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Adds more harsher time locks and restrictions for multiple marine and shipside roles. #5760
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JOB_SQUAD_ROLES = 5 HOURS | ||
JOB_SQUAD_ROLES = 5 HOURS, | ||
JOB_MEDIC_ROLES = 2 HOURS |
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This is the only change that I see necessary. Revert all other changes.
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
As said on the title, this PR adds harsher time restrictions for a multitude of roles, most notably marines like comtechs and SL's. It also adds in a new JOB_SQUAD_LEADERS list, which includes SL's and TL's for any future PR's.
The full list of changes is here:
Corpsman: (2 Squad Hours + 2 Medical Hours), was (1 Squad Hour + 1 Marine Hour)
Comtechs: (2 Squad Hours, 1 Engineer hour), was (1 Squad Hour)
Specs and Smartgunners: (10 Marine Hours), was (5 Squad Hours)
Fireteam leaders: (10 Squad Hours), was (8 Squad Hours)
Squad leaders: (5 Team Leader Hours), was (10 Squad Hours)
Dropship chiefs: (5 Squad Hours + 2 Medical Hours), was (5 Squad Hours)
Dropship pilots: (3 DCC hours + 2 FTL or SL hours), was (2 DCC hours)
Doctor: (2 Medical Hours), was (1 Medical Hour)
Staff officer: (1 SL hour + 20 Human hours), was (1 SL hour + 15 Human hours)
Executive officer: (8 Command Hours + 2 MP hours), was (5 Command hours)
Intel Officer: (10 Squad Hours), was (5 Squad Hours)
Anything not stated above has not been changed.
Explain why it's good for the game
As a preface,
I would like to say that I was working on this PR and workshopping what would be good changes BEFORE crimson's PR went up, which can be found here
If given permission, I would love to add the messages and typo changes from his PR, but I do disagree with his restrictions somewhat and as such, will put my own take on it.
For starters,
there has been a dramatic theme of 'slowing down CM gameplay' recently, and this directly clashes with the current restriction setup. When these restrictions were first put in place, rounds would last at most for an hour, whereas now they last, on average, an hour and thirty on high pop, and an hour on lowpop. This makes roles like nurse redundant, as people can easily join and AFK for less then an hour, and roles like intelligence officer and specialist now able to be gotten in around three rounds. I feel, personally, this needs to change. I have seen far too many new players, primarily Russians and obvious shitters, get Fireteam leader and Smartgunner, as well as other rather important roles, not even read the guide, and die almost instantly.
As such, I decided to change the basis of the squad set up. My aim is to give a big emphasis on the promotion marines get at 10 Hours, by, rather controversially, raising Spec and SG to 10 MARINE hours.
I have done this, as well as adding one engineer hour to Comtech, and raising medical hours, to hopefully give a better divide between support roles and combat roles, and allow those who wish to only focus on Comtech and Medic to not have their slot possibly taken by new players who only pick it for free points, or to feel special. This also persuades players to build upon their skills as marines before branching out to things like Medic and Comtech, but also still leaves the opportunity to delve straight into these support roles.
Most others are raised to 10 SQUAD hours too; FTL, to make it slightly more important, and a little less RFN plus, and Intel officer, which I'd want to be a type of offshoot to FTL and to give it an introduction to command. Squad leaders also require FTL hours as a continuation of the promotion theme; an astonishment that it wasn't before, considering that most SL's are CONSTANTLY complained about having no knowledge on fire support.
Staff officers have had their human roles raised by five to compliment this change.
Executive officers have also had their times raised; 8 command hours, and 2 MP hours. The former is an incident where an SO, who I had taught how to load the OB cannon only a round before, became an XO on an event round and completely ruined it by having no idea what to do. By raising it to 8 hours, it gives less room for SO's to just AFK their entire way through without being noticed. The latter is because XO's are normally required to do appeals, and must have at least some knowledge of marine law and how arrests work.
Finally, Pilots are forced to have JTAC knowledge, and DCC's are required to have medical knowledge; doctors are elevated to 2, to compensate for medics being raised.
Sorry for the word vomit, but I hope people can understand that these roles NEED a more restrictive time lock. As always, be free to express your opinions, I may open a discussion thread which also incorporates Crimson's PR.
Testing Photographs and Procedure
Screenshots & Videos
Changelog
🆑
balance: Balances playtimes to allow players coming into a role to be more prepared.
code: Adds in JOB_SQUAD_LEADERS
/:cl: