# TGMC the Subrolling design doc
This is a design document presenting my project of creating Marine Sub-roles to help organize the marine force and save command players (me) a reccuring headache.
## The Marine role "Problem":
TGMC does have its flaws but one of the great things it does well is give marines liberty of customization. It allows a single role to be able to accomplish multiple things, sometimes even overlapping with other roles and synergize with them. That means a role can be played in an infinite amount of ways (especially base marine). There's a lot of different tools and weapons that accomplishes complete different things and marines are expected to make use of all they were given in order to gain a hard earned victory.
On one side we let people play their role the way they want with the tools they want to bring for the job, but on another side we need the marine force to cover most of the tools they possess in order to be effective. There's already multiple solutions for that currently but they're either impractical or use things out of the game:
- As command ask for people to bring X, or Y, Z. The issue with that is that you need to be aware of what people have and by the time you finish inspecting all 30 ungas you are gonna need to launch alamo. If you ask people over radio what they are you are gonna have trouble reading all of that
- As an individual marine you can look around you in prep and see what people are bringing but again that's very long. You can also ask in radio but you fall into the same problem.
- You can also organize out of game, for example the round prior you can say "Join squad Rcorp we will run this and for that we will need people to bring this this this and that". The issue with that is that it requires an out of game communication mean.
In conclusion it happens very often that marines don't have the tools necessary for them to secure a win and rare are the people that are willing to go shipside to totally change their loadout in order to fill in the gaps.
## The solutions:
- We can gut off customization. This is not necessarily bad but I personnally think that customization is nice.
- We can buff marines to a point where they don't need to bring the tools for the job. This is an horrible idea.
- **We can give marines the tools to organize themselves and better balance out what they bring. (This is the solution I'm trying to railroad you onto)**
## What are Sub-roles
Sub-roles are opt-in roles that marines can choose and change at all times. These sub-roles don't change anything mecanically, they're just fluff that can indicate you who is playing what. Most sub-roles will be available to every marine roles, some will be exclusive to some roles. It will be possible to pick multiple sub-roles but the first picked will be the one appearing on the hud. Sub-roles will also be accessible through an UI that can both show general sub-roles and squad sub-roles to see how well balanced the marine force is.
I was considering sub-roles to be applied automatically depending on what stuff you are wearing but this proved to be an horrible idea (endless customization amIright)
## But what ARE Sub-roles ????
I'm open to any suggestion of sub-roles or renaming of already existing sub roles (I'm bad with names)
### General:
- Rifleman
- Marksman
- Shotgunner
- Grenadier
- Pyrotechnician specialist
- Medieval Artist
- Machine gunner
- Artillery operator
- Emplacement Specialist
- Two-wheeled
- Rusher
### Engineer exclusive:
- Fortification engineer
- Sentry engineer
- Drone operator
- Minelayer
- Demolitionnist
### Corpsman exclusive:
- Paramedic
- Field reanimator
- Foam specialist
- Moral Support Plushie
## UI design
Todo
## So what are we doing ?
- Getting this design approved
- Code sub-roles
- Idk make the code happen
- Make the pick sub-role interface
- Sprite the hud and make it appear
- Rework Overwatch consoles
- The UI is ugly and could use some TGUI modernification
- Make it refresh in real time
- Integrate sub-roles into the UI