Infection Changes

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Kalem
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Infection Changes

Post by Kalem » 03 Jun 2016, 21:42

Summary (a quick, 2-3 sentence summary):

Mild healing and blood clotting for the infected, along with a mild slowing effect.
It could increase in intensity alongside infection stage.

Benefits (How this will benefit the server and game as a whole):

A simple paper cut will kill a marine in minutes. This result being them being basically dead on arrival to nest, or blood loss racing against the infection clock.
By adding blood clotting and mild healing for the infected, it allows them to stay alive, being nurtured by the parasite so to speak, and birth a healthy larva. This would also add interesting mechanics
for the marines. As being infected would give subtle benefits, potentially offering a unique aspect for escapees. This would also encourage capturing more often than leaving infected.

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

Mild healing chems, such as tricodizine and quick clot, as well as a slowing effect, get produced in the infected's body.
This would be a neutral change that would benefit both the marines and aliens, and offering more realistic gameplay and options other than gibbing bleeding hosts,
as well as benefit escaped marines. I say this as an avid alien player who occasionally goes marines.

Implementation (Optional, if you have an idea how to implement it):

Sync dosing of chems with parasite virus stage, perhaps all symptoms increasing in intensity over time. As an example-

Blood clotting at stage 1. Mild healing and slowing at stage 2. All symptoms increase at stage 3.

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ParadoxSpace
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Re: Infection Changes

Post by ParadoxSpace » 03 Jun 2016, 21:47

I had a suggestion awhile ago where nests would trickle small amounts of inaprovaline into a marine.

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Disco Dalek
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Re: Infection Changes

Post by Disco Dalek » 03 Jun 2016, 21:59

Going to have to say -1

Marines can already remain alive but incapable of moving for an incredibly long amount of time after losing limbs and what not. Add the fact that they can no longer succumb to the damage they take and it's really difficult to die in a nest even from a severe beating. If an alien manages to rip them apart so badly they actually need inaprovaline, tricord, etc. to survive long enough to burst, they really shouldn't get a larva as a reward. Besides, I can't understand how an alien that is literally eating your body from the inside could actually manage to benefit your health in any way.
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Re: Infection Changes

Post by Kalem » 03 Jun 2016, 22:02

Disco Dalek wrote:Going to have to say -1

Besides, I can't understand how an alien that is literally eating your body from the inside could actually manage to benefit your health in any way.
Funny thing, in the movie the facehugger was literally breathing for the host to keep it alive.

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Disco Dalek
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Re: Infection Changes

Post by Disco Dalek » 03 Jun 2016, 22:08

Kalem wrote: Funny thing, in the movie the facehugger was literally breathing for the host to keep it alive.
Fine, but that's the facehugger we're talking about. The topic is on the larva itself from what I understand. Said larva is eating the marine alive from the inside as it grows. If we're talking about lore here, I doubt you'll find any mention of the thing injecting humans with a constant supply of highly efficient medication. Even if it did, it doesn't make for good gameplay. And, if I remember correctly, the marines' natural healing ability was actually decreased because they just wouldn't die unless shredded to pieces.
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Rey
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Re: Infection Changes

Post by Rey » 03 Jun 2016, 22:13

-1, if you bring a marine into the hive with all their limbs cut off and bleeding from possible part of their body why should you be rewarded for it with a larva?

Escaping is already nearly impossible, this wouldn't help all that much.
What you're trying to achieve with this suggestion is the ability to put a marine into hardcrit and then forget about them while still getting a larva, IMHO.

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Re: Infection Changes

Post by Kalem » 03 Jun 2016, 22:14

Disco Dalek wrote:
Marines can already remain alive but incapable of moving for an incredibly long amount of time after losing limbs and what not. Add the fact that they can no longer succumb to the damage they take and it's really difficult to die in a nest even from a severe beating.
Sure, they can survive a severe beating. But if they take a bleeding wound, the host is as good as dead long before bursting. Even if my suggestion is overlooked, something is needed to adress the bleeding hosts in nests, which is often 80% of the population. There's no alien medics.

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Re: Infection Changes

Post by izedragon » 03 Jun 2016, 22:14

Thats funny because the larva doesn't bite out of the host until it's ready to come out.

