Benefits (How this will benefit the server and game as a whole): Jobs such as Commander/XO, Requisitions Officer, CMO/Doctors, and Squad Leaders require a rather in-depth knowledge of how a CM round functions OOCly (and to a lesser extent, ICly) in order to do their jobs effectively. While this is, at times, part of the fun, it can also doom an entire round when less than a minute out of cryo, the actual Commander announces...
..and they refuse to step down. After a certain time, perhaps this could be remedied with a mutiny, but a better alternative would be to at least attempt to avoid it entirely, as it's bad for both the RP and the game play of the round. Additionally, this is harder to deal with when it is, for example, the position of doctor, CMO, or CE, where a mutiny is harder to justify both ICly and OOCly. In this case, the bad effects of said players influence may not even show until later into the round- when no one is getting surgery, or the SM blows because the CE was going around opening all the O2 storage lockers instead of their job.Command Announcement
today is a good day to die
Details (Description of how you think this would work, the benefits, etc): The details wouldn't be particularly different from any other server's method of restricting access to roles- With the notable exception of being much SHORTER. The point isn't exactly to keep new players from the advanced roles of the server- it's to make sure players understand what the Colonial Marines server is at its base, and how it's vastly different rounds play out compared to normal SS13 servers, before they try to fulfill roles that can be difficult even for those who regularly play the server. That said, the 'timers' would probably range from 2-3 hours- essentially to force the new player into one or possibly two rounds as a lower role before attempting more complicated ones- to 18 hours, which should be about 7-9 rounds.
Implementation (Optional, if you have an idea how to implement it): First off, what probably SHOULDN'T have a restriction on it- Squad Marine (of course), Squad Medic, Squad Engineer, Cargo Technician, Bridge Officer, and Researcher (albeit a bit complicated, it isn't a very important or round-deciding role unless played VERY well, and allows new players who may have niche'd in science a role they may be more comfortable in compared to direct combat.)
After a relatively short period, a MAJORITY of the locked roles would be unlocked- this is just to ensure that the new player understands the vastly different qualities of the server before trying to play a role that may be familiar to them, but actually very different from what they may be on normal servers- such as Military Police, Doctor, or Maintenance Tech- and those that require a bit more general knowledge of the marines, such as Squad Leader, Specialist, Req Officer, Pilot Officer, and Corporate Liaison.
The last (and longest) grouping would be the 'leadership' positions that would require a comparatively in depth knowledge of both the general operation of the USCM, and the specifics functions of the roles they'd be leading, meaning the CO, XO, CMO, and CE. (Possibly, placing the XO somewhere in-between the two timed groups.)
This is, of course, a series of groupings that is ENTIRELY up to the administration and development staff, as I certainly don't have access to the statistics or knowledge of how new players learn their roles aside from my own personal experience and what I've seen in my past few months of play- The suggestion is rather meant to encompass the idea of restricting roles in general, and not meant to strictly adhere to those specific times or groups of roles I've listed.