[ALPHA] (Major suggestion) Alien Full Medical system!
- MrGabol100
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[ALPHA] (Major suggestion) Alien Full Medical system!
Summary (a quick, 2-3 sentence summary): We are a complete baystation revamp, but we still use the HP Bar xenomorph system, I think it's wrong, unrealistic and causes balance problems, thus not allowing the addition of acidic blood for the xenomorphs. We need a full medical system, limbs, blood, limb (areal) damage, exoskeleton fractures...
Benefits (How this will benefit the server and game as a whole): This would bring a new whole balance, fitting the new alpha xenomorph damage levels, and the relism improvement for RP and gameplay dynamism that we are looking for in this server.
Details (Description of how you think this would work, the benefits, etc):
Now, in the alpha, the xenomorphs can easily slash limbs again, that's really realistic and it's fine, the marines can die easily, they are humans stuffed in armour, and that's okay, the xenomorhps are warriors, and have big sharp claws, they can easily slash a human to death with only their hands, but they are also weak to the 10mm HE caseless rounds that the humans use, and their high pressure bloodstream doesn't help them to withstand the massive bleedings they can achieve trough the penetration of one pistol round implying it goes trough the exoskeleton.
Penetration power would breach the exoskeleton (Bleeding) , Stopping power would Crush it (Bones breaking as in humans for that part, armor value (Chance of getting a sucessful high damaging hit) on that part would diminish greatly)
My base idea is that the Xenomorphs should get areal damage, to the head, body, limbs, etc, thus allowing the removal of limbs, crushing of the exoskeleton, and bleeding, actual acid blood, trough the Baystation human bleeding, the xenomorphs can splash nearby people with their blood, instead of leaving a splat on the ground on death, and if they get damage to the chest, they get gibbed, impregnated everything in acid, a 8+- burn damage to 1-3 human limbs would be a decent damage for acid. The marine weapons, trough the actual stopping power of bullets, could just slash limbs out of the xenomorphs, making the M4 a penetration weapon, that causes xenomorph bleeding and internal damage, the pistol, a pure 45. cal mayhem, that wouldn't really pierce the xenomorph exoskeleton, but could crash it, allowing for penetration rounds to hit better, and the revolver, that'd have a mix of both. The shotgun could have slugs or pellets, hitting the area where you are pointing at with the pellets, would hit it and 2 connected areas on smaller damages like 4 brute, example: You aim for the alien head, con? You can only have minor collateral on the chest, but if you crash the alien skull it'd explode easily, [b]but shots to the head would be like 30% of sucess[/b]. The slugs on the other hand, would be major penetrative power, with a small chance of breaking the exoskeleton.
The xenomorph in game anatomy would be like this: Exoskeleton would act as bones and armour at the same time, if a "Bone" is broken on X area, then the alien loses armour power there, and slows the functions, like, the time between slashes or walking speed, also, it it's breached, the alien would start bleeding, using human code, the aliens, to recover from these wounds, would have the same regen on weeds that a human would get by getting patched with advanced bruise and burn kits, but it'd also slowly regenerate the exoskeleton and internal damage, but in a slower pace, a critted alien wouldn't get healed instantly from the wounds, and would most likely have to be retrieved from the combat and settled in a new alien resin structure that only the queen would be able to build, that'd have 2x the weed healing.
The overall alien HP (% in medical checks with health anaylzer) would be changed too, while the tier 3 castes actually have good HP and having 5x the health of a human is okay because they are giantic, the runner would have a 60% of a human, the drone a 60% too, the warrior a 80% and the other castes between 70% and 90%
The runner acidic blood damage would be higher, and it's damage highly increased, to the point of killing humans in three slashes, the spitter would get a 60% of the human health because of it's acidic weak spots, but in the exchange of a new damaging spit with high burn damage 20 points or so, so 5 hit critting a humans.
Implementation (Optional, if you have an idea how to implement it): Aplying the human baystation medical code to the aliens, with removal of organ damage and attaching the alien armour values to the bone breaking system.
The blooding thing would just work in this way: Just like the human limb gibbing, but with more blood splats and more gibs, if a human gets in the way of a bloody arc, it gets impregnated in blood and gets a minor burn damage to some random exposed areas.
I totally accept suggestions and constructive critics, and if you wanna put a -1 to this big "Everyone is a giantic glass cannon" thing, go ahead, but at least tell me why.
