Basically, I muse that since most marine players dont want to die, they play incredibly passively or fearfully. Make their lives more fragile by reducing the amount of times they can be revived, and maybe after your second revival you are on a doom clock to perma so you have to make the most of your last life. Medics act like necromancers and marines are more like an army of the undead than a functional organized military. Ironically the unending tide of chitin and acid has better self preservation instinct.
You only get to be revived from flatlining as many times as Nikki Sixx has before your heart can no longer be Kickstarted
Throw away that Green cassette, Private! We have ass-kicking to do and only three lives to get it done!
And then the field doctor fixes their heart and theyâre good as new again.
The most telling with how it is currently, is that the marine front only ever dies if the corpsmen gets overrun with bodies. Otherwise every marine death is only a slight logistical downside, and MAYBE a slowdown. So giving risk to dying? Hell yeah.
I am not opposed to this idea. Would fix some xeno complaints. @RainbowStalin can we agree to this if we make CE third in command again and have SL have ready access to the MK1 again?
I would personaly take ASO out back and shot for what he did to IOs, and the Mk1 dosnât seem as OP as people think. So sure.
MK1 isnât OP untill you give it an AP mag. the Mk1 being OP was fixed awhile a go by making the AP mags the rarest ammo on the ship. Othweise give req the RO back.
you mean we should play Whiskey Outpost? Absolutely
actually this has been tested with similar concepts like perma death in normal rounds, all it causes is xenos to aim for wipes instead of tactical kills on HVTs, i mean why would they if marines die much quicker than normal, then you get way more fearrp because 1; theres less people to fight with, and 2; why would they waste their life trying to save someone else who went down
Claws made this thread.
Xenos would probably on average do better if their HP was cut by 1/3 and they got a speed boost.
So just TGMC? Remove stun combat from both sides, make it a test of speed and weâre more golden than TGMC.
Dan, this may be before your time so forgive me for pontificating. Squad Leaders had access to the MK1 in their vendor for a long time. It was removed for a in my opinion dubious reason. I would like it added back to their vendor.
When Iâm on the front line and I gotta go afk for whatever reason, itâs time to be a martyr.
This idea would be more novel if the crit health for marines was doubled like itâs currently the case for PvE
As it stands right now from a xeno perspective itâs incredibly difficult to ensure the front is actually grinded down due to losses, backlining usually involves xenos camping bodies and hoping theyâre enough to wipe the incoming 8 man recovery team.
This is actually something I liked the idea of - permadeath but marines have more crit health; maybe even aliens canât slash them to death once theyâve dropped, which intrinsically forces xenos to cap casualties instead of killing them.
That could coincide with removing/dramatically changing tackles - now you just slash people until they fall over and then drag them in crit to the hive.
It would also nerf using grenades to âpullâ bodies back to friendlies because you just get a corpse if you do it.
It seems like an actually viable and fun way to play, just different from current mechanics.
Since we already have permadeath in Whiskey Outpost maybe thatâs where this idea could be expanded and worked on further.
there are tons of times where you mathmatically cannot drag a body back to safety without dying, such a situation where you could slash to death and leave but not cap now is just a loss with no counter play
Holy soul. Holy Soul HOLY SOUL.
Every âfallenâ marine who wouldnât drop next to another marine who can drag it back would be dragged away by xenos to the furthest corners of the colony to die (like it happened during corpse dragging era), those who did so next to a xeno would always be capped.
This doesnât feel to me like something that much different from current mechanics, just a big nerf to them. What adventages (for marines) has this sytem over current one? You donât need defib no more to help âfallenâ marines, any random-ass PFC can give your healing pills and CPR you so medics become way less important. That is all of the adventages.
Now disadventages: Any âfallenâ marine who isnât currently being dragged away by marine to safety, will be dragged away by a xeno. Those heavily injured will be dragged away to hide their body so they perma without a chance to be rescued, those lightly injured will be capped, massively increasing xeno numbers.
Smaller window to rescue downed marines even without xeno intervention. Bleeding wounds, oxy damage, this will tick faster to marine permadeath than current fixed 5 minutes.
Xenos get to slash marines and still cap them, no more overzealous xenos ruining caps, every slash contributes to a cap and you canât overdo it, which will supercharge xeno numbers even if you nerf larvae ammount gained from caps to the lowest possible number, which is 1, instead of current 1,5.
A big marine nerf and nothing else.
But this could be merged with current system. Increase crit health, decrease perma timer, prevent xenos from dragging crit marines, prevent xenos from slashing âveryâ crit marines, prevent âveryâ crit marines from being hugged, decrease perma timer with additional damage received, let random PFCs nurse crit marines back to health slowly via CPR and medication without medic intervention (very slow process, likely to break chest bones etc), give medics ability to do it much faster and safer, increase tackling chance based on pain level of marine, let xenos give one (with fairly long wind-up) permanent injury/organ damage (but not heart and eyes) to a corpse/crit marine (who isnât infected) with a global cooldown (like 5 minutes, or more) on it for each individual marine (fluff wise say xeno stabs a corpse with tail in guts, or something).
Something like that, pros and cons for both xenos and marines.
medical rework phase 2 has an experiment with this, still a long way till then
