Colonial Marines: Peacekeepers

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apophis775
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Colonial Marines: Peacekeepers

Post by apophis775 » 26 Jul 2016, 01:11

An idea me and Joshuu have been tossing about...

Gameplay:

Three "teams". The Marines, the Rebels, the Colonists.

The goal of the rebels, is to kill the Governor and Vice Governor, which will make the planet "independent". (Major victory if both governor and Vice Governor are killed, minor if only one)
The goal of the marines, will be to locate all the rebels, and maintain peace. (Major victory if all rebel leaders killed, minor if the marines last for 90 minutes)
The Colonists don't have a goal beyond "stay alive". Colonists can also achieve"victory through acceptance", if they lower the discord meter to a negative number by "submitting" to everything (using the pacify verb)

The RP aspect, would be that every so often, an "oppressive" message is annouced and the marines enforce it. Things like "shutting down the bar" or "Searching homes and people at random". The marines will be able to arrest people with zip-cuffs BUT, the marines will ONLY have lethal weapons. They'll also have a holding facility (with 4 cells) they have to defend.

There will also be a Discord meter. Anytime a colonist is killed by a marine, the discord meter will increase, and the colonists can increase the discord meter with a verb (on a cooldown). However, each time a colonist increases the meter, they will begin to look more defiant (and after X number of releases, they can join the rebels if invited). The Discord level will also increase by itself every so often with announcements of "policies" that will harass the population. Colonists can also decrease the meter to declare themselves pacified. If they are pacified, they can NOT join the rebels at all for a set time. However, if a pacified colonist is killed, it's a BIG increase to the Discord meter.

The goal, is to do sort of our own "twist" on rev rounds. The rebel leaders, can recruit colonists to join the rebels, if the colonist if the colonist is eligible and there is space (The number of rebels, will be controlled by the global discord level).

I imagine, we can find some interesting things to do as well.


This is just a "quick concept" right now, but our thought was to generate gameplay that would result in an upset colony "chasing" the marines off the planet with the governor in tow, similar to the Iran hostage rescue situation from decades ago.

Thoughts?
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Re: Colonial Marines: Peacekeepers

Post by SnipeDragon » 26 Jul 2016, 01:37

This sounds pretty cool, so this would be Human vs Human right, with no Xeno involvement? I think it could be a refreshing change of pace after a gauntlet of normal rounds.

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Re: Colonial Marines: Peacekeepers

Post by Ordukai » 26 Jul 2016, 01:46

This sounds fun.

There's gotta be a lot of details to be hashed out. Maybe something IC for the discord meter (Was totally imagining a giant red bar at the top of the screen filling up. Not very RP :P)

I imagine it will lead to mass complaints for escalation of force and stuff, though. I'm almost tempted to suggest a separate rules page for this gamemode. Almost.
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Re: Colonial Marines: Peacekeepers

Post by MasterZ01 » 26 Jul 2016, 02:49

Is this going to be a special gamemode that occurs every so often similar to Hunger games?
Will there be a separate map for this gamemode only? and rules?

I think this would be really fun RP. but I feel most people that come to our server only want the fast paced action & teamwork side, and get their RP kick on other servers. So whenever we have such an event most players will just leave.

I like the overall concept though, and would like to see more of it.(if anything comes of this that is)

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Re: Colonial Marines: Peacekeepers

Post by SecretStamos (Joshuu) » 26 Jul 2016, 06:48

I love this idea (especially because Apop and I brainstormed it).

I'd like to see a way for the rebels to gain outside help, almost like ERTs. Maybe they cut a deal with Russia, and get sent a bunch of cheap weapons. Or maybe they ask for WYs help, and they release a xenomorph on the planet. Obviously this helps, but maybe gives them a minor victory at most for selling out, and a major defeat if they fail.

Maybe the Vice Governor is a representative of WY...

