The Pitch:
The entrance to Squad Preps are now blocked by shutters for fifteen minutes at round start. Vendors will be rearranged so that - just as marines can still grab their meals prior to gearing - they can at least get their uniforms and boots on.
Command will have a big red button in CIC to lift these shutters at any time.
Why It’s Good For The Game:
Presently, the round flow goes something like
- Exit cryo
- Eat
- Do the loadout you always do or that someone else recommended.
- Sit down in briefing or the drop ship until 12:15 or 12:20.
- Get to the dropship, boots on the ground by 12:25.
Ideally, a switch to this alternative would result more in
- Exit cryo
- Eat, get dressed.
- Explore the ship, roleplay, talk with friends, or tab-out until 12:10.
- Attend briefing around 12:15 or 12:20.
- Do a loadout that you always do, or is informed by the briefing and your orders.
- Get to the dropship, boots on the ground by 12:25 or 12:30.
The first method is a classic, but does have several major flaws.
Firstly, is RP. We have cards, a basketball court, a chapel, a gym, a lounge, and just a lot of people who have put even a minor amount of work into their characters. Despite this, most of that is lost in starting an almost half-hour process with little time to stop inbetween, and where most people are fully armed and armored so that going to play basketball means un-equipping a lot of what you just equipped, and going out of your way to go upstairs and start a game. We also see a bulk of complaints around MPs here, as an armed and armored moron is causing trouble, and an armed and armored moron in a red beret needs to ask them to stop . . . both having good reason to be afraid of the other person’s weapons and intentions.
The Prep Shutters would ideally mean that you can run around the ship unburdened by weapons and armor to explore things, marines are less of a threat to MPs and the rest of the ship while unarmed - therefore reducing pre-drop nonesense, and actually have time to develop relationships off the battlefield. You could have an actual opportunity to form friendships with someone, or a bond over an activity, that would work as a better opportunity to form squad culture again. There’s room to revive Charlie Breakfast, or even just teach Pvt. John Doe which end of the gun you need to point at the bad guys.
Second is bureaucracy. I see a lot of flaws in the current method of briefings, where there isn’t much room to make more complex plans, primarily because the squad you wanted to guard an area may have already grabbed a bunch of chase-down builds, breaching charges, and low-ranged engineer defenses. On the flipside, you either hope that command compliments your loadout choice - especially specs - or . . . you just fuck-off and do whatever you actually geared for.
With time for command to communicate with squads, do a head-count of special roles or overall troops, they could formulate proper orders that inform marines first. Therefore, squads could gear appropriately and get a sense of order going. Sure, they could still fuck-off, but now there’s an actual opportunity to develop these things properly, or even actually process more squad transfers pre-drop so that anybody who wants to run-off or got their special role but put into a different squad than they prefer can be accounted for.
Overall, it would have a minimal impact on the timing of gameplay, with a large and positive impact on RP, the ordering of a mission, game balance, and the community.
An Artydea is an ideally low-skill idea that I myself could feasibly accomplish without needing to hope that some other developer likes it enough to do it for me. However, due to how my motivation works, I would be almost entirely unwilling to work on a project without a good chance of it being implemented.