Marine-Side Resorce Objectives

Was requested to make an ideas guys post due to a post I made in the thread regarding marines and the current state of early retreating. Link here to the original post

For a TLDR. The entire thread is about marines don’t really have any need to push out and hold land against xenos. Either push them to wipe them out or get stuck in a hour+ FOB hold because that is the better option half the time.

My thought on this is that, in the past we had resource capture objectives, but that was aimed at techweb. Techweb was horribly balanced but the idea of having resorce points to fight over, in my opinion, was not. For an asymmetrical strategy game (And don’t tell me it isn’t. CM in some cases is on par with games like natural selection, it might not be first person, but it’s a strategy hybrid where the units you’re dealing with are like herding cats) A key thing to force factions to clash is having a resource objective. This helps move the gameplay forward, gives incentive to push and hold positions. Marines have no reason to do any of that. Comm towers just give comms, and there is little incentive outside of that to hold both.

On this idea, instead of techweb and giving overpowered items and things to marines. It’s how you fund the operation in general. This idea also shouldn’t mess with the current req rework since that has to do with how marines get the supplies, not the budget for the supplies. This aims at the budget in of itself, as well as provide how other factors can effect req’s budget:

Give req back a static starting budget. 20k at base, up to 30k if it’s a high pop round.
Disable all static income to req. We aren’t removing the crate refunding or form stamping, they are things req can do to try and scrape up a few dimes when times are dire.
Budget is driven by points marines hold on the map. Comms giving the initial bonus. having both comms a bit more. With other control points on the map stacking up the budget for req the more you hold. (or other bonuses, we don’t want the techweb problem here but there is consideration for expansion)
ASRS could be nerfed send up less overall free crates, or less chance for more valuable crates (Lower chances for AP rounds/mags etc)
Gathering xeno bodies and putting them in research could also give req small amounts of budget based on the xeno turned in (thinking like 15/20 bucks for a runner or drone, to like 100/200 for rav or queen, however people want to balance this)
Decoding disks in the IO lab could randomly provide small budget injections or other boons (Depending how far people want to go with a system like this)

Alternate ideas to the system in general. More points held on the map might return ASRS free crates to pre-nerf values, so we would get the same crates for free after a threshold is reached. Maybe with better chances to send up items or giving ASRS a focus (Loose ammo, mortar shells, AP mags, but never things like spec ammo)
Another alternate idea is checking xenos into research and unlocking disks could give req a ‘secondary’ budget of sorts where you can use it to redeem a free item over time from a set item pool. (Box of HEDP for your GL spec. AP mags, emergency mats (Some metal, a stack of plasteel, sandbags))

The idea for this system is to drive marines to push and hold key locations on the map to get better gear, while at the same time punishing them for fully retreating back to fob and losing the map. No map control, you get no better supplies unless ASRS wants to grant you something out of the goodness of it’s heart.

Would require alot of work with how marine backline works.

At the moment Marines simply cant be inbetween FOB and front due to backliners. And nobody wants “sit and watch comms and shoot a runner once” duty times a million.

See this is something a lot of people don’t understand. Holding ground agisnt xenos is extremly hard and requires a lot of marines. If they are using t3’s you need cades, people to fire at them, CT’s fixing them, boxes of ammo, and medics to heal people. So requiring me to hold mutiple areas would force me to split up my main force into smaller ones. Then all it takes is for the xenos to ball up their t3’s and take out each weaker hold. This system also forces me to hold these places or have a gimped req. So you are effecitly jsut nerfing marines.

As for your alternate idea. It’s same issue. As a XO i simply can’t afford to split up my forces. Also it would make the mid game super xeno sided. Xenos are at their most powerful in the mid game. So their will be a time period where i have yet to capture everything but have suffered losses. Making it harder to capture meaning i have less ammo and matts from req. Meaning that even if do capture something i may not have the supplys needed to hold for any period of time.

Also one more. We already tried this idea before and it went badly. The idea was if either side held the object for long enough they would win. Xenos won eveyr time as marines need to ball up to hold anything. Meaning they never hold both areas and xeno could jsut use backliner to capture every single objective.

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