Retool Infection Deaths

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Fickmacher
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Retool Infection Deaths

Post by Fickmacher » 22 Jun 2015, 17:18

Summary (a quick, 2-3 sentence summary): Alter the coding so that marines who chestburst with Xenomorph preferences off (while no observers with preferences on are present,) don't have to play their chestbursted larva.

Benefits (How this will benefit the server and game as a whole): People who don't want to play their chestbursted larva would no longer be forced into it.

Details (Description of how you think this would work, the benefits, etc): In order to ensure that the marines will die from the infection, alter the code so that one of two things happen:

1) When the infection timer runs out, the marines insta-death, no larva.
2) Make the spawned larva braindead, later given to a ghost with preferences on who joins later (if the larva is still alive.)

I'd rather have the second option, as it'd still allow for marines bursted in the alien hive to have a potential larva (who actually want to play one,) while allowing more clone-worthy marines (say ones who bursted on the surgery table on Sulaco) a chance at a second life.

Implementation (Optional, if you have an idea how to implement it): Juninho said he'd work on coding it if this was approved.
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Felkvir
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Re: Retool Infection Deaths

Post by Felkvir » 22 Jun 2015, 17:26

If #2 can be coded somehow, then yes. +1.

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Dragon2323
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Re: Retool Infection Deaths

Post by Dragon2323 » 22 Jun 2015, 17:30

Felkvir wrote:If #2 can be coded somehow, then yes. +1.

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UnknownMurder
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Re: Retool Infection Deaths

Post by UnknownMurder » 22 Jun 2015, 18:45

Eh. #2 sounds reasonable, please apply this to ghosted larvas too.

+1
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Juninho77
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Re: Retool Infection Deaths

Post by Juninho77 » 22 Jun 2015, 19:09

I believe we could leave a braindead larva inside the dead body that:
a) periodically checks for ghosts and grabs one as soon as they're available.
b) Once the ghost takes control, they are allowed to choose when to chestburst.
Last edited by Juninho77 on 23 Jun 2015, 04:36, edited 1 time in total.
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Re: Retool Infection Deaths

Post by apophis775 » 23 Jun 2015, 01:02

I think, this is making the current system, too complicated. We are good with what we have for now. Maybe, a method of populating ghosted aliums, but I'd rather not, cause if someone accidently DCs and comes back, they'd be filled, same with if admins aghost (that's why, we removed it).

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Fickmacher
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Re: Retool Infection Deaths

Post by Fickmacher » 24 Jun 2015, 13:44

Well, even a prompt to remove force larva-ing would be nice, because I am forced into one when I die of infection more often than not.
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Re: Retool Infection Deaths

Post by apophis775 » 25 Jun 2015, 03:50

Then turn off Xeno PReferences?

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Fickmacher
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Re: Retool Infection Deaths

Post by Fickmacher » 25 Jun 2015, 07:56

apophis775 wrote:Then turn off Xeno PReferences?
They are off. It's due to the fact that no observers have preferences on, so when I get infected, I have to suicide or else I'm forced into a larva.
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Re: Retool Infection Deaths

Post by apophis775 » 25 Jun 2015, 12:24

You don't have to do either. If your preferences are off, it won't put you into a larva. Make sure, you re-toggle it once the game starts, turn it on and off again. However, you will still die, as the Larvas do permanent Brute damage while they are inside you.

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Re: Retool Infection Deaths

Post by Fickmacher » 25 Jun 2015, 14:21

I haven't tried toggling, but just to make sure that we're on the same page, I'm referring to this issue: colonial-marines.com/viewtopic.php?f=116&t=2228
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Evilkyle24
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Re: Retool Infection Deaths

Post by Evilkyle24 » 26 Jun 2015, 04:43

Not this shit again...

You realize how frustrating it is with you motherfuckers trying to play alien when you only get 5 because all those marines had Xeno Pref off, and there's 30 marines?

Option one makes me want to punch you because of how stupid that is. Seriously, that means that its better to just kill the marines since half the time they'll die anyway.

Option two has its own problems. Namely, it takes up hivemind space. And the larva can be killed.
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Juninho77
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Re: Retool Infection Deaths

Post by Juninho77 » 26 Jun 2015, 05:03

Evilkyle24 wrote:Option two has its own problems. Namely, it takes up hivemind space. And the larva can be killed.
That's why you could spawn a larva inside the marine until someone takes control of it. Only then the larva would chestburst.
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Re: Retool Infection Deaths

Post by UnknownMurder » 26 Jun 2015, 07:31

I'm getting a sense of borer déjà vu. Why not just keep it as it is?
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Re: Retool Infection Deaths

Post by apophis775 » 11 Jul 2015, 15:07

We are going to keep this, as-is.

Denied.

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