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HazyDay

Ideas for Marauders

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Going off the back of the results of the recent opinion poll, it’s evident that the community desires change for the Marauders as a faction.

 

As with anything in life, it is inevitable that things like this eventually stagnate. It is clear that the community views this as the case with the Marauders.

 

I have my own ideas as to where I want to see the Marauders go in the future, but I believe it would be unfair and unjust if I acted without first seeking the guidance and wisdom of the players. At the end of the day, it is you I am here for. You, as the player, should have the final say in how this server develops, changes, and evolves.

 

I’m asking for your opinions, criticisms and ideas, just as Grizzly asked for advice with the medical faction. All I’m asking is to keep this civil and serious.

 

So, how do you think Marauders should change? What do you want to see from them as a faction? What changes should we make to the faction to enable a good balance between them and the Infantry?

 

Thank you for your time and help.

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How about Raider suits as a alternative to the tanky Aegis suits. Like, you go to Spc. and have the option to change over to a another suit of sorts that can easily work OOCLY without Drones rewrite. It adds another avenue of progression to the faction and adds a whole new array of weapons they can use. As of now the only real progression you get in a new rank + a m9k M202.. Yay? This will make the faction a little more appealing to most and even draw more attention to it. But, Raider suits shouldn't overpower the infantry and I think there should be a sort of limit ont he ammount of raider suits, like the Spc. system in the Infantry.

 

Plus, as an NCO, I only see marauders being as usefull as a tank character in an MMO. They're job is to soak up bullets and basically agro the enemy away from the line. That's how they are mostly used.

 

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3 minutes ago, Lalatina said:

Plus, as an NCO, I only see marauders being as usefull as a tank character in an MMO. They're job is to soak up bullets and basically agro the enemy away from the line. That's how they are mostly used.

this is what they are for. as much as i pine for the raider suit, it is against the spirit of the marauders and it's hopefully not going to happen. maybe it will happen if the FFRL gets the choice. probably not.

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I dislike how they're always used up front and get to do 90% the killing, even though that's exactly their job. they're always at front, even in small tiny buildings theyre always the first in there. it's literally 0 thrill clearing a building when you can just send a deathmachine in or just walk behind it because lol fuck getting injured

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3 minutes ago, El Excellente said:

I dislike how they're always used up front and get to do 90% the killing, even though that's exactly their job. they're always at front, even in small tiny buildings theyre always the first in there. it's literally 0 thrill clearing a building when you can just send a deathmachine in or just walk behind it because lol fuck getting injured

I feel like Marauders actually ruin RP more than Pathfinders since you replaced a man who has the possibility of getting injured if they fuck up, with a man in a marauder suit who gets injured 10% of the time. It basically took away thrill from clearing buildings and doing other stuff. As to my knowledge Pathfinders just did their own thing, not really interacting with the Infantry on drops all that often. But I ain't saying bring back Pathfinders.

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the inherent problem with marauders has always been they just do what the MI do but better. (shoot shit.) so support roles would be gladly welcomed. be it by having better sensor equipment, heavy weaponry (autocannons or even maybe rocket arrays for long-range support) or something along that lines. they need to enhance the roleplay around them instead of overshadowing it. easy ways to do that would be a different, support styled suit (but that unfortunately doesn't fit the image of the marauders.) or new toys like the above.

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7 minutes ago, radical roach said:

this is what they are for. as much as i pine for the raider suit, it is against the spirit of the marauders and it's hopefully not going to happen. maybe it will happen if the FFRL gets the choice. probably not.

The Raider suit is not in the pipeline, as it has been vetoed several times by @Xalphox

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definitely agree w everyone that marauders need new toys of some sort. they have been very samey for awhile now, and some revised roles and abilities would breath some life into this faction.

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The issue with Marauders on that is more relevant to me is just the lack of progression. As like now, all you get is a Rank and an M202. And even if you achieve SSpc and get the Chickenhawk, you're never going to use it because it's too big of a hassle if you aren't an admin who can do it themselves. It's stagnant and boring just to do /me shoot Archie with no real reward in the end.

