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Thread: Ideas for new Specialist Roles?

  1. #1
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    Ideas for new Specialist Roles?

    Hi, I'm ZhanLong. Relatively new to the Forum, but I've been playing CM for quite a while.
    Now, after playing a variety of roles on both sides, I got a few ideas for new Specialists for the Marines that should help making the round-by-round operations on the Almayer a bit smoother, or spice the gameplay up a bit and wanted to hear your thoughts on them.

    Hangar Officer/Flight Deck Officer (HO or FDO)
    After noticing that the Logistics and Requisitions are usually busy sending supplies planetside, and the Engineers (MTs and CE) never seem to appear in the Hangar, the Hangar Officer would take over their task of maintaining the Dropships. They would reload weapon systems, haul upgrades to the ships, pull cargo and wounded away from the Landing Area, and overall assist the POs in their operations, all to make sure that the Dropships can get back into the air as quickly as possible. It also gives the POs less pressure to get their Ships ready before briefing, since the Loaders aren't really fast, and hauling and installing of upgrades and ammo is quite time-consuming. Apart from that a Hangar Officer could be tasked by a PO to operate the Medevac system, so they can stay in the cockpit, or man the machine gun if the Landing Zone is hot.
    Long story short, a Hangar Officer is a hybrid of PO and MT, if not as specialized as the two, whose area of work is the Hangar, and they would serve as the POs extra pair of hands, so to speak.

    As gear, I'd say the same as POs, just with the helmet and vest in bright signal colours, like orange or yellow, as well as a Tool Pouch.

    Radio Operator/Radio Marine (RO or RM)
    The Radio Operator's task is simple: Letting his Squad use their Radios. If the Comms are down, the Radio Operator allows their Squad to still use their radios within a certain radius. To make things extra difficult, he could also serve as the direct line to Command and the Dropships. Meaning that, if he dies, the SL won't be able to recieve news or orders anymore or call in Air Support, unless they manage to retrieve the Radioman's Backpack. If comms are up, however, the Radio Operator's task is simply to serve as a backup in case things go south.

    Marine Chaplain (MC)
    More of an RP position than one with actual gameplay purposes, the Chaplain serves as the Almayer's morale support. They maintain the crew's spiritual and mental health, while also holding eulogies for the fallen. Should they join the battle, the Chaplain would serve as a basic Marine, but also have the ability to motivate his comrades. "Motivating" in this case could be a mechanic similar to the Xeno Drones' Pheromones, giving a small buff to their teammates, like a higher pain threshold, or keeping them conscious for longer.
    Being also a bit of a Counselor for the Marines, he can voice concerns on behalf of the lower ranks to their superiors.

    Chemical Marine (name pending)
    The Chemical Marine is, just as the name suggests, a Chemical Warfare Specialist. They would have access to Gas Grenades, Acid Bombs, Foam Grenades, and other Chemical Compounds that either damage hostiles, hinder their senses, or impede their movement. In addition, the Chemical Marine would have a Gas Mask that protects them from the detrimental effects of their own weapons, and whatever airborne chemicals the Xenos might throw at them, but doesn't impede their sight.
    Main reason for the Chemical Marine would be for Marines to pick Gas Masks that otherwise go unused most, if not all of the time. It could also serve to make Chemical Weapons available for Mortar Crews and Grenadiers.

    And thoughts? Any further ideas?

  2. #2
    Senior Member SirMandrake's Avatar
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    I'll say it again, I'd main Chaplain if they made the role.
    Goosen Dagen-casual marine

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    Inb4 Delta's autistic deus vult chanting

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    Chef is what this ship needs

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    oh i thought you meant weapon specialists

    https://avp.fandom.com/wiki/M56_Smartgun#Electrolaser

    umm, its lightning gun

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    Quote Originally Posted by DaDoge View Post
    Chef is what this ship needs
    That would be a Mess Sergeant, I think. Would work closely with Research to get their ingredients, or might even try to cook a Xenomorph. I mean, considering what the Chefs on other Servers put out as 'food'... Fried Paper Bags...

