My regime of taking notice when CO/command does the same “off-meta” stuff over and over that doesn’t work.
There aren’t much explicit criteria in “spirit of a whitelist/command” that I propose besides "doing some “off-meta” strategy over and over that only achieves short rounds.
You know what we had before fog on LV and during xeno maturity system? Certain “meta” strategy that was banned, which was metarushing. Why limits CO/command creativity to order rushing the hive as soon as possible? Why devs (and staff) made a mechanical (rule beforehand) restriction on such a strategy?
So in the last 2 LV rounds you COed you ordered each squad to drop separately, one after another and then constructed a megabase in the middle of a map (beach, or hydro) thus neglecting FoB, even though you had a pretty conventional bravo setup?
I guess you mean you had standard “meta” plan of LZ2 to Hydro/Medbay to beach and then Queen tried to hijack via tunnel.
Such strategy was played over a thousand times, clearly it is not a fault of the strategy, but marines protecting LZ, it is not RTS, marines skill, or boredom is not a fault of CO/command.
The intent is not to slap command/CO for marines losing, or just for making a bad tactical decision, or two.
The intent is to slap command/CO for making the same bad decisions over and over.
It is not punishing “creativity” when there actually is none in those fabled “off-meta” plans anyway. Split drop, paradrop, megafob. Any famous “off-meta” strategy not included in those three?
How much creativity it requires to copy the idea of split drops from other COs and doing them over and over? How much creativity does it require to copy the idea of megafob? How much creativity does it require to copy the idea of a paradrop?
You have people here saying that doing one-off thing is fine, something new and exciting, this is okay, but the whole point is on repeating the same shit that doesn’t work. Because if it worked, it would become the new meta. But they won’t.
There is an argument to make how much power over around should CO have. Should they be allowed to experiment that much at all? This I don’t know, but I can imagine some poor shmuck that has time only for a round a day of CM and he hits CO Zapp Brannigan testing his new “off-meta” strategy against xenos, specifically about their kill limit.
Synth can kill few xenos, Pred can kill a ton of marines and xenos, CO can make a hijack happen 40 minutes into the round.
Should CO/command be allowed to put entire plan on the shoulders of a scout spec, who is supposed to drop a flare behind xeno lines? Another question related to all of that.
Your conventional plan clearly wasn’t at fault here. And even if it was, once, or twice a mistake can happen. But we got a problem when there is a pattern of such “mistakes”.
I thought I am a guy of either 0%, or 100%, but going full on with everything seems to be much more of your domain.
An example of a CO/command failure:
“Split drop where one squad lands in different LZ and is ordered to hivedive, xenos notice that and send half of their force to deal with single squad, while the other occupy the rest”.
Do I need to point out why? It was CO/command direct decision, they are directly responsible that this squad had no support, that they were ordered into a suicide mission proven to almost always end up in a wipe over a countless examples.
An example of not a CO/Command failure.
“Marines get bored and abandoned a flank to LZ, xenos breached it quick and easy”
“Marines didn’t guard every square inch of FoB, so burrower made a tunnel in a dark corner, so whole hive went into DS and hijacked with rest of the marines still on the ground”
“Few marines banded together and tried to pull an epic flank on their own, but got wiped out”