Consequences to attempting to take off huggers.

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Consequences to attempting to take off huggers.

Post by 1138 » 30 Jul 2015, 13:14

Summary (a quick, 2-3 sentence summary): In the AvP series of films, we see that it's practically impossible to get a facehugger off of a host due to its natural defense mechanisms it has adopted in order to ensure its host is absolutely and unequivocally infected. See Kane in the first movie, for example. When the civvies attempted to lift one of the restricting fingers of the facehugger, the tail of the parasite coiled around the subject's neck tightly. Assuming idiot 1 and 2 kept on with their charade, Kane would've most certainly suffocated to death to strangulation. And then idiot 1 and 2 attempted to slice open an incision between the 'knuckles' of the facehugger, which then reacted by spitting acid which burnt through the hull floor of the Nostromo. GOOD JOB, YOU GUYS. TEAM PLAYERS. Least Sigourney Weaver lived. Anyway, what I'm suggesting is to completely mechanically stop the horde of metamarines stripping off facehuggers of their fellow marine buddies and calling it a day with no consequences whatsoever.

Benefits (How this will benefit the server and game as a whole): How does this benefit the server and gameplay? It stops marines from rushing to rescue their own marines out of metaknowledge that they can save a fellow marine from being eventually chestbursted. Player accountability! Also, a really fun way to die, and a new thing to moan about in deadchat when shitterines screw you over.

Details (Description of how you think this would work, the benefits, etc): Strictly speaking, it completely forces marines to wait out the facehugger infecting a marine until it seizes up and falls limp, in which it's safe to remove. Under penalty of adding 15 oxyloss each time the marine attempts to take a hugger off of a not-yet-impregnated host, and failing to be able to take it off, period.

Implementation (Optional, if you have an idea how to implement it): Running a check whenever a mob attempts to take off the alien item from the face slot of an uninfected host, and then adding oxyloss when this occurs. If someone tries to spam it, this will stack very quickly and end up rupturing the poor dude's lung. If the alien's state is inactive and the infection is completed, then this effect is null. Also, you might want to add logs to this when someone tries to take off an active facehugger from the face slot.

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Steelpoint
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Re: Consequences to attempting to take off huggers.

Post by Steelpoint » 30 Jul 2015, 13:27

Maybe I'm the dissenting opinion here but I like the current approach. It forces aliens to attempt to secure their prey to avoid other humans from recovering them before the facehugger finishes.
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LordeKilly
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Re: Consequences to attempting to take off huggers.

Post by LordeKilly » 30 Jul 2015, 13:28

If you want to add this, I say limit facehuggers to one per alien and buff the cost of making eggs for the queen.
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Re: Consequences to attempting to take off huggers.

Post by coroneljones » 30 Jul 2015, 14:15

Dont marines already get damage to their face when removing huggers?.
it can go from full freen to yellow
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Re: Consequences to attempting to take off huggers.

Post by Jeser » 30 Jul 2015, 16:03

No. Fucking no. Facehuggers now are good enough. We need to keep things more balanced, then lore right.
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Re: Consequences to attempting to take off huggers.

Post by Surrealistik » 30 Jul 2015, 20:07

If we're going to give Aliens lore faithful superhuggers, let's give Marines lore faithful combat exosuits and combat synths; it's a deal.
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