Xenomorph Traits

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Sarah_U.
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Xenomorph Traits

Post by Sarah_U. » 08 Dec 2016, 21:36

Summary (a quick, 2-3 sentence summary):
Allow for xenomorphs to pick from a variety of traits that will grant them edge and adaptability over the course of the round.

Benefits (How this will benefit the server and game as a whole):
This would open much more possibilities for Xenos to be balanced, tweaked, etc. (Although, would increase the task slightly)
This would offer many future possibilities for devs to improve or modify Xenos to their likings.
It would flavour gameplay and possibly grant much more dynamics for combat.
It would diversify the gameplay and grant more ways to play Xenomorph, an appeal that's always liked.

Details (Description of how you think this would work, the benefits, etc):
I will try to make it as condensed and short as possible, but here's the basic rundown.
Reminder that all elements here are examples and the entirety of the abilities and changes are left to the staff's discretion.
Overall thing followed by an example:
An alien can only pick one trait, and it boost their abilities with either new skills (E.G pheromones) or better stats (E.G lowered stun).

E.G: Drone
Cystic tumour - Pheromones - Adaptive shell
Cystic Tumour allows drones to spit a short distance. The spit reduce the target's movement speed and apply an effect which in combination with infection makes the larva grow faster. The reduction does not apply to already infected target.
Pheromone's simply allowing the drone to spread pheromones around. Without it, it can't do it.
Adaptive shell allows for the drone to slightly blend in the environment in stalk and be faster in hunt, granting it better mobility.
The system would have two possible ways to be applied.
- The first implies removing upgrades to allow several levels of these abilities. All tweaked up by improving their values depending of the level applied on it.
- The second, would be to apply these traits somehow, while adjusting upgrades as to prevent Xenos from being OVERPOWERED AS HELL. Seriously too, crusher with lower stun-time would be too spooky at ancient.

I know it's a relatively big change, but it can be post-poned for much later. If you want some suggestions for where to look for examples and possible material. Look at AvP:Extinction or Natural Selection 2, I think those would be really neat on Xenos inside CM.

Implementation (Optional, if you have an idea how to implement it):
[N/A]




PS: AS ALWAYS, THANK YOU FOR READING AND HAVE A SALTY DAY.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Sarah_U.
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Re: Xenomorph Traits

Post by Sarah_U. » 08 Dec 2016, 21:37

BTW, I have nothing with the current upgrade system, I just really want some traits in-game xD
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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jaggaaff
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Re: Xenomorph Traits

Post by jaggaaff » 08 Dec 2016, 21:42

Neutral on this, but sounds like the same way change-a-ling-a-dings work on how they get their shit like death stings.

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Sarah_U.
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Re: Xenomorph Traits

Post by Sarah_U. » 08 Dec 2016, 21:47

That's similar in some aspects yea. I didn't specify if the xenos needed point or anything, just that they'd have the ability to pick the traits.
So yea, if devs want to add points requirement... Idc, just have it around plz~
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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InterroLouis
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Re: Xenomorph Traits

Post by InterroLouis » 08 Dec 2016, 22:17

What do you mean by lowered stun time for crusher? Crusher isn't stunned by anything but the predator leg cuffs mine.

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Eenkogneeto
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Re: Xenomorph Traits

Post by Eenkogneeto » 08 Dec 2016, 22:21

You mean I can even more rarely see pheromones than I already do? Sign me up!
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Eenkogneeto
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Re: Xenomorph Traits

Post by Eenkogneeto » 08 Dec 2016, 22:24

InterroLouis wrote:What do you mean by lowered stun time for crusher? Crusher isn't stunned by anything but the predator leg cuffs mine.
Bonk!
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InterroLouis
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Re: Xenomorph Traits

Post by InterroLouis » 08 Dec 2016, 22:40

Oh right. I forgot about that because I almost never see it.

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Sarah_U.
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Re: Xenomorph Traits

Post by Sarah_U. » 08 Dec 2016, 23:35

I meant it as an example, for times where they get knocked by atmo or charging a wall/object.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Heckenshutze
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Re: Xenomorph Traits

Post by Heckenshutze » 09 Dec 2016, 09:36

Picking a trait that focuses on defence by example, should give you a flaw in offense and vice bersa
Marine: Ruben Dario
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)

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Eenkogneeto
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Re: Xenomorph Traits

Post by Eenkogneeto » 09 Dec 2016, 12:02

Heckenshutze wrote:Picking a trait that focuses on defence by example, should give you a flaw in offense and vice bersa
>The ancient runner's thick hide deflects the Immovable Rod!
>Ancient runner gently caresses you with the back of its claw. 1 brute damage.
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ParadoxSpace
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Re: Xenomorph Traits

Post by ParadoxSpace » 09 Dec 2016, 20:01

Sounds like Abby's system.

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Snypehunter007
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Re: Xenomorph Traits

Post by Snypehunter007 » 02 Mar 2017, 09:54

Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

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