3hr+ Mark: Expand Admin Event Powers

I prefer natural selection’s rules (ranged vs melee team game): in combat servers, if the time limit is hit, xenos win, so marines have to push through possible ambushes to their objectives.

Put the giant boiler shooting almayer in the hive. If it dies, marines win, otherwise xenos win.

These are lazy round enders.

I think if it’s a massive FOB siege that just will not end, adding a third faction to attack both sides makes most sense.

Get the Xenos to ease off and perhaps lose some guys, and then have the marines also be attacked and lose their guys too.

CLF Counterattack is IMO the best tie breaker.
I don’t know why I started telling Hippie to start doing these in a help, but one round I noticed like 100 ghosts and was like “this is a 4 hour round. This will be fun-trust!”

It doesn’t help either side, and just hurts both. Plus CLF suck really hard so they won’t be a massive plague unless they absolutely roll the marines. (I’ve only seen it happen once.)

Even letting xenos “rogue hijack” (What I will call hijacking from non-fob lz) is more interesting.

“Depending circumstances” is not “I don’t know.”

If the battle has been dynamic, as many 3 hour rounds are where FOB siege to Hive Siege to “no mans land” fights are some of the best rounds IMO IF you can live.
“It’s not fun if you die though…” And that’s what makes living so much more rewarding. Surviving an entire 4 hour round from first drop feels so rewarding in such a punishing game.
In a 1 hour round, you can late drop at 00:25, get to first contact at 00:35~00:40, get cas evaced, finish your abortion at 00:45, wait in hanger for 5~ minutes because the DP is slow. Finally landing at 00:55, and by 00:58~01:00 finally arrive to the front, and the game is over because some dude pushed you onto a trap you pointed to.

a 2~3 hour game means you can get your whole battle in and still get almeyer abortions.
So many players refuse cas evac because they know they can miss an entire game.

At the least, the people I talk to in private enjoy the longer rounds, because 1 hour rounds are curb stomps, and a hard fought victory at 2.5~4 hours is well deserved.
The only problem is how anti-climactic xenos losing a 4 hour round can be.
Hive sieges with 3 xenos isn’t really much of a finale.

At the least, in marine losses, there’s still the desperate hold of the Almeyer with hijack.

Yes, a lot of players hate Hijack.
But a lot of players hate a lot of things so… pros and cons.

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if maintainers say “yes” then I’ll add Valhalla from TGMC

I think your post serves to reinforce my post that any staff intervention is going to be unpopular. I can already tell you plenty of people will be unhappy if staff spawned in a contingent of CLF forces.

Obviously, you can’t please everyone. The onos will be on staff just pushing through anyway.

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But who (outside those few, who won’t be happy no matter what) will be mad at staff, for spawning a thrid hostile faction?
Even they would direct their anger at players who got a chance to spawn as those ghost roles and beelined for them. It is not any different from getting mad at a lurker, for him dunking you, because you were alone.

The only rule is that this thrid faction can’t negotiate with anyone and isn’t biased towards any of the sides.
This is why CLF isn’t the best idea, they would go for marines first and foremost, because they can gain equipment from that, while they gain nothing for fighting xenos.
That is why Predators, or rogue Xenos are better at it.


I also find it strange that on forums and on github staff is super hard with their stance kind of: “CRY MY A RIVER, THIS IS NOT A DEMOCRACY, UNGA IS REMOVED”, but when it is about ingame round, then: “oh boy, boo hooo, some players this round might be unhappy with this decision, better to not make it, booo hooo”.

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You know its funny how people freak out about long rounds. I enjoy long rounds, gives me plenty of prep time as my shipside roles to make massive deployment meals with chef, or make an insane amount of explosives as OT

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It’s good if admins stop long rounds when I’m dead

It’s good if admins stop long rounds in favour of my team when I’m alive

It’s bad if admins stop long rounds in favour of the enemy team when I’m alive

ergo, admins should always consult my opinion (whether via ahelp, forums or discord) when deciding whether to intervene in a 2.5 hour+ round

Simple as

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The shadow Round Cabal is Real.

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“The fastest way to end a round is to lose it” - George Orwell.

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thats because staff isnt one hivemind like xenos and different members of staff sit around different places, most admins are in the round and only a select few go on forums and even less go on github

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