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    Senior Moderator Dorkkeli's Avatar
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    where is my gerdy whitelist
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    Senior Member Dreven's Avatar
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    I really think CM could benefit from more shipside RP jobs. We have more than enough population to handle it, would give more options other then CL for players who want a more laid back RP experience and would make the Almayer feel more like an actual lived in spaceship. They would be pretty easy roles to add, could be done entirely with ingame assets as they rely more on player creativity over actual mechanics. Heres some of my spitballs:

    Mess Sargent/Chef: Make food for hungry ungas, get a cool hat.

    War Correspondent: An independent journalist attached to the Almayer to cover their stories and record what happens, fluff wise they could be a direct antagonist to the CL. While the CL works to cover up everything that happens, the correspondent would be trying to expose it all, doing things like trying to interview survivors before the CL gets them to sign any contracts or taking photos of top secret WY facilities. Fits perfectly with the space nam aesthetic, basically Joker from Full Metal Jacket.

    Drill Sargent: Ingame mentor, scream at nakeds as they crawl out of cryo and makesure everyones in shape before battle.

    Chaplain: Be a cozy spiritual guide, bless pulse rifles with holy water.

    Merchant: This one's a bit more ambitious, but basically a civilian/corporate rep who serves as an on ship civilian merchant. Could run a small store that sells snowflake items/various curios to marines. CM has money but its not used for anything, lore wise the USCM are basically bought and paid for by WY so I don't see why they woulden't try to make use of that market. Or they could be a non WY civilian merchant that the USCM allows onboard to keep morale up and let the men use money on something other then gambling. Could also take a criminal route and try to sell black market weapons/meds to marines, or buy stolen corporate equipment that marines liberate from the colony. Could cause many interesting plots with the CL and MP's.

    Coach: Civilian contracter who manages the Falling Falcons Basketball for a very rewarding paycheck, they play against other corporate, civilian and marine teams all across the galaxy to both drive up recruitment and boost morale (it's stated in the lore that USCM morale has been declining across the board, so WY would probably be making investments in new programs to improve it). Maybe for some spice this character could have a secret stash of illegal performance enhancing drugs. Could play with the survivors once they get rescued and have nothing to do onboard the Almayer. Ungas could also settle disputes by having a sanctioned boxing match in his ring

    Field Commander/Colonel: A rank directly under the XO, but rather then being a CO-in-training this is a dedicated field leader. Would act as the eyes and ears of the CO, and be able to take initiative on the fly to handle situations (depending on how much power the CO wants to grant him). Would also solve problems when squads dont have any SL or when the whole marine force needs to be united into a single unit (very often on lowpop), the colonel could take direct charge. They woulden't be a combat role and would not be expected to be running about with a ultra modified pulse rifle, instead staying in the backline and inspecting the FoB, making sure that everything is in working order and being a direct line to the CO just as the SO's are a direct line to SL's. Alot of ways you could RP a character for this type of job too imo, from the gritty eats-nails-for-dessert veteran of a thousand drops to an inexperienced graduate who despises that he has to get his boots dirty.

    Bannerman: A special marine who carries the banner of the USCM, has a megaphone in his other hand to shout encouraging warcries to his fellow ungas. Woulden't be apart of any squad but instead stands side by side with the above mentioned field commander, could get a bugle too for inspiring war tunes. Together they form a sorta command squad like the Imperial Guard in 40k do.
    Last edited by Dreven; 06-26-2019 at 05:58 AM.

  9. #9
    Senior Member Outcast Seer's Avatar
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    There was an accepted suggestion on gitlab to add the chef and chaplain roles, but the devs recently removed the accepted tag from it.

    I would like there to be someone in direct command of the pilots just to reduce the drama of people fighting over who gets to fly CAS. However, there�s currently not enough to do for four pilots without one or two eventually going cryo out of boredom. As things stand adding a flight deck officer is something I want, but may not be practical with the current inconsistency of the PO experience.
    Luca Jagemann, the cynical colonial with the prescription glasses.

    Ancient Synth Williams, on another rescue mission in Brazil.

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    A radio officer/man/marine is really something i`d like.
    Even if the radio only allows comms usage if someone is within X radius of it, it would be great to have when Tcomms die.
    Hell, another thing to add to them would be a full JTAC kit and flare gun (ditched by most, but hey).

    To counteract this one man laser spotter, the backpack would be exactly like those from `Nam.
    AKA, big ass antenna, essentially screaming "shoot me", Specs and IOs already have that "weakness", so why not?

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