Tunnel snakes rule
- Arachnidnexus
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Tunnel snakes rule
Summary (a quick, 2-3 sentence summary): Allow hivelords to name their tunnels so that xenos can know where they lead without having new xeno players needing to spam hivemind with "where the fuck are these tunnels going to?" constantly. Make the tunnel description unreadable to marines similarly to how garbling words work when xenos read human writing.
Benefits (How this will benefit the server and game as a whole): This will allow hivelords to use tunnels more often and also allow xenos the ability to use tunnels more effectively. It would make the hivelord feel less unloved as xenomorphs avoid their tunnels because they have no idea where they go. In general this would improve the ability for a hive to coordinate and move around like a hive.
Details (Description of how you think this would work, the benefits, etc): Have a prompt pop up when a hivelord finishes a tunnel for it to name the tunnel. If any text gets entered into this prompt it would show up either in a label or in flavor text. So a tunnel might say like 'tunnel (hive to SE temple)' for xenos but would say 'tunnel (**********)' for humans. Or the xeno name could show up in the flavor text of the tunnel when examined.
Implementation (Optional, if you have an idea how to implement it): This would require coding.
Benefits (How this will benefit the server and game as a whole): This will allow hivelords to use tunnels more often and also allow xenos the ability to use tunnels more effectively. It would make the hivelord feel less unloved as xenomorphs avoid their tunnels because they have no idea where they go. In general this would improve the ability for a hive to coordinate and move around like a hive.
Details (Description of how you think this would work, the benefits, etc): Have a prompt pop up when a hivelord finishes a tunnel for it to name the tunnel. If any text gets entered into this prompt it would show up either in a label or in flavor text. So a tunnel might say like 'tunnel (hive to SE temple)' for xenos but would say 'tunnel (**********)' for humans. Or the xeno name could show up in the flavor text of the tunnel when examined.
Implementation (Optional, if you have an idea how to implement it): This would require coding.
- TopHatPenguin
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Re: Tunnel snakes rule
I like the idea of this as it effectively allows good use of tunnels and would encourage players to use them effectively. +1
Although I do believe that there might need to be an edit function afterwards incase the hivelord player enters some random name.
Although I do believe that there might need to be an edit function afterwards incase the hivelord player enters some random name.
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- Insanegame27
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Re: Tunnel snakes rule
I'd be in more favor if the flavor text for humans said 'This tunnel seems to initially head [direction]'
Whether or not the [direction] is the right one shouldnt matter, as I imagine the Hivelords are smart enough to dig decoy tunnels or snake them around a bit to confuse non-aliens.
Whether or not the [direction] is the right one shouldnt matter, as I imagine the Hivelords are smart enough to dig decoy tunnels or snake them around a bit to confuse non-aliens.
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- forwardslashN
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Re: Tunnel snakes rule
I'm not sure I understand the suggestion as you can already tell where tunnels go. Shift+click a tunnel to examine it. It will tell you where it goes as an alien. It will not tell you where it goes if you're a marine.
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- Arachnidnexus
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Re: Tunnel snakes rule
It's more if you have multiple tunnels going to places that aren't mapped to specific areas. "It seems to lead to Wey-Yutani Compound" could be replaced with something more specific like "tunnel from west hive to NW of hydroponics".\N wrote:I'm not sure I understand the suggestion as you can already tell where tunnels go. Shift+click a tunnel to examine it. It will tell you where it goes as an alien. It will not tell you where it goes if you're a marine.
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Re: Tunnel snakes rule
+1 every time i see a tunnel i asks where it goes
- RadiantFlash
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Re: Tunnel snakes rule
The way it works, it displays the 'area" which functions as the room for power and APC's. Thats why a large portion is weyland yutani compound, is because it's the outside area around the colony.
Making it more specific would be a little time consuming, with not much reward. Not too hard to do though, and doesn't require much coding at all, other then making new areas.
Making it more specific would be a little time consuming, with not much reward. Not too hard to do though, and doesn't require much coding at all, other then making new areas.
