Add some IC "weeds" knowledge.

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elantzb
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Add some IC "weeds" knowledge.

Post by elantzb » 27 Mar 2017, 00:05

Summary: The game's MotD explains that the marines start out "knowing nothing about weeds." Most of the time (in my experience), marines decide to start clearing them moments after hitting the ground "because they look gross." I suggest adding a way for marines to gain IC knowledge about the weeds.

Benefits: Mostly fixes an issue I've noticed with the immersion. Meta-knowledge is that we (as marines) will never gain any IC knowledge about the weeds (other than the zenos plant them), so we have no incentive to wait to start clearing them.

Details/Implementation: Add an item (e.g. fleshy matter, purple sac, etc.) that will drop when one of those weed sacs is broken. An IC reason for breaking a sac would be the CL/Researcher requesting for a sample after someone points out the weeds over the radio (or a BO sees them). Analyzing said sample ship-side would reveal the weeds' properties, giving the marines an IC reason to start cutting them.

My main intent with this suggestion is to fill in a gap in the RP, but if this brings research improvements, well then cool!

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Nicboone
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Re: Add some IC "weeds" knowledge.

Post by Nicboone » 27 Mar 2017, 00:12

+1 would be a smart idea on an rp level, requirement to implement seems low to me but I have a limited knowledge of coding
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Re: Add some IC "weeds" knowledge.

Post by caleeb101 » 27 Mar 2017, 01:38

I like this. HOWEVER. A problem could arise with the time it takes to do all this.
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elantzb
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Re: Add some IC "weeds" knowledge.

Post by elantzb » 27 Mar 2017, 02:04

caleeb101 wrote:I like this. HOWEVER. A problem could arise with the time it takes to do all this.
Please elaborate.

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Nicboone
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Re: Add some IC "weeds" knowledge.

Post by Nicboone » 27 Mar 2017, 10:23

caleeb101 wrote:I like this. HOWEVER. A problem could arise with the time it takes to do all this.
At first I thought this too before talking to him the other day- but marines can still clear the weeds/are rewarded for clearing the weeds before having to know completely what they are. It could also give research points and tell marines it heals the xeno scum
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Swagile
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Re: Add some IC "weeds" knowledge.

Post by Swagile » 27 Mar 2017, 11:21

What about there being a small chance, like 10%, that a sac is dropped?

And it should have a gameplay focus, like the Researcher being able to synthesize a instant heal-all consumable from it (if you have played as Miner in Lavaland on /tg/ code you know what im talking about).

It would have a low chance to drop, but the heal all would help marines, and it would also discourage weed spamming because the more sacs you spam, the greater chance the marines have an item that can save them from near death due to diligent Research.
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Re: Add some IC "weeds" knowledge.

Post by Crab_Spider » 27 Mar 2017, 12:15

Swagile wrote:What about there being a small chance, like 10%, that a sac is dropped?

And it should have a gameplay focus, like the Researcher being able to synthesize a instant heal-all consumable from it (if you have played as Miner in Lavaland on /tg/ code you know what im talking about).

It would have a low chance to drop, but the heal all would help marines, and it would also discourage weed spamming because the more sacs you spam, the greater chance the marines have an item that can save them from near death due to diligent Research.
or... ambrosia vulgaris toxin. That's something that'll make an impact on rounds.
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Re: Add some IC "weeds" knowledge.

Post by forwardslashN » 27 Mar 2017, 13:46

I always rationalized destroying weeds in that they slow you down. It's like dense vegetation, so you cut it down because it's inconvenient.
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Nicboone
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Re: Add some IC "weeds" knowledge.

Post by Nicboone » 27 Mar 2017, 13:52

forwardslashN wrote:I always rationalized destroying weeds in that they slow you down. It's like dense vegetation, so you cut it down because it's inconvenient.
thats how I do it as well, as it being gross, sticky, and hard to build on. I think what @elantzb is talking about is IC knowledge about how the weeds work/ that they heal the xenos
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elantzb
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Re: Add some IC "weeds" knowledge.

Post by elantzb » 27 Mar 2017, 17:30

forwardslashN wrote:I always rationalized destroying weeds in that they slow you down. It's like dense vegetation, so you cut it down because it's inconvenient.
That's a good point. I'd be curious to see what small RP/IC effects this would have if implemented, though.

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KingKire
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Re: Add some IC "weeds" knowledge.

Post by KingKire » 27 Mar 2017, 18:59

You know, i wonder if there is a way we could do some cool sprite effects with some parts of the sprite in the foreground, and some in the back ground to symbolize the weeds are indeed, very thick and troublesome to move around...Hmmm ill think more about it.
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Re: Add some IC "weeds" knowledge.

Post by Wubs4Scrubs » 30 Mar 2017, 09:16

-1

I see what you're saying but I just feel that its unnecessary. Like what forwardslashN said the marines would immediately notice that the weeds are just an inconvience that can be easily cleared out so why not. Besides even in combat when marines are clearing weeds I'm not doing it as a meta gaming tactic to deny plasma regen but rather I just don't want to move slower.
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