Xenomorph Objectives

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Jetniss
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Xenomorph Objectives

Post by Jetniss » 08 Jul 2017, 20:16

Summary (a quick, 2-3 sentence summary):
Let's add direction and value to the growth of the Xenomorph hive. Give them objectives that scale with population. If we have 100 players, the Xenos should have an objective to get 30 Xenos running by the end of the round or something, 30% or more of the population-- so they don't go full on kill crazy and so they're more careful in firefights to preserve their targets and grow the hive.

Side Idea: Perhaps this can be a progressing objective where you have to hit a certain number of Xenos to unlock T3 aliens, or just a number of slots(as opposed to just having it cap with total xeno pop, have hitting 15 xenos result in a permanent 2 extra to your evolution caps).

Benefits (How this will benefit the server and game as a whole):
This will give marines a bit more breathing room, and will allow the aliens to have more purpose. I'd like to think it'd give the early-game a lot more strategic value as well, and slow up the inevitable all-out firefight.

Details (Description of how you think this would work, the benefits, etc):
So how I see it working is simple. At the start of a round, a Queen an immediate objective of attaining X amount of players based on how many were ready at the roundstart. If she meets these requirements,she, and Xenos, will get the victory screen when all the marines are gone-- and if she doesn't, she gets no victory. A step further with gameplay elements, perhaps she and the rest of the Xenos are unable to hijack the shuttle until that goal is obtained?

(But Jet, how do Xenos win after Marines retreat to the Almayer). Perhaps a similar objective of saving X survivors can be given to the Marines, and they are unable to do full bombardment of the map until they complete it.

Honestly, I'm just trying to incentivise strategy and roleplay with this suggestion-- where we can see Xenos using people as bait, and preserving their lives longer, as opposed to Rambos on both sides of the spectrum.

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

Put certain commands behind Objective Checks in the code, and change victory conditions (if there are any, I don't notice it in the end briefing). Then just assign these objectives at round-starts.

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solidfury7
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Re: Xenomorph Objectives

Post by solidfury7 » 08 Jul 2017, 20:21

Not to shoot the idea down but I'm pretty sure they removed certain parts of the game to remove the "we win, you lose because x" which used to be around back when marines/xenos got major/minor wins.
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Nicboone
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Re: Xenomorph Objectives

Post by Nicboone » 08 Jul 2017, 20:38

Basically what fury said above-

There are end round conditions, but we also have been removing/removed the idea of a win- instead opting for the story to just end. Hopefully this will allow people to see past the idea of a win, and more at playing their characters role.

Plus the Xeno goals are fairly clear in pretty much the entire IP. Spread, breed, kill. That kind of thing. Adding too much else would just make things convoluded.
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Jetniss
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Re: Xenomorph Objectives

Post by Jetniss » 08 Jul 2017, 20:43

So drop the idea of victory and defeat and focus more on the objective-requirement for the mentioned actions.

misto
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Re: Xenomorph Objectives

Post by misto » 09 Jul 2017, 17:04

throughout stories about aliens, there seems to be a theme of stronger hosts bringing stronger xenos, so an objective could be to facehugg x # of humans above pfc rank

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Snypehunter007
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Re: Xenomorph Objectives

Post by Snypehunter007 » 20 Jul 2017, 19:26

Denied.

For the reasons stated by Nicboone above.
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