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Re: Colonial Marines: Peacekeepers

Post by SecretStamos (Joshuu) » 26 Jul 2016, 07:21

Also, to the donors, you should know better than to leak the stuff we say in here.

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Re: Colonial Marines: Peacekeepers

Post by Warnipple » 26 Jul 2016, 07:28

All teams would need stuff to do during their off time.
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Re: Colonial Marines: Peacekeepers

Post by SecretStamos (Joshuu) » 26 Jul 2016, 08:45

Ordukai wrote:This sounds fun.

There's gotta be a lot of details to be hashed out. Maybe something IC for the discord meter (Was totally imagining a giant red bar at the top of the screen filling up. Not very RP :P)

I imagine it will lead to mass complaints for escalation of force and stuff, though. I'm almost tempted to suggest a separate rules page for this gamemode. Almost.
Maybe, but maybe not. We could technically make it fair game for the marines to kill any colonist (OOC wise, not IC), but have it really bite them in the ass.

If a marine improperly escalates on an innocent, the discord bar shoots up. Suddenly the marines are less likely to receive supplies, and the rebels are empowered quite a bit.

I would be willing to design the map, or sprite new tiles. Anyone have any suggestions for the colony environment? Maybe desert?

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Re: Colonial Marines: Peacekeepers

Post by MasterZ01 » 26 Jul 2016, 12:02

I really think we should implement map based events, kinda like how the ice colony is really cold and you could die if you're not wearing the proper equipment.
For a desert map, we should have high temperatures and you have to drink from your canteen every so often? Or seek a shaded area to cool down. Also there should be dust storms that occur every so often and it's dangerous to be outside but possible.. Gives the rebels a possible chance to enact espionage. Also different fauna like creatures that are passive or antag.

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Re: Colonial Marines: Peacekeepers

Post by Killaninja12 » 26 Jul 2016, 12:26

Jesus this sounds great, would be a great change of pace from the standard and sort of give us a whole different playstyle to think about and play around. I'd absolutely love to see something like this. :D
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Re: Colonial Marines: Peacekeepers

Post by Edgelord » 26 Jul 2016, 13:54

I personally love this idea. It can be fun to be the big bad stormtrooper corps. My only concern is that some people would just RDM under the guise of "SUPPRESS DA COLONISTS", but I'd love the shit out of this gamemode. It's good to see the CM doing what they were made to do.

I'm having a lot of ideas regarding the Discord™ meter. Here are a few ideas that just jumped into my head
-"Monuments" that can be graffiti'd with anti-USCM messages "Wey-Yu slaves go home" etc. They can be cleaned with materials lying around.
-A randomized/movable location for a secret rebel propaganda radio station, each broadcast gives a discord boost but the station must be repaired initially and maintained much like the geothermals. After every broadcast the transmitter goes into cooldown for several minutes. The broadcast is global and marines hear it as well as colonists/rebels.

I'm just spitballing here, great idea guys.
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Re: Colonial Marines: Peacekeepers

Post by apophis775 » 26 Jul 2016, 15:02

Yeah, my thinking was that no aliens (or occasional aliens). Also, depending on the "Discord" level, would depend on the support the rebels could call in, ranging from weapon/item drops, to special forces teams.

Yeah, we could add a bunch of stuff.

Oh, this would be another "round-type" similar to WO/HG, where we flip to it occasionally
But I'd like to see it as more of a "rotation" than a round-type.
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Re: Colonial Marines: Peacekeepers

Post by SecretStamos (Joshuu) » 26 Jul 2016, 15:20

I think we should also make it so that exterminating all the colonists results in a defeat for the USCM, since the colony is basically ruined, and it becomes an ideological victory for the Rebels. So it becomes privy to minimize casualties.