Benefits (How this will benefit the server and game as a whole): This would bring a new whole balance, fitting the new alpha xenomorph damage levels, and the relism improvement for RP and gameplay dynamism that we are looking for in this server.
Details (Description of how you think this would work, the benefits, etc):
Now, in the alpha, the xenomorphs can easily slash limbs again, that's really realistic and it's fine, the marines can die easily, they are humans stuffed in armour, and that's okay, the xenomorhps are warriors, and have big sharp claws, they can easily slash a human to death with only their hands, but they are also weak to the 10mm HE caseless rounds that the humans use, and their high pressure bloodstream doesn't help them to withstand the massive bleedings they can achieve trough the penetration of one pistol round implying it goes trough the exoskeleton.
Penetration power would breach the exoskeleton (Bleeding) , Stopping power would Crush it (Bones breaking as in humans for that part, armor value (Chance of getting a sucessful high damaging hit) on that part would diminish greatly)
My base idea is that the Xenomorphs should get areal damage, to the head, body, limbs, etc, thus allowing the removal of limbs, crushing of the exoskeleton, and bleeding, actual acid blood, trough the Baystation human bleeding, the xenomorphs can splash nearby people with their blood, instead of leaving a splat on the ground on death, and if they get damage to the chest, they get gibbed, impregnated everything in acid, a 8+- burn damage to 1-3 human limbs would be a decent damage for acid. The marine weapons, trough the actual stopping power of bullets, could just slash limbs out of the xenomorphs, making the M4 a penetration weapon, that causes xenomorph bleeding and internal damage, the pistol, a pure 45. cal mayhem, that wouldn't really pierce the xenomorph exoskeleton, but could crash it, allowing for penetration rounds to hit better, and the revolver, that'd have a mix of both. The shotgun could have slugs or pellets, hitting the area where you are pointing at with the pellets, would hit it and 2 connected areas on smaller damages like 4 brute, example: You aim for the alien head, con? You can only have minor collateral on the chest, but if you crash the alien skull it'd explode easily, [b]but shots to the head would be like 30% of sucess[/b]. The slugs on the other hand, would be major penetrative power, with a small chance of breaking the exoskeleton.
The xenomorph in game anatomy would be like this: Exoskeleton would act as bones and armour at the same time, if a "Bone" is broken on X area, then the alien loses armour power there, and slows the functions, like, the time between slashes or walking speed, also, it it's breached, the alien would start bleeding, using human code, the aliens, to recover from these wounds, would have the same regen on weeds that a human would get by getting patched with advanced bruise and burn kits, but it'd also slowly regenerate the exoskeleton and internal damage, but in a slower pace, a critted alien wouldn't get healed instantly from the wounds, and would most likely have to be retrieved from the combat and settled in a new alien resin structure that only the queen would be able to build, that'd have 2x the weed healing.
The overall alien HP (% in medical checks with health anaylzer) would be changed too, while the tier 3 castes actually have good HP and having 5x the health of a human is okay because they are giantic, the runner would have a 60% of a human, the drone a 60% too, the warrior a 80% and the other castes between 70% and 90%
The runner acidic blood damage would be higher, and it's damage highly increased, to the point of killing humans in three slashes, the spitter would get a 60% of the human health because of it's acidic weak spots, but in the exchange of a new damaging spit with high burn damage 20 points or so, so 5 hit critting a humans.
Implementation (Optional, if you have an idea how to implement it): Aplying the human baystation medical code to the aliens, with removal of organ damage and attaching the alien armour values to the bone breaking system.
The blooding thing would just work in this way: Just like the human limb gibbing, but with more blood splats and more gibs, if a human gets in the way of a bloody arc, it gets impregnated in blood and gets a minor burn damage to some random exposed areas.
I totally accept suggestions and constructive critics, and if you wanna put a -1 to this big "Everyone is a giantic glass cannon" thing, go ahead, but at least tell me why.
Last edited by MrGabol100 on 07 Jul 2015, 12:09, edited 2 times in total.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
i really like this +1 it makes sense and allows other suggestions to be used as well.
Last edited by TopHatPenguin on 07 Jul 2015, 12:35, edited 1 time in total.
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- Infernus
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
I would also suggest to remove human limb damage to count as overall health, so you can still bleed, go into shock and have your bones broken, but you cannot die from direct hits to limbs.
