Xeno Weeds, More Depth

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Zantus
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Xeno Weeds, More Depth

Post by Zantus » 15 May 2017, 14:59

Summary (a quick, 2-3 sentence summary):
Weeds have always been an important thing for xenos, but there's a lack of certain depth to it that I would like to see. Weeds should stop healing xenos (speed stats should still apply), with TWO alternatives - 1) The pulsating node does not connect to the weeds OR 2) The weeds are not covering 3x3 tiles.

For the first option, I've noticed how the nodes aren't actually useful as a mechanic (other than showing that there is where they planted it). Adding a way to make it useful in this form would make nodes something as important as a resin nest - make more of them and protect them. As for the second option, it will make marines cutting weeds even more worth it and simpler than having to clear out the entirety of weeds just to stop xenos from healing on any of the 1 tiles. Having both of these options might work, but I personally prefer the second option.

Benefits (How this will benefit the server and game as a whole):
Makes weed extermination have more depth, as above. Marines don't have to clear out the entire field of weeds, rather just enough of them. Will also make drones and other hive-based xenos even more important during assaults/near marines, forcing teamwork to heal their sisters rather than the possibility of a solo runner surviving on 1 tile of weeds because they can. To clarify, this only should stop the healing buff, not the speed stats (of debuff to marines, buff to xenos).

Details (Description of how you think this would work, the benefits, etc):
As above.

Implementation (Optional, if you have an idea how to implement it):
Coding.
Careless, as usual.

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TopHatPenguin
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Re: Xeno Weeds, More Depth

Post by TopHatPenguin » 15 May 2017, 15:02

As the resident weed janitor, I think this would be pretty interesting to see in and would certainly make the nodes worth protecting.

Although Clearing all the weeds would probably still happen because of that jingle jangle slow down.

Either way +1

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TheMaskedMan2
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Re: Xeno Weeds, More Depth

Post by TheMaskedMan2 » 15 May 2017, 15:11

I like the general idea but weeds aren't exactly always filling a wide space, what about a 2 wide hallway? Also wasn't something similiar to this denied on the premise of it lagging out the server?

Also what are the problems on the fact that Xenos can't remove weed sacs and then they wind up looking all weird?
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Zantus
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Re: Xeno Weeds, More Depth

Post by Zantus » 15 May 2017, 15:17

TheMaskedMan2 wrote:I like the general idea but weeds aren't exactly always filling a wide space, what about a 2 wide hallway?
It's just that I noticed in big spaces that nodes grow about 3x3. I initially figured a 2x2 space would work, and it still could.
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Szunti
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Re: Xeno Weeds, More Depth

Post by Szunti » 15 May 2017, 15:20

Killing the node and the weeds wither are fine. But covering a 3x3 area is too arbitrary imo. How could a marine ICly or a new player OOCly realize that they should do that?

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Re: Xeno Weeds, More Depth

Post by Zantus » 15 May 2017, 15:35

Szunti wrote:Killing the node and the weeds wither are fine. But covering a 3x3 area is too arbitrary imo. How could a marine ICly or a new player OOCly realize that they should do that?
They don't have to, it simply makes cutting weeds, by many ways or certain tiles to remove the healing buff. It's a passve mechanic that the marines don't have to be aware of in specifics, they would already understand that having the weeds trouble the marines themselves more than it does to xenos.

Marines already cut the weeds anyway they want, but the healing buff remains for each tile they leave and that's very unrewarding if a drone can just step onto that one specific tile, while you could be better off helping in a fight immediately instead of clearing an entire field of weeds only for the drone to place a node or two and cover a whole room with weeds without trouble again.
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