Table of Contents
0: Preface
1: Intelligence Officers
1.1: Redefining the Role
1.2: Establishing a Unit
1.3: Operational Capability
2: Information Gathering
2.1: Physical Intelligence
2.2: Force Reconnaissance
2.3: Coordination
3: Defense Readiness Condition
3.1: Rewards
4: TL;DR
0. Preface
After returning to the community after months being away, a lot has changed for me. I’ve been an IO main for about as long as the role has existed, and upon returning I’ve grown to love the changes that have been made over time, but i’ve also come to see a lot of ways in which the function could be altered for the better, as opposed to being entirely replaced, which is the impression I’m under.
The purpose of this thread is to defend the usefulness of military intelligence in the context of the server and gameplay, as well to provide suggestions as to how the current Intel department can be modified to better fit the server, plus some mild changes to the DEFCON system. Feedback is not only welcomed, but strongly desired.
1. Intelligence Officers
Part of the appeal of playing as an IO is existing in the strange grey area of being an officer, but not brandishing the command aspect in a meaningful way. A maximum of three IO’s appear every round and fulfil their intelligence gathering duties with virtual autonomy. Debriefs do not address Intel operations, Staff Officers maintain are way too preoccupied with the plethora of enlisted, and Commanders rarely interact with IO’s during an operation. While the dynamic is interesting and unique within the server, to me it represents untapped potential.
1.1 Redefining the Role
Instead of pushing IO’s more in the direction of a command position, I think the opposite would allow for a much better opportunity. As of now, the IO role consists of deploying alongside the core squads, and wandering around in search of various folders and corpses, as well as being a B&E expert. In order to carry out the duties of gathering intelligence to lower the DEFCON level, IO’s rely on their ability to sneak around areas of the operation with little to no backup without being killed by an enemy. Avoiding altercation, evading detection, gathering intelligence. I believe there’s a better, more rewarding, and more satisfying way to incorporate IO’s into the server in a way that’s conducive to the primary Marine experience. Organizing IO’s to be more like that of a Special Mission Unit instead of glorified scavengers.
A SF-type role on the server is one that has gone relatively unfilled, but the closest thing to it is the current IO scheme (Even specialists within the squads are still conventional forces). Back when I played command a lot more, one of the biggest difficulties I faced was the limited options I had in issuing orders to a large squad, as specific or complicated instructions were just impossible for so many people to follow, but a small squad of 4 or 5 people who have some level of experience by default could be utilized in carrying out specific and complex tasks alongside conventional forces in a similar way to how Runners and Lurkers sneak behind enemy lines to harass Marines (ex. Setting up a trap, infiltrating the hive, etc). Having a small unit dedicated to conducting tasks while retaining stealth would not only be an incredibly useful and dynamic tool for command, but also an enjoyable experience for the players involved.
1.2 Establishing a Unit
By the above precedent, IO’s would have to be adjusted slightly to allow for squad elements, even on a small scale. As previously stated, IO’s don’t really abide by any de facto chain of command or structure, and operate with autonomy. This will have to change. A squad requires a leader, but I don’t think adding another job like the regular squads have is an ideal change. I’m open to opinions and suggestions here, as the main idea I have on the subject of squad leadership in the case of IO’s will be addressed in the next section.
That aside, as a squad, the IO’s wouldn’t report to and be handled by an additional SO, but would possibly become the responsibility of the XO or CO, being ushered around the battlefields as the commander’s personal errand boys (and girls), freeing captured Specialists from the nest and hoarding scraps of paper like nobody’s business
1.3 Operational Capability
The possibilities for how a squad like this can function, even with the current loadouts IO’s have available to them, are virtually endless, and having the ability to coordinate how each member of the squad is equipped prior to conducting an operation dramatically changes the function, and is only really possible on the small scale.
For instance, the IO’s are ordered to conduct combat search and rescue missions along with their typical intel gathering. To prepare for this task, two members of the squad equip their standard loadout for intel, two grab extra medical supplies for patching up survivors prior to extraction, and the fifth takes engineering gear to clear a path to where any survivors are reported to be. The IO’s basically become the Swiss Army knife that compliments the greater strategy at play, enhancing the gameplay all around (ex. Command has more options, IO’s have more purpose, conventional marines have assistance in a more tactical manner). In any case, you never want to have a role capable of everything existing within gameplay, as powergaming and abuse of that power is inevitable, so let me be clear that I’m not proposing any explicit buffs to the skills currently accessible by IO’s.
