- The bag thing is an ooc issue of powergaming since they're taking an extra bag of supplies down. Stop encouraging this.
Carrying down extra bags or weapons in your hands is powergaming.
Okay please tell me how is carrying a extra weapon or a bag powergaming? A marine can carry a shotgun in his back and a rifle in his suit armor for all he wants, nobody has ever been pmed about this, and its been confirmed that you can take a spare powerpack down the ground and leave at FOB and such, where are you getting this from?
Challenger wrote:Don't think you understood the argument. The "problem" being fixed is primarily one of immersion and roleplay. We're marines on a troop transport that has a very large contingent of non deploying marines and civilians onboard. Outside of cases where it falls within their duties (CTs shipping weapons), none of these non deployers are authorized weapons, so standard operating procedure revolves around keeping weapons separate from these non deployers as possible. So as I've explained, holstered weapons are secure, weapons left in locked rooms like prep or cargo are secure, but weapons being held in someone's hands are one disarm or shove away from falling into enemy hands.
What kind of a fucking civilian like a doctor would under any mind attack a marine to steal his gun? how is he considered a enemy? why would a CT do it, who are even more trustworthy with the marines? seriously you keep making it sound like marines are onboard a UPP vessel, which they are not.
Try to think about this IN CHARACTER: if you were in command of a vessel where half the crew isn't allowed weapons, why would you let marines leave their weapons around in easy reach?
Or here's an analogy if that doesn't work: you know how on other servers, security is laughed at when they run around with batons, because then anyone can easily disarm and prod them? This is the exact same situation we're facing with marines running around with lethal weapons. The only reason to avoid sane procedure involving stowing your weapon is if you're metagaming and using the knowledge of the fact that CM doesn't usually have traitors on the Almayer.
Okay for the first thing: About most of the crew is sorta marines, i know for sure CT's are considered marines and they are too busy sorting through cargo, Doctors would probably not even wanna bother getting a weapon, as they have no idea let alone how to fire it and they just wanna do their jobs, and MT's generally are too busy being bored and making stuff and then being asked to repair stuff that getting into trouble with MP's is the last thing they do or even want to do.
For the second: You can't compare a military server where everyone is given guns, then forced to sit next to each other and have "briefing" and realize the fact they are going to do this teamwork way, not solo way, MP's here while still laughed if they have it out, nobody laughs at marines for having their guns out, ALL of them are ARMED, only very few roles are not armed with some sort of weaponry, a marine disarming another marine of a gun is essentially being a ass to the other marine, not something super important, and how the hell would ANYONE think there is going to be a TRAITOR or a SPY on board the freaking Almayer? military generally doesn't assume their soldiers are UPP spies or CLF sympathizers, they kinda need evidence for that.
Nobody here, even ICly benefits from having a gun as a role that shouldn't have it, what CAN you do with it that's not rule breaking?
Challenger wrote:The playerbase is frustrated with a law telling them to behave like marines because they don't want to behave like marines. More at 11.
Ah yes the law that some MP's seem to want to twist around as much as possible to be asses to marines for no real good reason, its so actually noticeable and common even Feweh has already noticed.
Challenger wrote:2. It's really stupid, icly, to walk around with guns. Generally restricted things on the ship should be SECURE in some way, weapons should be stowed in a locker, or holstered, if you have a rifle in your hands then every time you want to do ANYTHING with your hands you're forced to leave the gun somewhere unsecured, unless you're wielding your weapon to fire, your hands are not a secure location for your weapon because some civilian can just run up to you, disarm you, and use your rifle against you (for example) where if you were a goody twoshoes they'd have to strip you which is much harder, to get at your weapons.
Again what kind of a fucking civilian would just walk up to a marine, the marine that has either come to the colony or was assigned with them on the ship and just fucking start disarming them? it serves them nothing good, and they would just get shot at either by marine they failed to disarm or everyone else, the ship is probably the securest place marines know of.
Challenger wrote:So regarding this "solution" aka a way to avoid the IC consequences of powergaming, there's one easy trick to defeating it if you're a goody two shoes who doesn't play to powergame and fuck with the devs' efforts constantly: ahelp the people who switch their guns with their backpacks, because when they do that they're taking a bag of ammo down first drop which is against the powergaming rules. Then if they switch back, the MP can come and take their weapon away as needed.
By this logic, all marines should be banned for powergaming, because we all spawn with a backpack, and i love generally stuffing it with a lot of ammo, the belt has about 6 slots if i remember right, while the backpack can store 14 magazines, combine it with the belt, thats 20 magazines, combine it with pocket slots, armor slots and a helmet slot, thats 25 magazines, get a webbing and thats 28 magazines, quite insane don't you think?
Its not uncommon for someone to stuff a backpack full of buckshot, leave it at planet and constantly come back to it to get more spare ammo and stuff it in their belt for example.
Challenger wrote:1. It removes some amount of powergaming that skews the balance and fun of the game. The devs put a lot of time into the game to balance weapons versus storage capacity. There's a reason M4s have only two UGLs each and why you can't stack attachments on the same gun, it's not so you come up with the smartass idea of hauling guns down in your hands. Similarly, having both a shotgun and M4 on you, SHOULD mean that you lose access to ammo, you can't just have your free extra gun and no downsides to come with it. Coming up with elaborate schemes to get around these restrictions like by holding your bag in your hand just means devs are gonna have to punish the honest players as a result, likely by decreasing the amount of UGLs per M4 to 1 for example.
You can't stack UGL's because you can't put them in your backpack, because people freaking abused it and put 7 UGL's in their backpacks and then had 16 shots of explosive stunning grenades to fire off, thats about as much as a GL specs, don't try to speak for changes you weren't there before neither you understand.
Also that is some stupid logic right there "To carry a extra gun you should lose access to ammo and have basically nothing to reload with!" no you shouldn't, you either lose a belt or a backpack, which just limits your ammo capacity because you will always have 5 slots at best for ammo and other things, its all about preference, backpack is STILL a good way to send supplies with alot of ammo, but it doesn't much matter how much ammo you have when you need a hell lot more than just ammo to win.
So basically in short...
Telegnats wrote:Not only do you not have proof that it removes powergaming, you - a non developer - are trying tell me - a non developer what the developers were thinking when the developers were developing the game. What, am I just supposed to take your statements as irrefutable facts? This is entirely just you spouting your opinion on why something is and how great it is.