Empress new mechanic

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Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 17:48

Just to be clear this would only be on Lv 642 unless the doors and ladder were added to other maps as well.


Summary (a quick, 2-3 sentence summary): Right so, after 2 hours or perhaps 2 hours and 30 mins .If the aliens this was ticked (As in it was 2 hours in or 2 hours and a half into a round) the plasma doors north would either open or be deleted allowing aliens and other players alike to walk in.To stop it from being camped by the marines I've been thinking that It could be randomized somewhere in the caves each round.

Through the plasma doors at the very far northern caves could a be a ladder, when down the ladder you would enter a ( which would save time editing the map and instead would allow there to be a separate z-level room which might be easier for devs) small research building which could fit in it some very neat looking looking research "things" and of course the occasional dead body or two, somewhere in that room would be a dead empress body which presumably was being tested on by some secret researchers working for WY. Perhaps on a table in that room there could be a small vial (Or just the actual sprite of jelly) which contained empress jelly. Once the current queen has swallowed the vial/jelly sprite there could either be brief evolve timer which would be around a 10 minute wait or that it would instantly allow the queen to evolve into the empress.


For people who don't know these are the doors up in the northern caves I am referring to:
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Benefits (How this will benefit the server and game as a whole): Would punish marines for falling back and would make them think twice before leaving. To make it so it wouldn't just be meta knowledge a chat line like " You feel the ground shake, it feels as if the tectonic plates are moving and something is opening, you hear an almighty howl in the distance. What does this mean for you are you're squad?" also the marines would get a random autmated transmission from WY stating that their secret lab has opened up and inside there was a experimental test design for a railgun. ( Well along the lines of that)

Would also give aliens another reason to protect the queen abit more.

Details (Description of how you think this would work, the benefits, etc): i think I covered most of this in the summary.Just to make it partially balanced as well inside the research room there could be a WY railgun which would me unmeltable and unmoveable while in that room ( So basically the railgun would be in a display case which was unmeltable, but marines can pick it up and use it. The railgun (Would also have limited ammo as it's a prototype) would add in a risk and reward to getting it and also kind of balance out the aliens getting an empress, this would also hopefully encourage marines to stay on the planet.

Implementation (Optional, if you have an idea how to implement it): Coding and possibly some new sprites as well. ( Quite alot of work )#

Sub note: I already know this has been posted around 2 times before by other players, however I believe this has most if not all of the other suggestions problems fixed.
Last edited by TopHatPenguin on 17 Dec 2015, 18:35, edited 3 times in total.
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Re: Empress new mechanic

Post by Azmodan412 » 17 Dec 2015, 17:50

Neutral. Empresses are Admun shenanigans, but this would ounish ramboqueens.
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Re: Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 17:51

Azmodan412 wrote:Neutral. Empresses are Admun shenanigans, but this would ounish ramboqueens.
The point is instead of them being admin shenanigans only, this would make it so they actually have a role in the game.
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Re: Empress new mechanic

Post by Azmodan412 » 17 Dec 2015, 17:53

All rounds have empresses then. Also, empresses are QUITE OP as they stand.
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Re: Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 17:54

Azmodan412 wrote:All rounds have empresses then. Also, empresses are QUITE OP as they stand.
The vars/code will be edited suitably to balance it out with the daily round to round balance so it wouldn't be as Op as you would think.
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Re: Empress new mechanic

Post by Azmodan412 » 17 Dec 2015, 17:56

Mr. Penguin wrote: The vars/code will be edited suitably to balance it out with the daily round to round balance so it wouldn't be as Op as you would think.
I've seen admun empresses lay about 10 or so eggs in one spurt.
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Re: Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 17:57

Azmodan412 wrote: I've seen admun empresses lay about 10 or so eggs in one spurt.
That's why the.. code/vars of the empress would be edited accordingly allowing it to still be a meaningful upgrade to the queen and threatening to the marines but not too op for someone to rage at shout " NERF IT TO HELL"
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Re: Empress new mechanic

Post by Azmodan412 » 17 Dec 2015, 17:59

You mean all marines ever when they get roflstomped?
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Re: Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 18:00

Azmodan412 wrote:You mean all marines ever when they get roflstomped?
Well when you put it like that, perhaps.
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Re: Empress new mechanic

Post by Edgelord » 17 Dec 2015, 18:20

I can't wait to get shot in the back of the head by someone with a railgun.

Neutral, I'd like to hear more opinions on this.
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Re: Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 18:30

Edgelord wrote:I can't wait to get shot in the back of the head by someone with a railgun.

Neutral, I'd like to hear more opinions on this.
I'm thinking that the prototype railgun could have anti FF systems on it but with that comes the cost of it having extremely limited ammo.
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Re: Empress new mechanic

Post by Halinder » 17 Dec 2015, 18:56

Make those doors boiler-acid-only and make the queen's empress timer 1000, and sure.

