Remove attachments at 80+ players.
- Jakers457
- Registered user
- Posts: 97
- Joined: 14 Dec 2015, 15:46
Remove attachments at 80+ players.
Summary (a quick, 2-3 sentence summary): Remove the attachments vendor when the population reaches a certain number.
Benefits (How this will benefit the server and game as a whole): The marines won't have to face matured and evolve.d aliens as soon as they drop. Rounds don't end up in such a clusterfuck that only this video can truly describe it: https://www.youtube.com/watch?v=R6lrqx27FcM
Details (Description of how you think this would work, the benefits, etc):
We've been in that situation where the line is long, with a good number of idiots pushing in and being a general shitter. With a bunch of redshirt standards eating up all the harnesses just so they can die a stupid death with their precious rifle magnetized to their chest and resulting in the roles who actually need them, being left without something they can actually use. And depending whether or not the CO waits for the line to be finally cleared or that they run out of points from resupplying the attachment vendor so they get mobbed by near illiterate man children, the round has progress so far in that the aliens have pretty much established themselves and have evolved into castes that will pretty much fuckerize any marine who decides to push too far or wander off on their own, followed by the planet being evacked and said attachment users either dying stupidly or running off to the Sully to cower for a bit.
Alternatively, to avoid said mess which can only be described with this video: https://www.youtube.com/watch?v=R6lrqx27FcM. We just remove the vendor at round start and have the marines get deployed, with attachments being sent via supply drops when the marines actually have a foothold and not pissing resources into the wind. I mean, I guess this would result in people bitchfitting at round start either way, but the adjustment period will be worth it in the end.
Implementation (Optional, if you have an idea how to implement it):
Benefits (How this will benefit the server and game as a whole): The marines won't have to face matured and evolve.d aliens as soon as they drop. Rounds don't end up in such a clusterfuck that only this video can truly describe it: https://www.youtube.com/watch?v=R6lrqx27FcM
Details (Description of how you think this would work, the benefits, etc):
We've been in that situation where the line is long, with a good number of idiots pushing in and being a general shitter. With a bunch of redshirt standards eating up all the harnesses just so they can die a stupid death with their precious rifle magnetized to their chest and resulting in the roles who actually need them, being left without something they can actually use. And depending whether or not the CO waits for the line to be finally cleared or that they run out of points from resupplying the attachment vendor so they get mobbed by near illiterate man children, the round has progress so far in that the aliens have pretty much established themselves and have evolved into castes that will pretty much fuckerize any marine who decides to push too far or wander off on their own, followed by the planet being evacked and said attachment users either dying stupidly or running off to the Sully to cower for a bit.
Alternatively, to avoid said mess which can only be described with this video: https://www.youtube.com/watch?v=R6lrqx27FcM. We just remove the vendor at round start and have the marines get deployed, with attachments being sent via supply drops when the marines actually have a foothold and not pissing resources into the wind. I mean, I guess this would result in people bitchfitting at round start either way, but the adjustment period will be worth it in the end.
Implementation (Optional, if you have an idea how to implement it):
- Joe4444
- Registered user
- Posts: 750
- Joined: 14 Feb 2015, 08:00
- Location: land of the sheep
Re: Remove attachments at 80+ players.
-1.Instead of facing mature aliens they'll be facing ancient aliens because they'll be to busy rioting instead of going to brief.
- Aracino
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- Posts: 156
- Joined: 12 Aug 2016, 10:10
Re: Remove attachments at 80+ players.
...There won't be anything to riot over if they don't have attachments.
- Jakers457
- Registered user
- Posts: 97
- Joined: 14 Dec 2015, 15:46
Re: Remove attachments at 80+ players.
You got to remove the crack, make them go cold turkey. They've become so dependent on attachments that they think they'll die if they don't get their hit.
- Boltersam
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Re: Remove attachments at 80+ players.
Marines have been proven to play better without attachments, but I think I'll stay neutral for the moment.
