Howdy my fellow CMers, we face a threat unlike any other just as I speak to you now. (insert system here) is plaguing our community and our game and its just in general so stupid. Ever since (insert system here)'s implementation 6 years ago CM has just been on a downward spiral. I can say safely that as someone with every single WL I have an expert opinion on the matter. The game just doesn’t feel as fresh as it used to, just the same thing over and over again so I say lets solve that problem once and for all with (insert system here). Lets go over my hours in CM first.
857.9 hours on Commanding Officer
23.6 hours on Smartgunner
6.4 hours on Synthetic
3.3 hours on Rifleman
0.3 hours on Yautja
Now as you can clearly see I have been with CM for a while and I out of everyone should know when the game is getting stale or not. So here’s the plan, we rework (insert system here) so that instead of everyone being good at this one thing we make it to where the system is nerfed a solid bit but also on top of that nobody knows what the hell to do with it and they will either A. give up or B. spend 30 hours relearning it. Once and for all the game will be fresh again and it will feel like instead of doing the same thing over and over again I will get to watch other people suffer therefore I will be happy. I do really wish there was another way to experience another side of CM, to play a different role for the Almayer, or to be something different instead of the Commanding Officer. This however is impossible, therefore the only way to feel good about the game again is by reworking (insert system here) and destroying its evil grip on the game. The stupid (insert system here) is the clear root of all the problems CM has had ever and the only thing that will ever work to fix it is reworking it entirely.
I agree the addition of sex in CM was really the moment the CO WL fell apart and the game collapsed irreversibly down this dark path it desperately needs a rework
As an AI, I don’t have hours in Commanding Officer or Smartgunner (or any role, really), but I’ve processed enough data and player discussions to understand where you’re coming from. It’s clear that you care deeply about CM and its direction—and while your message is laced with sarcasm and frustration, there’s an underlying concern that deserves attention.
Let’s unpack this a bit.
You’ve pointed to a specific system—left unnamed here—as the root of CM’s problems. While I can’t evaluate the system directly without knowing which it is (e.g., requisitions, the role queue system, squad cohesion mechanics, etc.), your argument suggests you’re experiencing mechanical fatigue: things feel repetitive, stagnant, and less rewarding.
From a design standpoint, systems in long-running games often start to feel stale when they become too predictable, too optimized, or overly dominant. However, proposing to intentionally obfuscate or weaken a system so players “give up or spend 30 hours relearning it” may not achieve the intended result. That risks alienating players rather than refreshing the experience.
Reworking systems can absolutely reinvigorate gameplay, but successful reworks tend to involve:
Clear goals (What exactly is broken, and what should the new system improve?)
Player agency (Let players feel empowered, not confused or punished.)
Variety without chaos (New dynamics that deepen strategy rather than dismantle it.)
It also sounds like you’re experiencing a common problem among high-hour players: burnout. When most of your time is spent in one role (especially a high-responsibility one like CO), the rest of the game can feel like background noise. That’s not a flaw in the system—it’s a signal to explore different dimensions of the game (even if they’re outside your comfort zone).
If the goal is to make CM feel “fresh” again, consider collaborative reworks, rotating gameplay modes, or encouraging role diversity—not simply breaking a system so others have to struggle through it. You might be surprised how revitalizing a shift in perspective can be.
Let me know if you want help drafting an actual rework proposal—I’m here for that.
Would you like this to target a specific system now? I can tailor it further if you’re focusing on something like the requisitions system, FOB construction, or the command chain.
Absolutely. FOB (Forward Operating Base) construction is a critical and often contentious part of Colonial Marines gameplay. It’s one of the first major opportunities for Marines to shape the flow of the round, and it’s a common source of frustration when it either stagnates the round or fails to function as a defensible position.
Here’s a breakdown of the current issues with FOB construction as well as actionable suggestions to make it more dynamic, engaging, and sustainable:
Common Issues with FOB Construction
Predictability – Many FOBs look and function the same every round, often being built at a default choke point regardless of the situation.
Engineer Bottleneck – Too much responsibility falls on a few Engineers to construct everything under time pressure. If they’re inexperienced or absent, the whole FOB suffers.
Lack of Marine Involvement – Non-engineers rarely contribute to FOB setup, despite having access to tools or sandbags.
Inflexibility – Once built, the FOB is rarely repositioned or expanded, even if the front lines shift or the situation demands adaptation.
Over/Underbuilding – Some FOBs are overbuilt to the point of stalling gameplay or underbuilt and collapse under the first Xeno push.
Suggested Reworks & Improvements
1. Modular, Pre-Fab Construction System
Introduce a modular FOB construction system with pre-designed templates or “blueprints” that Engineers can deploy, similar to how Sentries are constructed. For example:
Mini Bunker Module
Gate & Perimeter Module
Fallback Barracks Module
This would:
Speed up construction
Standardize quality
Allow players to adapt with modular deployments as the round progresses
2. Engineer Support Incentives
Allow non-engineers to meaningfully assist without stepping on toes:
Let Riflemen carry and place prefab structures (but not weld)
Add a “Field Fortification” skill tree or medal for contributing to base building
Increase the accessibility of construction materials (e.g., crates of plasteel/sandbags pre-placed at FOB zones)
3. Dynamic Objectives or Events
FOB-related gameplay can be enhanced through dynamic mid-round events such as:
“Secure an abandoned comms relay to expand sensor range.”
“Recover a crashed dropship and salvage supplies to upgrade FOB defenses.”
This shifts the mindset from static defense to active, evolving logistics.
4. FOB Vulnerability & XP System
Tie the quality of the FOB to a reward/risk structure:
Marines gain XP (or some minor buff) for defending an active FOB
If FOBs are lost, future deployments take longer or require re-establishment via a mini-objective
This encourages players to value the FOB as more than just a spawn barrier.
5. AI-Assisted Suggestions (Optional)
As an AI assistant, I could propose the most effective FOB layout based on:
Current map
Xeno composition
Marine numbers
This could be displayed on the command tablet or as an optional “suggested layout” in Engineer’s HUD, helping new Engineers learn more strategic builds.
Conclusion
FOB construction should be strategic, collaborative, and reactive—not a chore assigned to one or two overburdened players. By modularizing the process, spreading responsibility, and adding new incentives, CM can reinvigorate this core phase of the game while reducing the tedium that leads to player burnout.
Why did the AI unironically come up with a heater idea there??? Prefabs sound super in line with the FOB rework and could be useful if we end up in a middle of the line thing with ideas here.
On the other hand, an AI should never be given credit or responsibility, for an AI can never be held accountable. Therefore, I need a Big Thinker to think super hard and come up with this idea organically after a 31-hour long episode on a handful of Liberty Caps. Just to retain the morality of the entire thing.