The idea of a CIC planning for “what ifs” sounds like textbook military strategy to me.
It’s also a game and rule of cool. As long as CIC has an articulable plan and it’s not blatant griefing who cares? If you want to run the exact same plan every round rolling XO is open to everyone.
I definitely see it as a gameplay vs lore/RP issue. CIC absolutely could send the scout solo to recon the colony for 10 minutes anytime they want to paradrop, which could be fun as scout, and research who get extra time.
But then every other player on the server, on both sides, is stuck waiting 10 minutes with nothing to do but RP while waiting in dropship seats, or slashing APCs planetside.
Not to mention xenos will then know paradrop is happening cause of the delayed deployment.
My headcannon I’d love to see adopted, is that some CIC staff is woken up a few hours before arrival to go over colony maps and war game. Have them spawn in their offices instead of cryo pods.
I get the take, but I think this would limit plans and variety.
I think the lack of information provided by mechanics often makes survivors and the situation get unnoticed.
Resulting in slower briefings and assumptions everyone’s dead because nobody is on the trackers.
Oh and some mechanical choices like nearly every parachute being in cargo…which makes little to no sense, especially as cargo is busiest at round start…which results in them missing orders to move chutes to the Normandy and the whole paradrop plan going to shit and being delayed.
I created the scout and OB+paradop “meta” (and was the first to run it) in five mins like any other plan. To give you insight I pretty much roll the dice 50/50 of where the xenos are and sometimes I’m wrong. Ofc I’m planning for xenos cause that’s what every round is. Legit every plan ever (even the ones you make) consider the xenomorphs. If you’re telling me you don’t you’re capping. I don’t get this post at all, you want me to make a plan without considering the main antag of the game. This would go beyond paradrops if this rule was put into effect, suddenly telling Alpha and Delta to go assault somewhere is now meta gaming. What are we doing here man
To give even more insight, after the first 10 mins of a paradrop the round basically forms like any other (if successful)
While XOs are a bit harder to report, if you see a CO constantly throwing rounds for the reason of whacky plans you can always report them to the council
Bringing up the success rate is stupid cause the 90% was made up. I can tell you this as the past split drop plan I’ve made, two have failed this past month out of idk even how many. Also caring that much about winning is how you make poor decisions (see any jaded vet talking about balance). I don’t run these unusual plans to win, I run them to break the monotony of the rounds and frankly I don’t care at all if I win or lose. Losing is also way more fun as a Marine because of the hopeless situations, in my experience at least. I have seen people absolutely flip out over losing a round, and many times directly at me
Just be honest, you don’t like paradrops which is completely valid. But trying to get a rule in place cause you don’t like it is silly (I’d put in a rule to perma ban any xeno for killing me cause they’re meta gaming!!!) seriously don’t get why people care what other people plan when they’re trying to break the norm, just play CIC and run the round how you want. You also always have the choice to refuse suicidal orders or a munity……
EDIT: I’m running a split drop plan now, and also posting something in Policy Feedback (for the community as a large) then going nu uh to anyone you don’t deem worthy of giving feedback is kinda of a L
I paradrop onto sensors to get a full view of any potential hostiles, or steamroll any hostiles from an advantageous position where they don’t see us coming before it’s too late.
It’s not metagaming to deploy tactically and prepare for anything, instead of just landing normally and strolling to where the survivors are. To hope for the best and plan for nothing is not tactical. It’s better to do overkill and deploy fast and hard, and minimize or avoid losses all together. High roleplay even.