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Re: Infection Changes

Post by Kalem » 03 Jun 2016, 22:18

Rey wrote:-1, if you bring a marine into the hive with all their limbs cut off and bleeding from possible part of their body why should you be rewarded for it with a larva?

Escaping is already nearly impossible, this wouldn't help all that much.
What you're trying to achieve with this suggestion is the ability to put a marine into hardcrit and then forget about them while still getting a larva, IMHO.
This is one extreme here. All their limbs cut off and bleeding from every orface is a well deserved death. My suggestion was for -mild- healing chems.

As for putting a marine in "hardcrit", that is ridiculous. It would give them healing benefits. If they have a mild papercut, it would allow them to survive it.
I do however see your point that this could encourage more harmful behavior from aliens.

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Rey
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Re: Infection Changes

Post by Rey » 03 Jun 2016, 22:28

Kalem wrote:
Yes I went for the extreme there, because most often ravagers or other warrior castes would pull in (note: pulling did even more damage to the marine) a marine that lost both their legs or arms, and that would be enough to kill a person without any medical treatment. Bleeding most often comes either from aliens slashing off limbs or friendly fire, not paper cuts like you would say.

While I do understand how you think this may benefit marines, it really doesn't. You have to be extremely lucky to get out of a nest and even if you do, the chances are you were in there long enough to take about 5-6 steps before bursting and even then most(clever(is that possible?)) marines have got some healing equipment on them to at least fix the bleeding.

Also, when you say -mild-, do you mean it will inject small amounts of it? Because if you know medical you would know that it doesn't matter how much of the chemical is in you for as long as it's there. So if it keeps injecting 1u of some chemical every few ticks that would be enough to have a person heal all their injuries given enough time, apart from fractures and bleeding. Another thing to note is that there are no chemicals that stop external bleeding, and quick clot will actually cause more brute damage to you and create a bleeding wound.

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Re: Infection Changes

Post by Kalem » 03 Jun 2016, 22:38

Rey wrote: Yes I went for the extreme there, because most often ravagers or other warrior castes would pull in (note: pulling did even more damage to the marine) a marine that lost both their legs or arms, and that would be enough to kill a person without any medical treatment. Bleeding most often comes either from aliens slashing off limbs or friendly fire, not paper cuts like you would say.

While I do understand how you think this may benefit marines, it really doesn't. You have to be extremely lucky to get out of a nest and even if you do, the chances are you were in there long enough to take about 5-6 steps before bursting and even then most(clever(is that possible?)) marines have got some healing equipment on them to at least fix the bleeding.

Also, when you say -mild-, do you mean it will inject small amounts of it? Because if you know medical you would know that it doesn't matter how much of the chemical is in you for as long as it's there. So if it keeps injecting 1u of some chemical every few ticks that would be enough to have a person heal all their injuries given enough time, apart from fractures and bleeding. Another thing to note is that there are no chemicals that stop external bleeding, and quick clot will actually cause more brute damage to you and create a bleeding wound.
I suppose going into specifics of chems was a mistake. I don't entirely know the medicine and anatomy code. I presented said chems as an example, not concrete. Perhaps some other methods could achieve the desired goals. I just wanted to bring attention to the fact, a paper cut makes for a dead host, not even worth nesting. And suggested a feature that would benefit both sides to resolve the issue.

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Surrealistik
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Re: Infection Changes

Post by Surrealistik » 03 Jun 2016, 22:50

Lol.

Resincuff cancer wasn't enough for you guys? Now you want to reward and encourage making meat nuggets out of marines? Get out of here. -1

Also the larva is highly carcinogenic, not beneficial to its host.
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Kalem
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Re: Infection Changes

Post by Kalem » 03 Jun 2016, 22:57

Surrealistik wrote:Lol.

Resincuff cancer wasn't enough for you guys? Now you want to reward and encourage making meat nuggets out of marines? Get out of here. -1

Also the larva is highly carcinogenic, not beneficial to its host.
What, you don't want healing effects as a carrier hugged marine? This is not a one sided change. It would alter play for both sides, and potentially tip the scale more toward marines.

You are looking at the suggestion as if it is one sided. There's complaints about it benefiting marines too much, and complaints of it benefiting aliens too much. I think that is success.

