Greenshift Feedback

Yes, it mighta been more interesting if marines were forced to stay on the planet and make do with what they have. I really love greenshift events that turn red alert and catch the marines flat-footed, so I hope to see more events like this. Setting loose a king on a bunch of lightly armed marines could be fun followup.

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no HvH and 5 gazzilion COs this time big +

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Access was broken for half the colony i believe, that’s really the biggest issue.

Sidenote: if anyone wants to know how NSPA rankings work i will tell them.

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im Taro romanesky: i think you should first add more mechanics into the game to make EVENTS more enoyable like adding a REQ deployment system for other factions like a dropod of supplies already loaded into a device or something, also other factio truly need a tacmap to guide themselves trough new maps. aside the event was nice the lack of a way for ghosts to choose a role or job was a bit meh so in the end what needs a rework is not the event but the mechanics of the game to allow each faction to have its own support and transport or ways to move around more quietly

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For the 11/30 Hybrisa event. I was the WY scientist who found DDI. We had like 6 scientists with nothing specific to do. Most machines don’t work. Luckily the scanner worked so I had the idea to scan the vials and maybe experiment on some with a monkey…then I found DDI and comms were restored so I could gather everyone for an actual project: making more and getting a debtor from the casino to sign a contract to be an experiment for the DDI.

Just putting a bunch of guys in an RP area isnt enough to generate something fun. We can joke about experimenting on the queen…or going to the alien ship…but without a real goal there’s not much to it. If I didnt find DDI I dont know what we would even do as a scientist. I would probably just get everyone to go to the casino and abandon the job that has no work.

tldr: everyone should have SOME sort of overarching objective if you want greenshift to be fun for all.

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A very valid point, aye

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I’ll talk to Zenith about it

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Thank you for putting this together @Seraphilian.

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Mosquitovan said he’d work out an actual GAMEMODE so Greenshifts can be run easier, like the HvH reworks. Looking forward to it!

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I’ll also ask for more drivable cars because we all love cars.

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The Hybrisa greenshift on 11/30 round was fun, at least from my perspective as one of the WY researchers. A big part of it was lucking into getting DNA disintegration though, as that experiment led into marines raiding the lab and a lot of conflict that was fun to navigate through. Jean was also a huge part of all that for me; he’s a wonderful guy to talk to.

The brief encounter I had with the engineers was also great, and I wish we could’ve gone on longer with whatever was going to happen there. Predators fighting engineers in the crashed ship was sort of exciting to see, at least.

Overall though, very fun, would love to do more greenshifts on hybrisa. I definitely agree with masterhavoc, that research needs a project, and more machines (and machines that actually work) that’d let them work like actual researchers - if we didn’t get lucky with DDI we’d run out of stuff to do and talk about quickly. I advocate for greenos on greenshifts, and was sort of hoping we’d get something like that with the mention of [REDACTED] in the announcement, but that could spiral faster than the DDI experiment did.

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PMC Whiteguard Lab Guard for the 11/30 greenshift on Hybrisa.

Was a lot of fun but a few things that could make it better:


None of the lab personnel had full access to the lab, the lockdown was in place for ages as well.
Lab should probably have some deploy-able Wey-Yu turrets or mini-sentries in the lab proper to make it more defensible.

A proper checkpoint and more of a gate in the caves and northern exit would be nice as well given how often we had to scare out NSPA, Marines, and other random civilians. Or perhaps only opening the northern entrance as the cave/garage seems to have no purpose being open during normal operations. (Along with proper access to doors so people can’t just waltz in like they own the place).

Some variety in the PMC roles would also have been nice, but that’s not super necessary. (Ie: PMC Medic)

Maybe a working shuttle in the Lab for them to run to the Royce with if things go real south. Or a way to call for reinforcements.

I know most of the above requires mapping or otherwise so they’re pipe dreams but, as I said, it’d be nice to have.

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Yeah the access was an issue that I have said I’ll look into with Zenith ofc

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If Zenith took the time to add a cool-ass custom shuttle to the mining LZ I’m sure these minor things are easily doable.

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So I played as one of the WY goons to get a DNA chem. It was a very fun round however it had issues. My main issue was you have alreayd likely heard it was hard to pick a roll at the start. I did not know to option and it was entirly clear who are when to orbit. Persoanly if each civ roll was done like how ERT’s work that would have been much better.

As for the gameplay it was fine. The main issue we had was none of of us could find the chem. We never found it. Second when you spawned in the 3 APC’s and a tank the grey giants kinda just died before we got there. So next time spawn them in early as APC’s fighting engis sound very cool. I also think the pred’s where uneeded. Since preds are so fast and hardy the giants took a while to kill them. Not to mention there where like 5 preds. This ment more time fighting a single person and less time fighting the marines. It was not too bad this time but I could easily see the giant never leaveing the caves for like 30 minutes if this was ever done agian. Third of all the map is huge so I would have spawned in more giants. Its a little hard to be threated by 2 guys in a map that big. Maybe next time spawn in like 5 and tell them to make there way to diffrent areas of the map. One goes to space port. One goes to the lab you get the idea.

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You should probably ask different admins to help you with spawning in. It took a while for individuals to get spawned in (some people had been ghosting/observing for an hour+ waiting), I know a large part of this was having to deal with an emergency mid-event but I think it’d be good regardless. Have all the People in-place and informed at the time the Marines land

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Yeah

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was pmc wolfguard, I think there should’ve been pmc medics to reduce risk of going perma when marines start killing us for fun

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The consultants HAVE medical training. I wasn’t expecting the marines to storm the complex. I’ve talked to Zenith about a exterior security checkpoint entrance for the PMCs to be in next time to avoid the marines just walking in, and he’s gonna also make the caves harder to get to, as in the engineer ship

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Kind of an insane idea for the next greenshift. Make it a training exercise for modern warfare against a “near peer”.

Deploy the marines on a map and act like its a simulated war environment. (Would explain the lack of civilians on the map). Each side has access to rubber rounds.

Mortars having only flare/cam shells where areas that are hit with personnel are “dead”.

To enforce this roleplay, have mentors spawn in as SEA’s to walk around the battlefield to ensure people are calling their hits and acting dead. Only way to be revived is to have a medic stand over you unkilled for 30 seconds.

Basically HvH but its training people on how to play HvH.

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