ASS Feedback ( Updated Squads PR )

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!!

  • 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.

  • 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 ‘

  • 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.
  • 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 “
  • 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.
  • 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;

  • Command:

    • 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,

    • 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

  • 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

4 Likes

This is an exciting change

I hope rules are modified, or support SL powers are modified, to allow them to better discipline and control their squads (otherwise it may just function like echo squad with randoms, where it rarely works as intended and everyone goes out and does their own thing)

3 Likes

yeah I agree, I think it’s time to recalibrate some of the tools marine command and squad leaders have; even if maybe the aux squads are timelocked and given higher ranks to reflect their expected competency; like I spoke to thwomper and he said the squads worked great the round we tried it (29895) the aux squads stuck together except for the specs which I said and thwomper agreed was a bravo behavior holdover; you get spec or sg as bravo and walk off because you have a big gun and want a big fight; thats why I think itd be cool to have non ‘ assault ‘ specs for these teams.

2 Likes

I have to say, this is one of the most anticipated updates for me and something I’ve been waiting for a very long time.

I played Kilo Squad Leader for two rounds and I have to say that I genuinely have never had a better experience as SL outside of PvE. For the first time in a very long time, I genuinely felt that the orders I was giving were making meaningful impact and helping not only the front but also fostering better roleplay and atmosphere in general. With the exception of the hiccups the initial round had (new development stuff, to be expected) I think the system worked perfectly without flaw and as intended.

The majority of the ‘issues’ (if you can even call them that) that I noticed with ASS aren’t mechanical, they’re mostly just culture things. The first round my specialist ran off to the front and didn’t respond to the radio and about half my squad went to go AFK on the Alamo, but once we got groundside the cohesion kicked in and everyone grouped back up (with the exception of the specialist).

Once we got around to the second round though, it seemed that either everyone locked in or I got a better assortment of players and we had amazing cohesion starting from the second we left cryosleep. Our scout stayed with us the entire time and people really were following orders and we managed to execute one or two decent flanks and get some rear line security in.

I think command players will need time to adjust to the change as well. On the second round the auxiliary squads basically got thrown into the front without any real distinct usage, but its an easy fix that’ll come with time. @imgxkiller (Bill Wallick) really showed on that first round just how useful the auxiliary squads are for relieving pressure on the front, securing areas and preventing backliners. With the FOB/Logistics rework down the line I think they’ll have such flawless implementation.

I agree with @birb on the idea that the auxiliary squads need a higher time lock than normal and some kind of OOC rule that holds the marines in the squad to a higher standard than normal in terms of roleplay and following orders, otherwise over time the direction will be lost and they’ll just become Delta but understrength.

TLDR: SPEEDMERGE PLEASE GOD

Edit: I forgot to mention it, but the Kilo/Oscar icons are very much not colorblind friendly, I had a lot of trouble telling the two apart, might be worth a palette switch.

6 Likes

This needs a way to disable squads or mass sort marines for low pop. Because you’re going to end up with 6 squads and only like 20 - 30 marines on low pop and the one PO that gets forced to be the aCO needing to manage this mess.

That’s the only problem I have, there needs some options in place for low pop.

3 Likes

Thanks for the in depth development feedback; but as a reminder we do PR feedback in this form and not in public threads.

8 Likes