Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

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Challenger
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Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

Post by Challenger » 18 Jun 2017, 17:57

Summary (a quick, 2-3 sentence summary):
At the moment alien disarm intent is essentially either the human gets fucked or the alien gets fucked, no in between, with too much hard RNG and not enough compromise results. As such, I suggest that the chance for a disarm to result in a knockdown decreases slightly, but in exchange there are chances of new types of disarms: slowdown, standing stun, gun dropped, pain, shove, longer stun that stuns both, etc.

Benefits (How this will benefit the server and game as a whole):
Disarm RNG now has variety. While ultimately the numbers should be tweaked to give the upper hand to aliens the same way it is now, you would get different situations pop up in battle with different possible reactions from both sides.

Details (Description of how you think this would work, the benefits, etc):
- Slowdown: a disarm that does nothing except slow down the target for a few seconds, obviously longer than what a stun would be.
- Standing stun: like the regular stun, but the human remains standing. Maybe let them fire their rifle too.
- Gun dropped: like a human disarm, this drops whatever's in a human's hands but still lets them move around.
- Pain: a disarm with no immediate effect, but cuts out a chunk of the human's pain bar. Adrenaline keeps you going for the first five seconds and then for ten seconds you feel the pain, move slower, drop your gun, etc., and recover from that extra pain. This would also help with tacklespamming humans back to an egg since the pain would stack to prevent them from just running away when you missed that 59th click on them, but obviously shouldn't work on nested hosts.
- Shove: the human gets flung back several tiles. Additional RNG can be given in the form of the human, once flung, being stunned, standing stunned, or not stunned at all.
- Longer stun that stuns both: works like a pounce. Sometimes the human resists against the tackle and puts the alien out of position. The human is stunned for longer but the alien is also made immobile for a second or so.
- More ideas: doubt I thought of all possible disarms, we could probably add more if someone has inspiration.

Implementation (Optional, if you have an idea how to implement it):
Code and balancing.
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misto
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Re: Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

Post by misto » 18 Jun 2017, 22:10

well, its interesting i guess, but i dont approve of the pain one - inflicting pain on a potential host is and should remain a tradeoff between keeping them still and risking their death

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Jeser
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Re: Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

Post by Jeser » 19 Jun 2017, 02:30

Interesting idea, but I agree on misto's note about pain. Pain should be only if aliens slash marine and it's a risk of losing host comepletely.
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TheMaskedMan2
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Re: Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

Post by TheMaskedMan2 » 19 Jun 2017, 02:40

+1 To the general idea of reworking disarms.
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Kazuko_myu
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Re: Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

Post by Kazuko_myu » 19 Jun 2017, 03:14

Also gotta' agree with the other two. The pain addition would just be abused just like the current tackle feature. People would spam the absolute fuck out of it, and if used by T3s you can easily wreck an entire garrison of marines with it, from what it seems.

Everything else seems fine though. Could probably find nice implemention in the future. Somewhere.

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Re: Add variety to alien disarm intent by introducing slows, standing stuns, gun drops, etc

Post by Snypehunter007 » 24 Jun 2017, 19:37

Denied.

This would require an entire rework of the stun system.
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