- MrGabol100
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Yes, you bleed out, not just pass because you broke an arm, +1 to your thing too, it's almost a bug.Infernus wrote:I would also suggest to remove human limb damage to count as overall health, so you can still bleed, go into shock and have your bones broken, but you cannot die from direct hits to limbs.
- Fickmacher
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
What if they lose a limb? Would weeds make them grow back?
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- MrGabol100
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
No, it'd be permanent damage. And only the alien resin structure would stop the bleeding.Fickmacher wrote:What if they lose a limb? Would weeds make them grow back?
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Gabol you may want it so.. the limb does grow back just very slowly.. or a hivelord or a tier 3 alien can make a replacement limb( Made our of resin or something ) which deals less damage but you can use that arm again.
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- MrGabol100
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Why? That's totally out of place and if an alien loses an arm it'd practically die in like 6 seconds due to the massive alien bleeding, getting literally everything in acid, they don't even need new arms.Mr. Penguin wrote:Gabol you may want it so.. the limb does grow back just very slowly.. or a hivelord or a tier 3 alien can make a replacement limb( Made our of resin or something ) which deals less damage but you can use that arm again.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
+1 to everything a few tweaks here and there of course.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
+1 to resin arms
that will be entertaining, resin-cop
that will be entertaining, resin-cop
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Well as long as the decap rates on the limbs aren't too high then this should work fine...MrGabol100 wrote: Why? That's totally out of place and if an alien loses an arm it'd practically die in like 6 seconds due to the massive alien bleeding, getting literally everything in acid, they don't even need new arms.
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- Surrealistik
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Finally, a reason to do called shots and aim at legs and the head.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Having the resin arm prosthetics would kill the entire thing of having aliens get permanent damage.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Maybe let them recover limbs after 5 minutes from eating jelly
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Regenerating limbs after a couple of minutes post Jelly and at the cost of lots of plasma seems about right to me.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
If you have a warrior coming at you, and you have a shotgun, you could shoot at his chest, It make him do a full stop, maybe break his exoskeleton, start minor bleeding (The one in drops, not in splashes) and give him areal damage to the chest, then return to move as normal, and heal in like 30 seconds in the weeds.
If you shot him in like, the arm, he'd have it chopped maybe 1/3 times (With the shotgun, the M4A3 would have a good chance of crashing his exoskeleton, and also slow him down, the revolver would also pierce and be less likely to crack it, etc) Then the chopped limb goes around, hits some marine in the right arm, the right arm and hand of the marine suffer 8 burn damage, the alien starts bleeding extremely, he starts to bleed out, drenching the marine in acid, giving him a total of maybe 30 burn damage, the alien continues to rush, and receives a burst from a M4, piercing and doing minor cracks on the exoskeleton, making him have total damage on the body, that summed to the blood loss makes the alien die.
TL;DR Each weapon would have it's properties so the Pistols are no longer fucking useless, IRL the 45. stopping shot would put you on your fucking ass, enough to slow down a xeno / Crack his xenoskeleton.
M4A3 - 45. - The 45. Stopping power will slow down xenos on every shot, about a 20% slow down, and the same kinetic would have a 15% of doing a small crack on the xeno armour, without any actual bleeding, but removing armor points from his body part.
M37 - 12g - The regular pellets would hit a body part, spreading to the contacting parts with stopping power of 30%, cracking open 30% of the time the exoskeleton, causing medium bleeding and damage to the body parts. The armor values would get greatly reduced on a sucessful shot. The slug would just go right trough with some minor bleeding. And massive internal damage, implying it does a critical damage, if not it'd be just like a regular shot.
M39 - 9mm - Just the same thing as it is now, causes some minor bleeding on big damages and does moderate damage.
M41A - 10mm HE caseless rifle - Causes internal damage, reaching internal bleeding if the actual damag is high, has a 10% chance of cracking exoskeleton parts.
Smartgun - Special 10mm - Same as the riffle, with elevated damage and more exoskeleton penetration.
Sniper rifle - Sniper rounds, not specified - Massive penetration, no crack, explodes head if sucessful shot and penetration, major bleeding to the damage part.
Explosives - 5% chance of cracking the alien parts and chopping limbs at random. Gives minor bleeding to the parts summed up to all the damage from the explosion.
The higger the cracking the higher the limb chopping.
And seriously, if an alien does not have an arm it'd be likely dead in like 6 seconds out of the weeds, it makes no sense to have prosthetics if they can't make it.