2. Information Gathering
The gathering of intelligence is and always should be the primary focus of the IO role, however that responsibility may be interpreted. As of now, intelligence gathering by Intelligence Officers is most predicated around the idea of collecting trivial documents and items around the map in order to put points towards lowering the DEFCON level. While it’s a sustainable system, it’s not very conducive to a good experience.
2.1 Physical Intelligence
As I’ve said, the current system is based around gathering, processing, and storing various documents, items, and corpses. While I do enjoy some aspects of the system, especially its simplicity, I think an approach should be taken to encourage quality over quantity of intel by adding in different variables. Paper scraps lead to folders or reports, which lead to disks or manuals. This process makes the job simple, but adding changing certain variables to the progression or value of intel totally alters the way IO’s will approach it.
For instance, say that paper scraps and folders were worth significantly less points, and things higher up the food chain were worth more, like unencrypted manuals. IO’s would alter their strategy from wandering around the map, grabbing everything they can find, and then sifting through it on the ship to finding some scraps, and then following the leads provided by the source intel, which would require communication and moving to locations specified.
Another approach would be to change the way intel is processed entirely. For example, only allowing IO’s to pursue one objective at a time, instead of displaying all active leads at once, but making the value of intel procured exponentially higher because IO’s might be forced to venture into an extremely dangerous area in order to track down a specific item.
2.2 Force Reconnaissance
Apart from the egg-hunting aspect of intel gathering in CM, another purpose that has been often talked about is the use of IO’s as a recon team, which is a function that I believe can play perfect into the Special Forces narrative outlined above. This goes back into what I was talking about earlier concerning the options a SF element would give command. In a typical round, SO’s and other command staff only see the battlefield through helmet cams and other displays. Helmet cameras only do so much in providing commanders with an accurate picture of the battlefield, and aren't good for getting that landscape portrait every leader wants. In my time as an SO, the only time I got a good look at the enemy’s position and fortifications was when my SL was getting dragged off.
Fact of the matter is, having people who can, if competent, get behind enemy lines and communicate intel on the present enemy, not worthless documents, is invaluable. Xenos are already able to achieve this through Runners and such acting like scouts, but being able to assign a squad to conduct deep reconnaissance in the middle of a standoff is something I haven’t seen through the years.
2.3 Coordination
By virtue of having a job that changes with the round and a responsibility to cooperate with leadership and actually fall into the chain of command, IO’s will become much more inclined to actually share and disseminate intel gathered through recon or otherwise with the rest of the USCM, regardless of what they’ve specifically been tasked with. Simply having someone directly in charge changes a lot within the current IO dynamic, and I believe everybody on the USCM side of the server benefits from making full use of an otherwise neglected aspect of the operation. The only coordination I see, as an IO main, is between pilots, which is a simple exchange involving extractions, and deputized Marines, which I don’t engage in myself. To me, it’s a wasted opportunity.
3. Defense Readiness Condition
DEFCON is odd, in my opinion, but it makes sense. Vague goals to achieve as an IO that, in some way, benefit the rest of the Marines. DEFCON is useful in that it provides a quantitative feedback value to IO’s and the USCM operation as a whole, with IO’s being placed mostly at the center of it. While effective IO’s are currently essential to lower the DEFCON and earn whatever meager rewards granted by it, DEFCON shouldn’t be the priority of IO’s as a feature. Instead, by utilizing IO’s as an unconventional force, IO’s should prioritize the gathering of all intelligence, not just intelligence that can bring in more troops (troops that usually just die again anyways). IO’s have the potential to become a lot more than just treasure hunters.
3.1 Rewards
That being said, the rewards granted by lower DEFCON levels certainly need improving, as additional req points isn’t cutting it. I think the way rewarding the actions required to lower the DEFCON level shouldn’t be an additional volume of equipment already available to Marines (usually in surplus), but access to enhanced equipment via requisitions. For example, crates of tracer ammunition that fire a different colored bullet and do more damage than standard ammo for the sake of a buff, etc. Through that lens, the options and distribution of rewards through the levels of DEFCON becomes a lot easier to envision. At the higher levels, Marines could gain access to simple things that benefit individuals, like enhanced armor, ammo, weapons, that all require points to be acquired, but are unlocked through DEFCON. At the lower levels, CAS Pilots or Vehicle Crewmen may be offered specialized equipment instead of just points, like what is already possible at DEFCON 2. Command may have the option of acquiring unique OB ammo, and so on. Forcing Command to make choices is the important aspect (Marines can have better armor or better weapons, not both).
4. TL;DR
Reorganize IO’s into a special forces-like squad, properly integrate them into the chain of command. Give IO squads special missions to carry out during operations (like deep recon) and make the gathering of physical intelligence less important to the job (but still a priority). Make DEFCON worth something.
Thanks.