Xenobiology Research Lab

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valzargaming
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Xenobiology Research Lab

Post by valzargaming » 01 Jun 2015, 19:45

Summary (a quick, 2-3 sentence summary):
Be able to use various samples of Xenobiology, such as corpses, spent facehuggers, acid samples, weed splices, and otherwise for use in a Destructive Analyzer to unlock more efficient ways to combat the Xeno threat, adding another score modifier to the post-game summary.

Benefits (How this will benefit the server and game as a whole):
A real job for a Sulaco Researcher.
More Roleplaying, as the Marines were sent to the station to find out what happened to the station. Research should be part of their objectives.
Allow more room to expand server-specific lore and loosen the constraints given by the Aliens series.
Open more doorways to possible similar expansions in the future.

Implementation (Optional, if you have an idea how to implement it):
Implement a Sulaco Researcher job
Possibly integrate a Field Researcher job for Squads for the sole purpose of analyzing the station and who specialize in building a knowledge database on the Xeno scourge.
Make Corpses destructible or allow an option for sampling
Allow context-specific sampling of alien anomalies (think wall rot) for use in research (centrifuge/destructive analyzer/virology for immunization against Chryssalid toxins and zombification)
Implement surgery for Xenos, allowing the removal of organs for research.
Last edited by valzargaming on 01 Jun 2015, 21:17, edited 1 time in total.

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Juninho77
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Re: Xenobiology Research Lab

Post by Juninho77 » 01 Jun 2015, 20:11

Never mind what I said earlier. +1.

I'm really into any "side quests" or stuff that doesn't necessarily involve killing aliens.
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Evilkyle24
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Re: Xenobiology Research Lab

Post by Evilkyle24 » 01 Jun 2015, 21:10

I like it, the idea of researching xenos through dissection and analysis letting us create better weapons.
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Vice Admiral Spyglass
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Re: Xenobiology Research Lab

Post by Vice Admiral Spyglass » 02 Jun 2015, 17:34

+1. +100 if you implement a research system that involves researching LIVING aliens too
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speedybst
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Re: Xenobiology Research Lab

Post by speedybst » 03 Jun 2015, 01:38

Right, no need to continue with this one, a similar research had already been decided for the Alpha, so you're all getting your wish for once!

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Sargeantmuffinman
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Re: Xenobiology Research Lab

Post by Sargeantmuffinman » 05 Jun 2015, 08:55

speedybst wrote:Right, no need to continue with this one, a similar research had already been decided for the Alpha, so you're all getting your wish for once!
YAY IN THE FUTURE I CAN DO AUTOPSIES AND SHIT!

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speedybst
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Re: Xenobiology Research Lab

Post by speedybst » 05 Jun 2015, 21:01

Sargeantmuffinman wrote: YAY IN THE FUTURE I CAN DO AUTOPSIES AND SHIT!
Welcome to XCOM men, enjoy your sta-- MUFFIN, DON'T TOUCH THA-- *CRASH*, *SIZZLE*

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Sargeantmuffinman
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Re: Xenobiology Research Lab

Post by Sargeantmuffinman » 06 Jun 2015, 06:21

Sargeantmuffinman wrote:YAY IN THE FUTURE I CAN DO AUTOPSIES AND SHIT!
speedybst wrote:Welcome to XCOM men, enjoy your sta-- MUFFIN, DON'T TOUCH THA-- *CRASH*, *SIZZLE*
What.....It was Timmy who did it not me...*slowly creeps away*

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SASoperative
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Re: Xenobiology Research Lab

Post by SASoperative » 06 Jun 2015, 14:46

The odds of this happening are slim to none as we are already removing the containment pens due to mass abuse with them. Never mind I think I see what this is now. Not so much for live aliens but so much as autopsies and what not on dead ones. I think... If that's the case this has ALL of my +1

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Lostmixup
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Re: Xenobiology Research Lab

Post by Lostmixup » 06 Jun 2015, 16:46

+1, more things for research to do, and more roles for people to play. Sounds great.
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apophis775
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Re: Xenobiology Research Lab

Post by apophis775 » 07 Jun 2015, 00:22

Research is getting removed soon.

Eventually, WAY DOWN THE LINE, we have plans for something like this. I've already got a document written out about it.

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