I’m going to start this with a
BIG PRETEXT
I think the announcement garble is fine as it is. I really don’t like the idea of making commanding harder as its already pretty awful to get information across compared to the xenos. But I do think punishing marines for not doing a proper job in holding comms is a good thing and might even psychologically benefit marines as there will be more incentive to build comms better which will benefit the comms siege aspect of longer rounds.
BUT
This makes lowpop commanding utterly soul wrecking. That’s for the good 4-5 hours of sub 75 players.
In highpop you have guaranteed a good 2-4 people on comms, and a healthy bravo population that’s only gotten stronger recently from a select group of people hopping on to frag backliners. Comms is almost always on and you generally have disposable marines to spare for it, including in emergencies.
Provided the new encryption stuff becomes reality as it stands then you also generally have spare SOs who can sit and try their luck on the terminal. Highpop generally suffers from low comms blackouts and this is basically a minimal nerf.
On lowpop on the other hand, as it’s fairly obvious to anyone who plays then, individuals matter a lot more. Its not unheard of for there to be less than one handful of people in the entire round with construction skills, much less actual commtechs and maint techs. This isn’t even accounting for the fact that you have hardly any marines you can spare to guard it. You need every marine in lowpop on the front that isn’t on fob. Comms can often be entirely uncaded on lowpop and that’s not marines/command being lazy that’s them making a tactical decision on where to put their resources where it can make more sense.
Furthermore command is very understaffed on lowpop. More often than not its some schmuck forced into the role who could be of dubious (more often shit) competency. This won’t be solved by just leaving this on for a few weeks for people to get used to. Not to mention people really don’t have time to learn how to use the punchcards, let alone people who know how to, to do it while solo running a lowpop operation. This is a change that just further makes bad commanders even worse as they have to fumble with a mini game that’s not intuitive and actively requires reading a forum guide (which IMO i think is shit game design to require a wiki to do the bare minimum but I guess that’s SS13 for you).
It takes literally one runner or lurker to pop a single layer of cades thats most likely unguarded and now you have to organise someone to get it fixed from bravo, distracting them from valuable time spent building fob solo, potentially without escort and at risk of the same backliners taking them out and snowballing into much more.
So I’m going to propose some alternative changes for lowpop only.
-
Have the effectiveness of punchcards be increased with low command pop/marine pop
-
Negate comms garble altogether when under a certain number on the ground. Call it bandwidth limitation or some other half truth scifi bullshit.
This is a change that once again hurts lowpop most than anything and I really think we should stop making lowpop as shit as it is. I know that’s a difficult balancing act but we could start by not making it worse than it is?