[Xeno] Resin Nests

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Swagile
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[Xeno] Resin Nests

Post by Swagile » 24 Feb 2017, 14:26

Summary (a quick, 2-3 sentence summary): Allow neurotoxin from sentinels / spitters / prae to up the amount of time marines take to resist out of their resin nesting. In return, lower the amount of time a marine has to spend in nesting if he isn't being neurotoxin'd / "guarded".

Benefits (How this will benefit the server and game as a whole): You actually have to guard hosts now with its intended caste and gives sentinel / spitter a reason to exist since ANY caste can currently do their job for them via tackle spam. Sentinel will be much more favored as a caste you pick not just for the "spitter > boiler / spitter > prae / spitter +" route.

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

Implementation (Optional, if you have an idea how to implement it): Coding.
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Sneakyr
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Re: [Xeno] Resin Nests

Post by Sneakyr » 25 Feb 2017, 00:11

On one hand, I like that it makes sentinel caste the actual "guard" caste instead of the "ranged" caste. On the other, I can see a lot of marine salt from being nested then spat at 6 times and left to rot, assuming the spit stacks.
If it stacks, neutral leaning towards -1.
If it doesn't, neutral leaning towards +1.
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Swagile
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Re: [Xeno] Resin Nests

Post by Swagile » 25 Feb 2017, 01:18

It doesn't stack; the point of it is to reward sentinel caste for actually doing its job instead of all the other castes tackle spamming or the douche baggery that is paincritting then nesting.
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forwardslashN
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Re: [Xeno] Resin Nests

Post by forwardslashN » 26 Feb 2017, 21:08

No way. Shortening the timer would mean marines escaping constantly. You can already easily keep marines down if you're watching them. No reason to do this with the way nesting works. Denied.
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