- Arachnidnexus
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Re: Tunnel snakes rule
New areas would also work though there'd be an issue of where to establish the "boundaries" of each area. Also making new areas shouldn't be that hard unless new icons are made for each area since an area's just a quick couple of lines in the areas.dm file.
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Re: Tunnel snakes rule
Bump. Fairly sure this is still relevant and would be a nice touch.
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- Joe4444
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Re: Tunnel snakes rule
why would you need to hide it to marines? not like they can go down there.+1 anyway
- Arachnidnexus
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Re: Tunnel snakes rule
So, I just had a couple rounds where hivelords were shouting out in comms where tunnels led because "Central Barrens" isn't the best descriptor and half of the planet tunnels are to the "Wey-Yu Compound" and the hive has to remind xenos which tunnels lead to where over and over again. I think this is still a relevant and useful suggestion for the alien players.
- Sad_Corn
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Re: Tunnel snakes rule
The description sometimes isn't accurate.
+1 if this thread still alive
+1 if this thread still alive
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They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
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Day 76:
They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
I wonder what his wife will say.
Day 120: My brother says the VEGANS are protesting for more anti-meat bullshit. They want more of us to die. FUCKING HEATHENS.
Day 153: The ants are eating me from the inside out. They are popping out my kernels and taking them back to the nest. I feel them moving inside me. Julia says the pesticides will end our misery.
Day 300: Sweet Release. I can hear the planes flying over now. They are dropping the gas, it feels so good, sweet release-
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Re: Tunnel snakes rule
As far as letting the hivelords name it goes, half of the damn map is named "Weyland-Yutani Compound", this would help a lot.
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Re: Tunnel snakes rule
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Re: Tunnel snakes rule
Why not instead just do the same thing with ladders so you can see out the other end of the tunnel but if the tunnel collapses while you are "looking" down it you die
- Rocco Ward
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Re: Tunnel snakes rule
THIS is really smart! +1 to this or the original idea.Jalleo wrote:Why not instead just do the same thing with ladders so you can see out the other end of the tunnel but if the tunnel collapses while you are "looking" down it you die
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- Liran343
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Re: Tunnel snakes rule
Unlike ladders which is just climbing a step or two to get a peek at what topside/bottom side, tunnels are long with shifts and turns... you can't just pop your head at the other side to see what's there.Jalleo wrote:Why not instead just do the same thing with ladders so you can see out the other end of the tunnel but if the tunnel collapses while you are "looking" down it you die
Now about the suggestion: I really like it and I think it should be implemented.
- shyshadow
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Re: Tunnel snakes rule
I don't play Xenos that much, but it would be really useful TBH. +1
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- SUPERMAN112
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Re: Tunnel snakes rule
+1, another cool tunnel rework idea
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- adamkad2
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Re: Tunnel snakes rule
this would be grand because the examine text is a bit too generalized, would be better if you knew exact location. +1
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Re: Tunnel snakes rule
I like it, making tunnels less confusing generally gives Hivelord more of a reason to exist.
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- Varnasis
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Re: Tunnel snakes rule
+1 this is a great idea, that way you don't basically gamble going through a tunnel because now they basically are a guessing game.
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- genjufens
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Re: Tunnel snakes rule
+1 Especially with the new fog element in rounds I think the potential to add a descriptor more than "it goes to somewhere that could be anywhere on half the map" i.e. WY compound would be helpful. Beyond the start of the round I actually totally ignore tunnels as they are a huge gamble considering you don't know where exactly it goes and you cant see the other side and if you go through into conflict, your not getting back through before they kill you. Also really hate it when marines purposely leave a tunnel open so they can put a turret facing it or some other thing...its the equivalent of using an emitter on a ladder in my mind, just taking advantage of the z-mapping.
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Re: Tunnel snakes rule
+1 it would help hivelords be more useful
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Re: Tunnel snakes rule
+1. Haven't seen tunnels used very much at all and I believe this is the reason.