Empresses are fucking destructive.
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Re: Empress new mechanic

Post by TopHatPenguin » 17 Dec 2015, 19:27

Halinder wrote:Make those doors boiler-acid-only and make the queen's empress timer 1000, and sure.

Empresses are fucking destructive.
I was planning to have the doors unacidable completely so that there wouldn't be any early game empresses.
I mean even with the 1000 timer it would still take a while yes, but I mean it would probably just overall be better for balance purposes if it was locked until a set point and then after that it would take some time to reach empress.Also as it would be a set time when the doors opened it would allow the automated messages to go off etc letting all players know what has just happened.
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Re: Empress new mechanic

Post by RoswellRay » 17 Dec 2015, 19:35

What if empress was like the alien version of RTs and could only be requested if the ayy's were weak enough late game. Obviously though there would be a small chance of a heavily armed detachment of iron bears spawning in the caves.

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Re: Empress new mechanic

Post by TopHatPenguin » 18 Dec 2015, 06:44

:p
RoswellRay wrote:What if empress was like the alien version of RTs and could only be requested if the ayy's were weak enough late game. Obviously though there would be a small chance of a heavily armed detachment of iron bears spawning in the caves.
That could also work, however if it was going to work like that, iron bears and the other rts should still dock with the sulaco first, like they do now.

This suggestion is also more about trying to keep marines on the planet for longer instead of fleeing with a load of marines onto the sulaco and then just waiting.If the marines did leave the planet then by the time the aliens attacked they would have an empress which would punish the Marines for pulling back, where as if they stayed and fought there is a chance they could get a railgun.
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Re: Empress new mechanic

Post by Aredal » 18 Dec 2015, 09:21

End game would be nice. +1

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Re: Empress new mechanic

Post by ShortTemperedLeprechaun » 18 Dec 2015, 15:09

+1. I've always found that room didn't have any real use, except for the rail occasion that a marine scrounges it for uranium or something. This could give it the possibility that sometimes, if a round is dragging on, a new twist is put in. My only worry is, apop has expressed dis-interest in any other weaponry, as every weapon idea has been denied. So perhaps you could replace it with a heavy cache of PMC weaponry and armor?
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Re: Empress new mechanic

Post by TopHatPenguin » 18 Dec 2015, 16:38

A doomed survivor wrote:+1. I've always found that room didn't have any real use, except for the rail occasion that a marine scrounges it for uranium or something. This could give it the possibility that sometimes, if a round is dragging on, a new twist is put in. My only worry is, apop has expressed dis-interest in any other weaponry, as every weapon idea has been denied. So perhaps you could replace it with a heavy cache of PMC weaponry and armor?
I think that having a Pmc cache might be the best idea, thanks for the input :)
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Re: Empress new mechanic

Post by ShortTemperedLeprechaun » 18 Dec 2015, 17:44

Not a problem. It could either be a PMC cache, or something else of great use. I honestly love the idea of the experiment weapon, but apop has stated he doesn't wanna fuck with any guns for now, so a PMC cache would work well, or perhaps something else the marines can use. I don't know.
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Re: Empress new mechanic

Post by Daisuke08 » 18 Dec 2015, 17:48

+1 Mainly because I think shenanigans in long rounds are super fun but in return I think Marines should get something as well like a super ERT that only shows up when the Empress is made. Either that or an armory that only opens in that situation.

Something to spice up really long rounds and give everyone something to be excited about.

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Re: Empress new mechanic

Post by Disco Dalek » 18 Dec 2015, 17:57

Daisuke08 wrote:+1 Mainly because I think shenanigans in long rounds are super fun but in return I think Marines should get something as well like a super ERT that only shows up when the Empress is made.
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Re: Empress new mechanic

Post by RhMoore » 19 Dec 2015, 02:18

Neutral, this sounds fun and adds an objective but,
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Re: Empress new mechanic

Post by TopHatPenguin » 19 Dec 2015, 02:53

RhMoore wrote:Neutral, this sounds fun and adds an objective but,
Metamarines
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Survivors wouldn't know about this icly as the doors have never opened before until around 2 hours into the round, so if they do give knowledge they can get bwoinked.

Yes, there could be meta marines and meta aliens camping the doors but if it gets ahelped that can be dealt with, like many other meta issues.
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Re: Empress new mechanic

Post by GracieGrace0 » 19 Dec 2015, 03:33

Im neutral on this, as it stands with nothing to counter the empress I'd give it a -1...if t he marines have something in return to balance it then id +1. I also support the idea of it being an alien ERT thing with the chance of getting PMCs or something instead like the marines can get the alien ERT instead.

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Re: Empress new mechanic

Post by Stivan34 » 19 Dec 2015, 05:19

I smell runners only staying on the caves to look for them if it is randomized... +1 Anyway...
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