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forwardslashN
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Re: Infection Changes

Post by forwardslashN » 03 Jun 2016, 23:48

This was brought up in the past. Marines players will hate this because they can't suicide as well. Aliens will hate this because marines can jump up and destroy the hive in a healthier state of body.
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MrJJJ
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Re: Infection Changes

Post by MrJJJ » 04 Jun 2016, 01:30

Kalem wrote: But if they take a bleeding wound, the host is as good as dead long before bursting. Even if my suggestion is overlooked, something is needed to adress the bleeding hosts in nests, which is often 80% of the population.
Sometimes, if the wound is not so severe, the bleeding can actually stop by itself, and seriously, i know you guys want larva but please don't fucking slash people to near death to the point where we can't even stand and do anything but somehow live still, if a host dies because you slashed him too much, you don't deserve a larva.

Noize wrote:Aliens will hate this because marines can jump up and destroy the hive in a healthier state of body.
Is that not kind of the aliens fault? i mean, if they fail to guard someone and they start destroying the hive/escaping then that by all means is their fault alone for not guarding the dude, they already have spits for christ to do the job...

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Re: Infection Changes

Post by forwardslashN » 04 Jun 2016, 10:25

MrJJJ wrote: Is that not kind of the aliens fault? i mean, if they fail to guard someone and they start destroying the hive/escaping then that by all means is their fault alone for not guarding the dude, they already have spits for christ to do the job...
Depends, really. A lot of marines will go to great lengths to kill themselves to prevent larva. A lot of marines will go to great lengths to rambo the hive if they get the chance. Even if you are watching them, a robust infected isn't easy to deal with.
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Re: Infection Changes

Post by MrJJJ » 04 Jun 2016, 11:00

Noize wrote: Depends, really. A lot of marines will go to great lengths to kill themselves to prevent larva. A lot of marines will go to great lengths to rambo the hive if they get the chance. Even if you are watching them, a robust infected isn't easy to deal with.
"A robust infected" aren't all marines the same way to deal with when they are nested and can't go anywhere and have at least one alien guarding them? i mean other than them activating a grenade/pulling out a gun/knife faster than all other marines, i never really thought they were a big deal TBH

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ParadoxSpace
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Re: Infection Changes

Post by ParadoxSpace » 04 Jun 2016, 11:27

Hand biting, lad. At least this change would prevent that.

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Sarah_U.
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Re: Infection Changes

Post by Sarah_U. » 04 Jun 2016, 11:50

-1

You apply it and I already see one or two people intentionally letting some players get infected so they can rambo.
Furthermore, giving a threatment like that to infected will not 'reward the aliens' but reward the infected since they'll be conscious longuer and apply more damage to themselves / the hive.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Infection Changes

Post by forwardslashN » 04 Jun 2016, 12:07

MrJJJ wrote: "A robust infected" aren't all marines the same way to deal with when they are nested and can't go anywhere and have at least one alien guarding them? i mean other than them activating a grenade/pulling out a gun/knife faster than all other marines, i never really thought they were a big deal TBH
I've seen far too many hives get robusted because someone got loose despite an alien being present. I've also done the same thing.
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Re: Infection Changes

Post by Egorkor » 04 Jun 2016, 13:40

ParadoxSpace wrote:Hand biting, lad. At least this change would prevent that.
don't cuff, don't get chewed on. simple. biting only works with hands cuffed.

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Re: Infection Changes

Post by Solacian72 » 04 Jun 2016, 16:34

This is a good idea for the most part, but the escapees part doesn't make sense. Unless it has been changed/updated recently, it's nigh impossible to escape a nest with a good hive due to cuffs and such. I say we just remove hand-chewing and cuffs entirely because it's pretty much impossible to escape a nest right now.

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Re: Infection Changes

Post by Jroinc1 » 05 Jun 2016, 16:48

How about the facehugger, upon infection, also injects 10u of tricord (will heal about... 15 pts of damage)?
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Re: Infection Changes

Post by TeDGamer » 24 Jun 2016, 01:07

-1

Doesn't make sense. Facehuggers only inject you with a sedative in canon. Don't see how they can inject you with medicine.

They only care about impregnating you. They're not very sentient enough to worry about your health like cortical borers

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Re: Infection Changes

Post by Snypehunter007 » 21 Jan 2017, 00:50

I don't really think there should be special things to keep hosts alive. It is more rewarding to take hosts relatively health instead of just being able to slash them and they heal over time.

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