug 2016, 17:13

darklizard45 wrote:What about... when "UKNOWN LIFEFORM HAS ACCESS TO THE SHUTTLE" message is displayed then latejoining is disabled
Thought about that, but that's both a little too late for stopping the latejoin spam, and there's no marine counter to re-enable it.
I like the "No boots on the ground? Well, no more new boots for you!" approach a little better.

Ooh! Additionally, if the marines are desperate, ERT's. Because that'll TOTALLY work out.
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Removing marine latejoins during sulaco turtlefests

Post by Joe4444 » 17 Aug 2016, 17:16

marine latejoins maybe but not cargo....we don't just use cargo to deck out latejoin marines.we use it to order essential supplies that help us push back against the xenos.

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darklizard45
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Re: Removing marine latejoins during sulaco turtlefests

Post by darklizard45 » 17 Aug 2016, 17:17

JPR wrote: Thought about that, but that's both a little too late for stopping the latejoin spam, and there's no marine counter to re-enable it.
I like the "No boots on the ground? Well, no more new boots for you!" approach a little better.

Ooh! Additionally, if the marines are desperate, ERT's. Because that'll TOTALLY work out.
Yeah... calling for ERT's is totally a good idea...

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Re: Removing marine latejoins during sulaco turtlefests

Post by YungCuz » 17 Aug 2016, 17:17

I mean why would this be needed half of the time xenos would win anyway.
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Re: Removing marine latejoins during sulaco turtlefests

Post by zskninoh » 17 Aug 2016, 17:23

YungCuz wrote:I mean why would this be needed half of the time xenos would win anyway.
I agree. IMO, late joins should be left as is. There's no real point in removing them, xenos would have a super fucking high winrate then. Slash a marine, go heal on weeds, slash a marine, go heal on weeds. Repeat until all marines are dead.
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Re: Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 17 Aug 2016, 17:26

Joe4444 wrote:marine latejoins maybe but not cargo....we don't just use cargo to deck out latejoin marines.we use it to order essential supplies that help us push back against the xenos.
Buut you aren't fighting the xenos(less than 10% planetside :) ). No one's on the planet fighting? What're you guys doing with your budget anyway? I guess you don't really need it...

YungCuz wrote:I mean why would this be needed half of the time xenos would win anyway.
And aliens will usually win when boarding, unless something ridiculous happens, like half a squad joining the defenders from nowhere...

The last round in particular, about 10 marines escaped, with ~5 corpses. When we attacked, there were over 30 defenders on the lower deck, behind barricades, with flamers and grenade support. That's excessive. I don't want to take away your monopoly on latejoins (and revives), just limit it when it becomes a metagamey issue.
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 17 Aug 2016, 17:28

zskninoh wrote: I agree. IMO, late joins should be left as is. There's no real point in removing them, xenos would have a super fucking high winrate then. Slash a marine, go heal on weeds, slash a marine, go heal on weeds. Repeat until all marines are dead.
Marine latejoins ARE allowed, they just need to have 10% of their force planetside and un-infected. For a 50 man crew, that's just 5 guys on FoB duty, even if everyone else retreats.
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Removing marine latejoins during sulaco turtlefests

Post by zskninoh » 17 Aug 2016, 17:32

JPR wrote: Marine latejoins ARE allowed, they just need to have 10% of their force planetside and un-infected. For a 50 man crew, that's just 5 guys on FoB duty, even if everyone else retreats.
But then, what's the point? A five man crew would get robusted by the xenos, then after the xenos infect/kill them latjoins and cargo are disabled until atleast five more marines come planetside? It may be because I've been up 18 hours now with no sleep, but I'm just not understanding how this will help the turtling situation. Can you please elaborate more?
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Re: Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 17 Aug 2016, 17:48

zskninoh wrote: But then, what's the point? A five man crew would get robusted by the xenos, then after the xenos infect/kill them latjoins and cargo are disabled until atleast five more marines come planetside? It may be because I've been up 18 hours now with no sleep, but I'm just not understanding how this will help the turtling situation. Can you please elaborate more?
Hmm. Lemme try again. If marines full-retreat from the planet, they get no more supplies or troops shipped in. They can heal up their existing troops, and re-arm with standard weaponry, but they know that the situation will not change for the better until they head back planetside, or the xenos come up and destroy them.