If you shot him in like, the arm, he'd have it chopped maybe 1/3 times (With the shotgun, the M4A3 would have a good chance of crashing his exoskeleton, and also slow him down, the revolver would also pierce and be less likely to crack it, etc) Then the chopped limb goes around, hits some marine in the right arm, the right arm and hand of the marine suffer 8 burn damage, the alien starts bleeding extremely, he starts to bleed out, drenching the marine in acid, giving him a total of maybe 30 burn damage, the alien continues to rush, and receives a burst from a M4, piercing and doing minor cracks on the exoskeleton, making him have total damage on the body, that summed to the blood loss makes the alien die.
TL;DR Each weapon would have it's properties so the Pistols are no longer fucking useless, IRL the 45. stopping shot would put you on your fucking ass, enough to slow down a xeno / Crack his xenoskeleton.
M4A3 - 45. - The 45. Stopping power will slow down xenos on every shot, about a 20% slow down, and the same kinetic would have a 15% of doing a small crack on the xeno armour, without any actual bleeding, but removing armor points from his body part.
M37 - 12g - The regular pellets would hit a body part, spreading to the contacting parts with stopping power of 30%, cracking open 30% of the time the exoskeleton, causing medium bleeding and damage to the body parts. The armor values would get greatly reduced on a sucessful shot. The slug would just go right trough with some minor bleeding. And massive internal damage, implying it does a critical damage, if not it'd be just like a regular shot.
M39 - 9mm - Just the same thing as it is now, causes some minor bleeding on big damages and does moderate damage.
M41A - 10mm HE caseless rifle - Causes internal damage, reaching internal bleeding if the actual damag is high, has a 10% chance of cracking exoskeleton parts.
Smartgun - Special 10mm - Same as the riffle, with elevated damage and more exoskeleton penetration.
Sniper rifle - Sniper rounds, not specified - Massive penetration, no crack, explodes head if sucessful shot and penetration, major bleeding to the damage part.
Explosives - 5% chance of cracking the alien parts and chopping limbs at random. Gives minor bleeding to the parts summed up to all the damage from the explosion.
The higger the cracking the higher the limb chopping.
And seriously, if an alien does not have an arm it'd be likely dead in like 6 seconds out of the weeds, it makes no sense to have prosthetics if they can't make it.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Explosive effects should probably scale with the magnitude of the explosion; it basically comes in three flavours: light damage, medium damage, and annihilation.
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- MrGabol100
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
A c4 could still crack open the alien's exo and mess with his externals tho being a light damage charge, it's a fucking concentrated blast, it's meant to crack open shiz.Surrealistik wrote:Explosive effects should probably scale with the magnitude of the explosion; it basically comes in three flavours: light damage, medium damage, and annihilation.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Sure; you can have snowflaked effects like attached c-4, but the baseline effects should take into consideration the three explosive damage degrees.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
I mean, a c4 on a wall, if standing next to it, should still do major damage, It really doens't take much tiles, but just standing next to it would be lethal, and i know what you mean, and yes, The damage made by explosives should take account of the explosion power.Surrealistik wrote:Sure; you can have snowflaked effects like attached c-4, but the baseline effects should take into consideration the three explosive damage degrees.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Ehh....
-1
I'm not up for aliens being beheaded. Aliens aren't Islamic, and neither should the humans be dismembered. Just my opinion.
-1
I'm not up for aliens being beheaded. Aliens aren't Islamic, and neither should the humans be dismembered. Just my opinion.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
+1 sounds nice
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Neat idea, but not really possible without a massive xeno overhaul. All the body part stuff is specified for humans and human subspecies, which xenos aren't.
- MrGabol100
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
Oh, and are you going to put some input or just say that "Aliens aren't islamic"? You just -1 because aliens aren't islamics? UM, i expected your -1, but what the fuck does that even mean. Is that a religious pun because jihad cuts heads? :/ And why shouldn't humans be dismembered? Are you really planning to delete the dismemberment from the alpha, again? I'm freakin' tired of the HP bars, we aren't /TG/.UnknownMurder wrote:Ehh....
-1
I'm not up for aliens being beheaded. Aliens aren't Islamic, and neither should the humans be dismembered. Just my opinion.
This whole suggestion is meant for an overhaul, not a small update.
My only hope is that you store this idea for a major work when you get to doing alien revamps, not to do it right now.
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Re: [ALPHA] (Major suggestion) Alien Full Medical system!
I'm just not really fond of this. Players would just find a way to quick end each other's lives. That was just religion joke.
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