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The clique-ness. They have a segregated barracks, a segregated mess hall I'm told, and tend to interact with each other more than the infantry. They move as a collective whenever there's a passive event. A funeral, a party -- they're always clumped together. It gives off the impression that individuality is shunned and that they should all conform to some kind of hive mind. Very unappealing unless you're a part of it.

 

That's just an outside perspective looking in at the Marauders, based off of what I've seen since my return last week.

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yeah i don't understand why they have their own place on the ship? a room to store their suits in, sure, but their own barracks and offices?? even fleet sleeps on the habdeck, why do marauders get their own stuff

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1 hour ago, El Excellente said:

yeah i don't understand why they have their own place on the ship? a room to store their suits in, sure, but their own barracks and offices?? even fleet sleeps on the habdeck, why do marauders get their own stuff

To be honest, I'm not looking for nitpicking that Marauders have their own bay, as they have had since the beginning. Engineering and Medical could have put barracks in, but chose to use the space allowed to them for other things. 

 

I'm looking to fix how they work and how they support the MI. 

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So.. may I suggest The Combine mech. Just a mere suggestions as I feel marauders really need something new. It has 7 weapons [Some are not lore friendly for SSTRP.] I've play with it for a looong time in my single player. It works great as hell. It got deflector shields. [Which deflects incoming RPGs and reduce damage for period of time.] Once again this is just a mere suggestions. If we're going to implemented it then we need to work on it's lore and many many stuff. Here you can try it for yourself. https://steamcommunity.com/sharedfiles/filedetails/?l=thai&id=142230583

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3 minutes ago, HazyDay said:

To be honest, I'm not looking for nitpicking that Marauders have their own bay, as they have had since the beginning. Engineering and Medical could have put barracks in, but chose to use the space allowed to them for other things. 

 

I'm looking to fix how they work and how they support the MI. 

That's false. You asked about the low ratings of the faction and how they should change and the people have replied.

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I cannot comment on the Clique-nature as I don't believe as a Marauder I am part of that and spend most of my time in the bar and far away from the Marauder barracks due to my character Icly preferring to speak to Engineering & standard MI. Being clumped up during missions is because Marauders are exclusively ordered to go to the front. Hard not to clump up when you all have to be in the same place. 

 

As I put in my survey answers (Which I didn't anonymise as I would say the same any other time) the marauders currently lack progression and from an Admin standpoint, are near unkillable without targeting or slaughtering every other MI 15 (10 now) x over. When you hit Specialist and get Y-Racks, there is nothing more to get from marauders. There's a restriction on Marauders becoming NCO's despite being some of the safest members of a drop, the Chickenhawk isn't playable as using just one will turn the server into a slideshow and it handles like a drunk OAP with a broken hip. As such, I personally feel that it loses out when compared to the other NCO restricted faction that is Weapon Specialization, where in exchange for being not being near-immortal, you get better and more choice of weaponry. 

As mentioned, while the health has been changed, I personally still feel it is too high. A marauder's chief difference with MI is that it has armour. It isn't that it has sixteen litres of spare blood and redundancy organs (Or if it does, I have missed out quite clearly.)  The chief enemies of the MI are all individuals who would have rounds or claws which penetrate the marauder's armour quite easily if focused (Talons, Plasma, etc) so I feel if there is this requirement that it stays at 1000, it should be split either 500hp/500ap or 300/700 etc so there is more armour. Roleplay on a roleplay server is expected. Admins can recognize that a bullet which would go through an MI's breast would merely dent a marauder, without having it so absurdly high that they never have to worry without a self injury. 

