I’ve spent the best part of an hour reading over this thread and looking at the suggestions and there’s a few takeaways and ideas I’d like to bring up and suggest.
I know WYCI is a real thing, but I really encourage anyone (like @ihatethisengine has) to just give any ideas you have regarding marine balance a go!
Firstly, let’s make this easy and split the game into 3 distinct phases; Pre-Drop, FoB and finally Caves. While each map has its peculiarities, the round flow in general follows this typical stage (or at least should).
PRE-DROP:
Remember when we had Checkpoints and MPs? If you wanted to go to hanger you needed a good reason. Let’s bring that back. Plus it gives MPs something to do. Population scaling can be done to make it easier on low pop. Either way, marines probably shouldn’t have unfetted ship access.
Charlie breakfast works because it encourages roleplay. Coming up with niche lore for each squad is important but it’s ultimately up to players to do that. Concepts like Bravo wearing Boonies (which hasn’t been a thing for years) should reinforced so they’re actually a thing.
I don’t think mechanically and arbitrarily locking the DS or Prep is the solution and the test from a few years ago proves it doesn’t work.
FOB:
So I think that the main thing in this stage is that there needs to be a mechanical and balance punishment for a marine side deciding to essentially gamble and try to murdeball without fobbing. I don’t want to sound blameful but the current system works, but it’s not always clear that the 40 minute Marine Stomp might have been avoided had people stuck around Fob and secured it.
CAVES:
I think the idea of tying buffs to your SL and making it something that’s radius based is great. We could go a few steps further, making IN SUB marines not get those perks or some other things.
I genuinely feel that we need to adjust marine scarcity to slow down this game phase and to make ammunition and other supplies a potentially limiting factor in marines being able to sustain a long engagement.
Anyway, outside these issues I think there’s an onus on SLs and COs to try. We as a staff team (and the whitelist as well) needs to come down hard on SLs who don’t put the yakka in, but also the same murderball tactics being used day in day out.
If you’ve bothered to apply for CO, you should be putting effort into your tactics. Part of the CO guidelines is that you’re expected to be a leadership figure promoting roleplay for the server WIN OR LOSE. That focus on win rate is what’s driving roleplay into the ground.
Ultimately I think most people know what we’re aiming for when it comes to an experience and while I’m a marine player, I think the reality is that punishing solo non-teamwork players and simply limiting the ability for both sides to rush and insta defeat the other through mechanical means is the way to promote roleplay.
How we break a meta that’s reinforced by its playerbase? Now we can only solve half the issue mechanically, people genuinely need to make an effort and improve things.
I hope we can use some of the ideas in this thread! I know we’ve been discussing it internally as well as some changes to the Xeno side as well.
Two points to end on,
- Murderball tactics should be a gamble for both sides, and they should be relatively rare.
- Roleplay and the Meta is a positive feedback loop powered by every single one of us and our interactions in game. The newbies look at the veterans and to fix a culture issue we need to be introspective about how we interact and set a standard. Especially so if we have a whitelist.