xeno respawning

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adamkad2
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xeno respawning

Post by adamkad2 » 03 Mar 2017, 17:45

Summary (a quick, 2-3 sentence summary):Make respawn as xeno increase in delay the more you die

Benefits (How this will benefit the server and game as a whole):encourage xenos to be less reckless when they got spare larvas, make griefer lifes harder (and mayby more trackable). and mayby gives those dumb idiots you call marines a lil bigger chance

Details (Description of how you think this would work, the benefits, etc):Everytime you die as a xeno, the cd for respawn as xeno would increase, so you cant get back in and probally get killed again so soon
People get really reckless when theres a lot of spares, and some people just die on purpose to weaken xenos. This could solve it all. And mayby increase win chance for the moron team a bit

Implementation (Optional, if you have an idea how to implement it):the same way the standard 5 minute countdown was made?
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing

This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...

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Sneakyr
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Re: xeno respawning

Post by Sneakyr » 03 Mar 2017, 18:08

Perhaps only for runner caste? They're the main culprit.
Neutral leaning towards +1. I'll see some other opinions first.
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Crab_Spider
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Re: xeno respawning

Post by Crab_Spider » 03 Mar 2017, 18:42

+1 I can see this working. Xenos need to be more careful and the only way we can do that is a) remove hugger combat or b) this
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: xeno respawning

Post by TheMaskedMan2 » 03 Mar 2017, 18:52

+1 If you are a competent Xeno you can easily get back in, if you are that one shit who's bad and dies a million times it lets better players play. As well as Xenos who made a dumb mistake, not to mention the griefers will be lessened.

I would propose just add 5 minutes every time. Oh, and make Bloody Larva deaths not count, some of those can't be helped. Perhaps all Larva deaths not count? Griefers would still be idiots but it's a lot more obvious you are griefing if a Larva runs out of the hive and "Larva died at Landing Zone 1!" Instead of a Runner, at least with a Runner it could just be a shit player or they can defend themselves as "Trying". Larva don't have an excuse unless the Queen approves a sneak spy Larva, which rarely happens.

Edits: Just some rewording of awkward to read sentences.
Last edited by TheMaskedMan2 on 03 Mar 2017, 18:57, edited 4 times in total.
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Crab_Spider
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Re: xeno respawning

Post by Crab_Spider » 03 Mar 2017, 18:55

TheMaskedMan2 wrote:+1 If you are a competent Xeno you can easily get back in, if you are that one shit who's bad and dies a million times it lets better plays who may have just made a dumb mistake take your place, not to mention the griefers will be lessened.

I would propose just add 5 minutes every time.
Hehe... *pulls on collar nervously* lets not get crazy
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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adamkad2
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Re: xeno respawning

Post by adamkad2 » 03 Mar 2017, 19:04

Saying this as a xeno main, the speed at which xenos can refill loses early game is riddclous. also mayby add that larvas dont burst untill theres a viable host? less stuff to guard and less folks jumping right into t1
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing

This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...

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Joe4444
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Re: xeno respawning

Post by Joe4444 » 03 Mar 2017, 19:06

Crab_Spider wrote:Hehe... *pulls on collar nervously* lets not get crazy
*1 HOUR BETWEEN RESPAWN INTENSIFIES*

+1, as long as its not really crazy, perhaps.....10 seconds?

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adamkad2
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Re: xeno respawning

Post by adamkad2 » 03 Mar 2017, 19:09

Joe4444 wrote:*1 HOUR BETWEEN RESPAWN INTENSIFIES*

+1, as long as its not really crazy, perhaps.....10 seconds?
10 seconds would make no real difference, atleast 1 min, plus if you died to make it one hour, then you would have 12 deathcount and by then you either have made xenos lose or got punished for griefing
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing

This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...

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Joe4444
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Re: xeno respawning

Post by Joe4444 » 03 Mar 2017, 19:25

adamkad2 wrote:10 seconds would make no real difference, atleast 1 min, plus if you died to make it one hour, then you would have 12 deathcount and by then you either have made xenos lose or got punished for griefing
the hour thing was a joke, but I feel 10 seconds will give xenos who are having a bad round a light punishment but xenos who keep charging will still get slowly weeded out.

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adamkad2
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Re: xeno respawning

Post by adamkad2 » 03 Mar 2017, 19:29

Joe4444 wrote:the hour thing was a joke, but I feel 10 seconds will give xenos who are having a bad round a light punishment but xenos who keep charging will still get slowly weeded out.
10 seconds punishment makes no obstruction in ereasing xeno's spare larvas, really, 6 kills per minute delay

A bad round is a bad round. Try again later aye?
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing

This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...

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Sailor Dave
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Re: xeno respawning

Post by Sailor Dave » 03 Mar 2017, 19:57

This wouldn't scale well during lowpop, where xenos have few numbers to begin with, and they're replaced by the same players generally.

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Re: xeno respawning

Post by Shust » 04 Mar 2017, 05:25

+1Scale it with low pop, let it be a turnable thing on. or maybe not even everytime to respawn. after dying twice as xeno it activates?

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Re: xeno respawning

Post by forwardslashN » 05 Mar 2017, 20:55

Sailor Dave wrote:This wouldn't scale well during lowpop, where xenos have few numbers to begin with, and they're replaced by the same players generally.
More or less this. We'd need to change a lot of other stuff to make this work all-around. Denied for now.
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