It may not help with turtling, as I can't mind-control players, but it stops a full retreat from planetside from having no negatives (which after about the hour mark, currently has no negatives (All monkeys hugged and burst, tier caps full, xenos on the really long jelly gap to mature t-3/elite t-2/ancient t-1, so it'll be a while before anything changes down there, aand xenos have to come into a choke point that can be fortified AND gives the marines a 2-6 minute warning, depending on condition of shuttle/pod)).
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Removing marine latejoins during sulaco turtlefests

Post by Joe4444 » 17 Aug 2016, 18:02

JPR wrote: Buut you aren't fighting the xenos(less than 10% planetside :) ). No one's on the planet fighting? What're you guys doing with your budget anyway? I guess you don't really need it...

what we're doing with our budget is ordering the necessary supplies to try retake the planet.I.E helmets,guns,sentries,ammo etc.so yeah...we kinda do need it

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Re: Removing marine latejoins during sulaco turtlefests

Post by YungCuz » 17 Aug 2016, 18:06

Honestly if marines can't hold the planet still due to severe casualties and or massive ff (which is pretty common) taking away the one way marines could reinforce and MAYBE take the planet back could be a massive negative.
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Re: Removing marine latejoins during sulaco turtlefests

Post by Neray » 17 Aug 2016, 21:25

**** this suggestion, I'm fine with admins turning it off when aliums take over cryochambers.

Huge -1.
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Re: Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 17 Aug 2016, 22:02

Neray wrote:**** this suggestion, I'm fine with admins turning it off when aliums take over cryochambers.

Huge -1.
Why? I believe I've given several valid reasons for it...
Additionally, asking for admins to take action means the default (i.e. always) is no
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Removing marine latejoins during sulaco turtlefests

Post by Casany » 17 Aug 2016, 22:19

-1 for these reasons: from what I've seen, retreating to the Sulaco is almost a last resort when the situation has gone FUBAR. I can understand this when marines retreat with 50 un-injured marines PLANETSIDE that's a little exesesive but that's gotten much better. Your forcing already hurt and destryoed marines to go on the offinsive with low numbers SO they can get more people and equipment! See, most sentries are destroyed PLANETSIDE, if your lucky you might have two left. Your making it so that you can't get either sentries or ammo in the late game. Plus, marines usually only have 20-30 combat ready marines after they retreat. But usually only 10-15 escape the FOB alive! Reinforcements give us the strength to MAYBE take back PLANETSIDE so I find this a major debuff to the marine late game which already is leaned way towards the alien side. This makes no real life sense nor ingame sense so -1
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Re: Removing marine latejoins during sulaco turtlefests

Post by Shyguychizzy » 17 Aug 2016, 22:27

Casany wrote:-1 for these reasons: from what I've seen, retreating to the Sulaco is almost a last resort when the situation has gone FUBAR. I can understand this when marines retreat with 50 un-injured marines PLANETSIDE that's a little exesesive but that's gotten much better. Your forcing already hurt and destryoed marines to go on the offinsive with low numbers SO they can get more people and equipment! See, most sentries are destroyed PLANETSIDE, if your lucky you might have two left. Your making it so that you can't get either sentries or ammo in the late game. Plus, marines usually only have 20-30 combat ready marines after they retreat. But usually only 10-15 escape the FOB alive! Reinforcements give us the strength to MAYBE take back PLANETSIDE so I find this a major debuff to the marine late game which already is leaned way towards the alien side. This makes no real life sense nor ingame sense so -1

As stated above, I agree with it. Going with -1, indeed there will be a point in which we can't clone. Thanks to late joiners, that is the only way of reinforcements, anyhow. Sorta, unfair forcing late joining marines having to either observe or even join xenos, in which I think is unfair for most people late in game.
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Re: Removing marine latejoins during sulaco turtlefests

Post by MikeHdez97 » 18 Aug 2016, 01:08

JPR wrote:As a xeno player, it's annoying to chase 10 marines onto the shuttle, see them leave, get the shuttle called, then journey onto a hangar killbox with ~25 marines, 1-3 sentries, PLUS the 5-10 ship staff.
As marine it's pretty annoying to chase a last runner...
Maybe with a solution for both sides I would agree with you but for now.
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Re: Removing marine latejoins during sulaco turtlefests

Post by Snypehunter007 » 18 Nov 2016, 11:36

Don't think this really applies anymore due to hangar defense not being a thing.

Also we can just turn off late joins if xenos take the cryogenic area.

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Re: Removing marine latejoins during sulaco turtlefests

Post by Simo94 » 18 Nov 2016, 11:41

-1
more marines means more fun and meat for the xenos to wreck, besides this current system makes sense, when xenos make it to cryo rooms no more marines waking up, it just needs to be hard coded instead of manually by admuns
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Re: Removing marine latejoins during sulaco turtlefests

Post by Jroinc1 » 18 Nov 2016, 15:40

Yeah. With removal of hangar fortifications, I'm fine with having this locked.
Mentor-
3 Nov 16-15 Jan 17

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
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Removing marine latejoins during sulaco turtlefests

Post by Snypehunter007 » 03 Jun 2017, 03:25

No longer a problem.

Locking.
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