- Jay Burns
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- Joined: 01 Jun 2016, 13:17
- Location: Some place on earth
Re: Remove attachments at 80+ players.
im gonna give my +1, firstly attachments are severely overrated, secondly by the time 80+ marines finish prepping and go down to the planet, they are already facing elite hunters and mature T3s, lastly marines have been proven to work more efficiently without attachments.
- lucashunter608
- Registered user
- Posts: 209
- Joined: 26 Mar 2015, 15:45
Re: Remove attachments at 80+ players.
HAHAHAHA no, attachments are the soul of marines, do you realy think marines will do better in the battlefield without them? -1
- jaggaaff
- Registered user
- Posts: 122
- Joined: 12 Jun 2016, 03:52
Re: Remove attachments at 80+ players.
-1 i need my Burst-fire attachment, Barrel charged, quickfired M41A with 5 RDS' on my 5 pistols in my backpack.
- Boltersam
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Re: Remove attachments at 80+ players.
Jones removed them for a round and the Marines won that round, without retreating.lucashunter608 wrote:HAHAHAHA no, attachments are the soul of marines, do you realy think marines will do better in the battlefield without them? -1
So yes, from that experiment, I would think, no, I KNOW they would do better.
However, is it worth the riots? Is it worth the swarm of A-helps asking for staff to spawn in a vendor?
- Joe4444
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Re: Remove attachments at 80+ players.
pretty sure they lost,unless Jones did it again one time.Boltersam wrote: Jones removed them for a round and the Marines won that round, without retreating.
So yes, from that experiment, I would think, no, I KNOW they would do better.
However, is it worth the riots? Is it worth the swarm of A-helps asking for staff to spawn in a vendor?
- Snypehunter007
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Re: Remove attachments at 80+ players.
Considering we just had five people suicide in protest for not getting attachments this round, I am going to say +1.
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- Renomaki
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- Posts: 1777
- Joined: 22 Jul 2016, 18:26
Re: Remove attachments at 80+ players.
Jesus, people like that make me sad...Snypehunter007 wrote:Considering we just had five people suicide in protest for not getting attachments this round, I am going to say +1.
When the RO line gets too long, I just go "Fuck it" and go to briefing, attachments be damned. The idea of marines being so reliant on attachments to the point of starting riots and committing suicide (which technically is a bannable offence due to the reason for suicide) disgusts me.
Sadly, I'd have to 1- this, simple because it would be too complicated to really make it work effectively. I think there is a better way to handle this. Either removing them entirely and replace them with something better, or just change how we handle attachments. A system that may or may not provide attachments during a round is iffy.
Sometimes, bravery comes from the most unlikely sources.
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
- Warnipple
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Re: Remove attachments at 80+ players.
-1, just have RO open up another window.
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- Snypehunter007
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Re: Remove attachments at 80+ players.
Oh yeah, we are giving out round bans no if you suicide at the beginning of the round for no reason.Renomaki wrote: Jesus, people like that make me sad...
When the RO line gets too long, I just go "Fuck it" and go to briefing, attachments be damned. The idea of marines being so reliant on attachments to the point of starting riots and committing suicide (which technically is a bannable offence due to the reason for suicide) disgusts me.
Sadly, I'd have to 1- this, simple because it would be too complicated to really make it work effectively. I think there is a better way to handle this. Either removing them entirely and replace them with something better, or just change how we handle attachments. A system that may or may not provide attachments during a round is iffy.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
Staff History:
Death of the Suggestion Killer - 11/30/2017
Staff History:
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- Boltersam
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- Location: Tipperary, Ireland
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Re: Remove attachments at 80+ players.
Nope, it was a Marine Major.Joe4444 wrote: pretty sure they lost,unless Jones did it again one time.
- Joe4444
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- Location: land of the sheep
Re: Remove attachments at 80+ players.
We must be thinking of different rounds then.In the round i'm thinking of the marines lost yet used a lot more a tactics than normal. Perhaps Jones did it 2 in the name of SCIENCE?Boltersam wrote: Nope, it was a Marine Major.
- forwardslashN
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Re: Remove attachments at 80+ players.
We can add some other methods of dispensing attachments, but removing them with a higher pop seems backwards. Denied.
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