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Re: Colonial Marines: Peacekeepers

Post by Sargeantmuffinman » 26 Jul 2016, 16:38

This would be a very intersting gamemode.
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Re: Colonial Marines: Peacekeepers

Post by ShortTemperedLeprechaun » 26 Jul 2016, 20:34

I love the concept, my only worry is, would our community be able to handle it? Let's face it, we're not running top of the line players, not to mention the occasional brazilian that gets on. I'd love to see something like this happen, but woul dhte community be able to handle it is my worry.
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Re: Colonial Marines: Peacekeepers

Post by Ordukai » 26 Jul 2016, 23:45

SecretStamos (Joshuu) wrote: Maybe, but maybe not. We could technically make it fair game for the marines to kill any colonist (OOC wise, not IC), but have it really bite them in the ass.

If a marine improperly escalates on an innocent, the discord bar shoots up. Suddenly the marines are less likely to receive supplies, and the rebels are empowered quite a bit.

I would be willing to design the map, or sprite new tiles. Anyone have any suggestions for the colony environment? Maybe desert?
The idea of an IC incentive to not kill people because they're probably maybe rebels, or they looked at you funny, is great if the people involved are truly dedicated to the end goal. Unfortunately, I expect many to simply find it more fun to shoot helpless colonists than get that "Ding, Marine Major" at the end. If we don't have OOC restrictions, we're going to have problems.

Heck, murder already has IC repercussions, like execution or perma. But it also has OOC repercussions, like being bant and named "Griefer". Mostly.
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Re: Colonial Marines: Peacekeepers

Post by apophis775 » 27 Jul 2016, 00:07

If everyone dies, everyone loses.
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Re: Colonial Marines: Peacekeepers

Post by Edgelord » 27 Jul 2016, 00:14

SecretStamos (Joshuu) wrote: Maybe, but maybe not. We could technically make it fair game for the marines to kill any colonist (OOC wise, not IC), but have it really bite them in the ass.

If a marine improperly escalates on an innocent, the discord bar shoots up. Suddenly the marines are less likely to receive supplies, and the rebels are empowered quite a bit.

I would be willing to design the map, or sprite new tiles. Anyone have any suggestions for the colony environment? Maybe desert?
I remember we talked about the idea of a planet like Harvest from the Halo books. I liked the idea of having rolling wheat fields (or you know whatever byond will let us do). Kind of like in this pic:

http://nikon.bungie.org/bwu/images/Halo ... uly072.jpg
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Re: Colonial Marines: Peacekeepers

Post by Peachy2912 » 16 Aug 2016, 08:26

I like this idea. Alot.

So long as the marines are given clear Rules of engagement that are enforced by the staff there hopefully wouldn't be to many issues with random killings.

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Re: Colonial Marines: Peacekeepers

Post by Biolock » 17 Aug 2016, 21:26

We need more human on human gamemodes that generate roleplay instead of salt. I'm just about to +1 every suggestion I see that even runs that line.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Colonial Marines: Peacekeepers

Post by Boltersam » 24 Oct 2016, 16:32

A suggestion to provide more incentive to kill the Vice Governor and Governor: They have designated "Speech" intervals that lowers Discord per Colonist that listens to it.

Speeches either use a special sabotageable radio tower, or must be done in a designated are where the Governors address the colony. This aids the USCM, but also gives the Rebels an opening to assassinate them, which should provide an appropriate Discord boost even if one escapes death.

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Re: Colonial Marines: Peacekeepers

Post by Jay Burns » 24 Oct 2016, 16:46

This still a thing?

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Re: Colonial Marines: Peacekeepers

Post by Boltersam » 24 Oct 2016, 16:47

Jay Burns wrote:This still a thing?
Until it gets put in the archive, I do very well think it's a thing.

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Re: Colonial Marines: Peacekeepers

Post by apophis775 » 25 Oct 2016, 05:56

It's on Hiatus, but we really really really wanna make it.
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Re: Colonial Marines: Peacekeepers

Post by Boltersam » 25 Oct 2016, 11:34

And I really really really want to see it.

Important stuff first, I guess. Are suggestions still allowed while it's on hiatus?

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