I really enjoyed the changes proposed in the PR
A.S.S - Assault, Support, Security by Git-Nivrak · Pull Request #10623 · cmss13-devs/cmss13
I wanted to just muse some concepts about what the future could look like, I have no real like deadset opinions I’m really keen to see how it all works out; ignoring all the technical issues that may come around
For the changing or additions of different things, I’m very loosely thinking about what this PR actually encapsulates but also additionally thinking what the game could look like in compliment of the already numerous visions laid out by thwomp and others who maintain and code.
heres some random tidbits i thought of well not paying attention in briefing and dying probably ( will edit here how/if i died: )
If you have any thoughts or ideas throw em in lets turm this brain drip into a brainstorm!!
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Auxiliary Squads ( Oscar, Kilo, Charlie ); I really like the idea of utilizing them as squads and having them utilize the specialists; my only thought is the whole squad should be able to semi specialize around their specialist. this is technically down to squad cohesion and choice but if we were to compliment it with gameplay options, like discounted options for them to buy cheaper higher capacity extinguishers with pyro or be able to buy cheaper grenades or get kits holding them for their spec or getting unique armor to suit the collective playstyle.
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Assault Squads: ( Alpha, Delta ) just like the Aux squads being able to collectively specialize; squad leaders could get an option to choose which discounts all of their squad vendors get ‘ hey guys Im making grenades cheaper get some ‘
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Auxiliary Specialists:
- Triage Specialist, be able to set up CASUALTY COLLECTION POINTS ( CCPs ) to enable them to do Faster medevacs, perhaps deployable surgery stations as actual combat surgeons, speed up medics actions when others are at the CCP.
- Sapper Specialist, this is more just a vauge concept
- Communication Specialist?, like the ARC.
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Assault Barracks ( Delta, Alpha)
- Get rid of the inside divider and make it one BIG open concept room, it really gives you a chance to rub elbows with the people you’ll be dying with, increasing the chance to know whats up with the other teams and coordinate a bit more or share resources aswell as communicating that it’s “ One Big Force “
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Auxiliary’s Barracks ( Oscar, Kilo, Charlie ) ( Bravo )
- Keep Bravo in their contained one, they should get discounts on certain equipment or have crates available in their ready room to encourage/assist in them making FOB right.
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Having a universal HUB area for the specialist squads to equally squabble; encouraging them to see eachother as the smooth operation small specialist teams they are;
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Command:
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Command could use SO’s to help with the extra squads and extra requisitions, it’s also very useful to be able to deploy experienced ones to FOB or to designate Orders/CAS/OB’s on commands hand, if 2 additional “Field” SO’s to help maintain order on planetside especially now with all the additional teams,
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ARC could have the ability to function as a short range comms tower between Alamyer and Planet within a certain distance allowing those within a certain distance to use comms normally for maybe bursts or battery lengths, maybe it requires a deployed and undeployed setup
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Squad Leader/Dropship:
- Regroup/Rally Ability: Like the other 3, but this one could light up the squad leader tracker and set a chime for those not near or a visual marker on screen (this is a meh, I know the discussion about giving marine command better coordination tools has been hashed out before but it does suck not being able to wrangle your people )
- Thwompers dropship looks obviously like a great addition to the expansion of the squads; one thing Id love is squad specific seating on the dropship, just semi colored seats, having the squads be able to see their roster in seats would make for some great dialogues just like briefing/hangar.
if i come up with anything else ill just schizophrenically ramble beneath this