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Thread: A round 'Draw' Mechanic

  1. #1
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    A round 'Draw' Mechanic

    So ... I've been thinking about this for quite some time.

    A lot of rounds you have this scenario, or something similar:


    Marines land
    Marines blitz-krieg-rush-so-fast-you-can't-blink-other-wise-they-get-you
    Marines win/fail
    Marines retreat
    Marines perhaps push largely again
    Marines win/fail
    Marines retreat
    Perhaps a 3rd time
    Marines are pushed off the planet
    Marines usually have nearly 90 people (around 60 of which are marines), and the xenos have like ... 20-24
    Xenos get the dropship and go up

    Xenos get wrecked because there's nowhere to run, and they get swarmed by the marines on the Almayer.
    OR
    Xenos dominate because of superior numbers/skill.



    I'm here to propose a solution to the marine meta of retreating with nearly all of your forces to fuck the xenos over.


    When the xenos push the marines off the planet, and hi-jack the dropship, the queen gets a choice on the console either to:

    1: Continue the assault (Attempt a Xeno Major)
    OR
    2: Sue for a Draw (Automatic Xeno Minor)


    What constitutes a Marine/Xeno Major/Minor?

    Well, according to the below statements

    A Xeno Major: When the marines are all dead, and the Xenos remain.
    A Xeno Minor: When the marines are defeated in one way or another (usually all dead), but the aliens can no longer 'spread' to other worlds (like if the marines SD the ship, but the queen escapes back to planet-side). Xenos remain. (((((THIS IS USUALLY UP FOR DEBATE ON WHAT CONSTITUTES A XENO MINOR)))))
    A Marine Major: When all xenos are dead.
    A Marine Minor: When the xenos don't grab a queen in time after the current one dies. This means they are unguided, disoriented, and in-fighting with one another.
    Draw: ALL SIDES ARE DESTROYED/KILLED



    Here's how I think the "Sue for a Draw" mechanic would/should work:


    Choice #1 is ALWAYS the option / default option.


    Choice #2 is available when this formula is correct:
    If the xenos are outnumbered by MORE THAN 1:3, then it's viable.
    So 20 xenos to 60 or LESS humans would NOT make it viable, but 20 xenos to 61 or MORE humans WOULD make it viable

    If(xeno_count*3<marine_count)
    var Xeno_Minor_Queen_Option = 1
    Is an Ambidexterous marine and xeno main.

    Anekcahap "Kneecap" Volkov
    Agent X41833N

    "Some of the best words are never said, but are rather understood."


  2. #2
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    Hmm... I don't think a draw like that would be satisfing when you're invested in the round. I feel like it would be better for a side have incentive to finish the job.

  3. #3
    Senior Member SirMandrake's Avatar
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    I don't see any circumstance as captain where i would want a draw, but that's just me
    Goosen Dagen-casual marine

  4. #4
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    The earilier the evac is, the more marines you have on the ship, the higher chance you have to overhelm the xenos during the ship fight, incentivizing CIC to evac early, then xenos have to go up to meet their fate.
    This could be good balancing mechanism towards CIC that tend to evac prematurely. It's like CM version of Divide and choose. CIC evac early? No problem, I just get my minor instead.

  5. #5
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    Devs already count almayer battles as a xeno minor unless the marines completely wipe out the xenos. there are no draws.

  6. #6
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    I dont think we need to change things. Things work well enough at the moment, and I think there should be other priorities rather than doing something like this.

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