Possible Changes to Xeno Stripping rules...

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apophis775
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Possible Changes to Xeno Stripping rules...

Post by apophis775 » 19 Apr 2015, 00:08

In an effort to both, give the aliens in the hive something to do, as well as give marines who are captured a chance, I'm thinking of an adjustment to the stripping rules, but I'm not sure the best thing to do.

I want to make sure, that the marines still at least have a chance/feel like they have a chance to escape, but i also want to make sure that this doesn't cripple the aliens.

My thought is this:

Armor and Helmets WILL always be strippable.

However.

Backpacks and belts, can ONLY be removed, if that specific marine escapes the nest, and uses a weapon from them.

Anything else, can NEVER be stripped.

Thus, the rule would be:

STRIPPABLE:
ARMOR
HELMETS
WEAPONS

CONDITIONAL STRIPPING:
BACKPACKS
BELTS

NEVER:
ANYTHING ELSE
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flamecow wrote: "unga dunga me want the attachment" - average marine

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RE: Possible Changes to Xeno Stripping rules...

Post by apophis775 » 19 Apr 2015, 00:09

I want input though, on what you guys think.

The thing is, I've been playing a bit more lately, and I've noticed, that a MAJORITY of the players down-time, is if they are captured. They will often never get out of the nest, and then when they burst, the longest ghost gets their alien.

I want to try to close the gap, by giving a fighting chance.
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RE: Possible Changes to Xeno Stripping rules...

Post by MrJJJ » 19 Apr 2015, 00:12

Sounds like a good idea, i always thought it was weird aliens stripping marines pockets.

But the worst offender is
Aliens MELT sometimes marines backpacks or belts, which is annoying(kind of want to go back to server right now to check out how things going, i been busy but the way marines and aliens fight just kept saying to me "don't" but i kind of ignored it, who cares about me anyway)
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

What vets do when bored
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RE: Possible Changes to Xeno Stripping rules...

Post by Rahlzel » 19 Apr 2015, 01:07

This would be tough to enforce. There would very commonly only be the word of one player against the word of another when trying to determine if a marine pulled out a weapon or not. I think either areas X Y and Z should be strippable at ALL times or not at all.

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Re: Possible Changes to Xeno Stripping rules...

Post by Infernus » 24 Apr 2015, 10:39

It is easy to add an condition for stripping equipment. We just need to add "If(xenomprph)" to each line of specific equipment so they wont be able to take them off. Backpack and belt stripping should still be monitored tho.

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Re: Possible Changes to Xeno Stripping rules...

Post by TopHatPenguin » 24 Apr 2015, 10:52

I like this and as infernus has said it seems easy to code so lets just have it. On the subject of melting I do think that there should be a limit but I just have no idea where the limit should end....

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Re: Possible Changes to Xeno Stripping rules...

Post by Infernus » 25 Apr 2015, 08:00

https://github.com/apophis775/NewEdenCo ... s/pull/108
This pull will disable larvas stripping anything.
Also, aliens will only be able to strip things you pointed out Apop, so rules should also be adjusted.

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Re: Possible Changes to Xeno Stripping rules...

Post by HalfdeadKiller » 05 May 2015, 11:49

I don't know if I'm breaking a forum rule here, but in light of alien buffs and the power of nests. I'd like to suggest disabling removal of belts, as marines tend to be stripped of all tools they would have to escape nests. Especially the 1x1 tile nests that are commonly made. Or the near inescapable nest grid. Also all the xenos who tend to commonly camp nests, to prevent any sort of escape. Belts would be able to hold more tools for the marines, but nothing over-powering given Xeno strength and habits. It's also a tradeoff for marines. Do I carry more ammo, or more small weapons on my belt?

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Re: Possible Changes to Xeno Stripping rules...

Post by apophis775 » 05 May 2015, 13:01

Marines can put knives into boots....

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Re: Possible Changes to Xeno Stripping rules...

Post by TopHatPenguin » 05 May 2015, 13:04

apophis775 wrote:Marines can put knives into boots....
Gonna have to say one knife when you have a alien on top of you doesn't do much... :/

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Re: Possible Changes to Xeno Stripping rules...

Post by apophis775 » 05 May 2015, 13:19

That one knife, can kill a runner in 2 hits, and I've seen people knife-fight the queen to death.

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Re: Possible Changes to Xeno Stripping rules...

Post by TopHatPenguin » 05 May 2015, 13:26

apophis775 wrote:That one knife, can kill a runner in 2 hits, and I've seen people knife-fight the queen to death.
i'm not doubting that apop as i have seen that as well but i mean when you have a alien on top of you waiting for the moment you get up.. it kinda makes it hard to feel like you have hope.

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Re: Possible Changes to Xeno Stripping rules...

Post by HalfdeadKiller » 05 May 2015, 15:33

They can put that one knife into boots, but the second they draw it, they get tackled and are left with no other form of escape. Because the knife is either dragged away or melted.

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Re: Possible Changes to Xeno Stripping rules...

Post by apophis775 » 05 May 2015, 16:23

Your best hope, should be rescue.

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Re: Possible Changes to Xeno Stripping rules...

Post by Helmut Schmacker » 05 May 2015, 16:31

Would this rule change imply that if the aliens see one marine get up and pull shit from their backpack that all of the following marines would be immediately stripped of their backpacks? Like alien retention of some info.

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Re: Possible Changes to Xeno Stripping rules...

Post by Robin63 » 06 May 2015, 12:25

It's worth a shot to see if it'd make things work smoother for the captured marines. If it doesn't work it can always be reverted
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