 

 

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the inherent challenge with adding stuff to the marauders is that they have this status of being tanky death machines. it doesn't matter how you spin it, it's how the NCO's see them, it's how most enlisted see them, it's how the movie depicts them. that leads to issues in the server because they overshadow the MI. their primary goal is to kill things (which is the MI's job.) adding stuff to the marauders means either finding ways they can support the MI in killing things (which still leads to overshadowing) or a support role (which doesn't fit the shtick of marauders being tanky death machines.) if you don't believe me, just refer to the countless times the NCO's used to shit on marauders for getting injured or taken out of commission easily. afterall, if it's a 1000KG robot that costs billions of pounds and a single separatist can shit on it, it's very laughable.

 

so in the long run fire support type stuff (short range missiles, autocannons, the likes), and other equipment can be a great use. like a seismic kit (though this overshadows psi ops), improved comms maybe? there has to be other options outside of giving them new guns.

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6 minutes ago, Tony said:

so in the long run fire support type stuff (short range missiles, autocannons, the likes), and other equipment can be a great use. like a seismic kit (though this overshadows psi ops), improved comms maybe? there has to be other options outside of giving them new guns.

i like this. revamp them and turn them into mobile artillery. like starcraft siege tank heroes of the storm sgt hammer w legs. then ppl can rp aiming and firing rounds so then we add another degree of rp to just calling in artillery from the radio

 

8 minutes ago, Tony said:

it's how the NCO's see them, it's how most enlisted see them, it's how the movie depicts them

because this is what they are

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yeah im not denying that roach, im just saying detracting from that hurts them.

 

on the note of the siege tank thing. they could have two modes, direct fire (shoot what they see) or a marker fire. eg marauders set up behind a hilltop, the MI 40mm some beacons into the enemy, the marauders lock on, bam. teamwork, enemy dies, APC destroyed, fun times.

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Just now, Tony said:

on the note of the siege tank thing. they could have two modes, direct fire (shoot what they see) or a marker fire. eg marauders set up behind a hilltop, the MI 40mm some beacons into the enemy, the marauders lock on, bam. teamwork, enemy dies, APC destroyed, fun times.

yes this is very cool kanye. eliminate them as frontliners because it's kinda blah and now make them this.

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Just now, radical roach said:

eliminate them as frontliners

imo it'd be more of a kit selection. adopt heavy armor but only bring minigun, or ditch armor and bring arty.

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Indirect fire that you see in the traitor of mars power suits is cool af. Basically what the y rack should have been.

 

Also. The noncombat suggestions should be considered. Why have a faction that's only fun to interact with if you're in said faction???? It's a roleplay server before it's a shoot em up server. They should be fun to ROLEPLAY with on a ROLEPLAY server.

 

Edit: I just read Xal's post and it further encourages me to stick with my guns on my suggestion. If the MI are disgruntled with the marauders, there is clearly tension. More exposure, team building exercises and improved communication will facilitate the creation of bonds. The way the human mind works, you tend to bitch less about your friends than you do about people you don't like. Now I'm not saying that there aren't problems, but I feel as if less people would go out of their way to LOOK for problems with the Marauders if they were better acquainted with the infantry, less segregated. It's the same way people pick on the Pathfinders or used to pick on Psi Ops. Segregation instills an inherent distrust or leaves a bad taste in some peoples' mouths, and then those people get vocal about every problem they see because they've already had a bad first impression.

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I haven't been at this iteration for too long, so I'm unsure if there's an OOC reason for this.

 

Why are marauders obligated to make a new character? We've allowed people to enter the 112th as Ex-Marauders after having their status revoked and they've integrated fine, but not vice-versa. Perhaps if we allowed players to becomes marauders from their MI characters, not only would we offer another avenue of character progression, but it may even lessen the animosity between the two units. If the problem is a lack of IC experience, perhaps limit the MI character applications to PFC/Lance at the minimum as the faction is fairly small anyway.

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it's implied that their induction into the marauders is such a rigorous process it takes months. think of a mech pilot from battletech.

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20 minutes ago, Tony said:

it's implied that their induction into the marauders is such a rigorous process it takes months. think of a mech pilot from battletech.

We hasten extensive medical treatments, ship repairs, etc for the sake of brevity. Perhaps a temporary TK while they're at "training" could solve that. I'm just thinking aloud.

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