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Rouny's Marine Corps 14
Rouny's Marine Corps 14

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New update: Marine law, SOP, marine ranks, alert levels, nailguns, sticky and fast resins

Marine Law and Standard Operating Procedure

By Whisper

Marine law and SOP have been rewritten and added to the guidebook by Whisper! You won't need to have it open on your second monitor anymore.

The MP Update is ready and releasing!

it includes:

Marine Law and SOP should have a noticeable impact on the strategy of the Marines, as they more clearly define the conditions and regulations regarding where personnel need to be and should be. Additionally, they allow for the creation of secure areas and field hospitals where certain shipside crew can be deployed to work.

Another key feature will be the allowance for MP personnel (with permission) to patrol these secure areas and protect non-combative shipside personnel while maintaining law and order in the area of operations.

SLs will have the authority and means to detain and transfer insubordinate squad members, civilians, and any third-party personnel to these secure areas, where MPs will take over and process them shipside, allowing the SL to continue operations without the need to return to the FOB.

This also reworks the entire ruleset, removing redundant rules and reorganizing them, as all command-level roles and MP personnel must follow marine law and SOP.

A quick one to notice, the note that only COs may approve executions has been removed and replaced with a procedure Commanders and CMPs must follow to approve them. (COs still retain the ability to battlefield execute and approve executions.)

I highly recommend reading both rules and law sections of the remade guidebook to ensure you don't miss anything new, as there are many changes. (You can also collapse guidebook sections to make it easier to navigate.)

The applications for whitelists will not be opening at this time, but they are now my primary focus and should not remain closed for much longer as I work on remaking the application process to fit with this update.

As a reminder, the Commanding Officer is a heavy roleplay position with many responsibilities, not simply a higher ranking executive officer role with perks. I would not recommend this position if you do not enjoy MP gameplay, roleplaying, or have not made an effort to learn marine law.

Commanding Officers are the highest authority on the ship in terms of law, even overriding the CMP, so a strong knowledge of law is expected. Additionally, the general expectations for a CO player, both in and out of the game, are very high.

Alert Levels

Alert levels are now in! It can be changed to Red in CIC by setting both keycard authentication devices east of the CIC bubble to red alert, then quickly swiping an ID with command access on both of them simultaneously. The Almayer control console allows you to change it back to green or blue alert. Read the guidebook to know when to set each one. There is also a sound and message associated with each one, which is sent to all ship marines and ghosts. Armory shutters now also automatically open and close when Red alert is enabled or disabled. Red alert gun cabinets will also automatically unlock and lock, no longer requiring you to break them or an MP to unlock them. Red alert gun cabinets are now also invincible to all damage but can still be destroyed by xenonid corrosive acid. There are many status displays around the Almayer that will also display the current alert level.

Marine ranks

By Dutch-VanDerLinde Marine ranks are now correctly gained with playtime and displayed in chat messages and announcements. You can also examine a marine to see their rank. This rank depends on their role and their playtime in that specific role, changing similarly to how xeno ranks do with playtime. This affects who you need to follow lawful orders from; check marine law and SOP in the guidebook for more information. This includes ranks for all marines, the liaison, and provost.

Compact and tactical nailguns

By CyberTropic Nailguns are now in! These allow you to quickly repair a barricade by using materials on it. They are also required to repair a heavily damaged barricade instead of a blowtorch. Combat technicians and some other roles get one in their kit through their vendor.

Sticky and fast resin

By Verm This update adds sticky and fast resins that builder castes can secrete. These are built faster than walls and doors and are quite cheap. Sticky resin slows non-hive members on it more than hive weeds, while fast resin speeds up hive member xenos on it. This also fixes how much weeds slow marines down. Generally, the slow on normal weeds for armored marines is slightly less now, but the penalty is heavier while unarmored. Hardy and hive weeds now also have stronger slows compared to normal weeds.

Directional armor lights

Armor lights are now directional, letting you see more in front of you, but less behind. They will automatically rotate towards where you are facing.

Burst fire changes

We are now using the same system as upstream for burst fire, which means that it should be a lot stronger for most guns.

Most notably, the MK80 and AR10 are now a lot more useful in burst-fire.

(The black square on my cursor is a recording bug, not in-game)

Other Changes

General Changes

Map Updates

Fixes


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