Adjust Resin Doors

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RadiantFlash
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Adjust Resin Doors

Post by RadiantFlash » 27 Jan 2016, 00:35

Summary (a quick, 2-3 sentence summary):Adjust Resin Doors so they don't close when an alien is standing on them. Like this one right here. Image

Benefits (How this will benefit the server and game as a whole):Xenos now have to either A: stand on an open door, or B: wait for the marines to get up outside the room/in a two tile nest room.
Sort makes it fair, where they can now be harmed, considering there immunity to anything but pointblank bullets/being knifed.

Details (Description of how you think this would work, the benefits, etc):Make them act a bit like airlocks, where they don't close when someone is in the way.

Implementation (Optional, if you have an idea how to implement it):Maybe use some of the airlock code?

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qsleepy
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Re: Adjust Resin Doors

Post by qsleepy » 27 Jan 2016, 00:41

+1 being stood on by froobs sucks.
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Logi99
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Re: Adjust Resin Doors

Post by Logi99 » 27 Jan 2016, 02:18

I always thought dis was bullshit. Even though I like playing aliens a lot, this thing is unfair. Soooo why not +1
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Re: Adjust Resin Doors

Post by Jeser » 27 Jan 2016, 02:29

I hate this thing too, +1
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Arachnidnexus
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Re: Adjust Resin Doors

Post by Arachnidnexus » 27 Jan 2016, 03:39

+1 I don't think it's going to solve checkerboard nesting or how boring and frustrating nesting is for both sides, but it's a reasonable change.

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Re: Adjust Resin Doors

Post by Steelpoint » 27 Jan 2016, 04:02

At best it means if a Alien choses to stand there it would allow around four Marines to speak and better coordinate with each other, perhaps such as all of them trying to break out of the resin at the same time.
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Re: Adjust Resin Doors

Post by Fritigern » 27 Jan 2016, 10:26

+1

And because my last comment was removed for being too racy, I'll rephrase.

I'll also give a biiiiig friendly hug to whichever coder stops eggs from being hidden (and activated) under closed doors, too.

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Fourty2
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Re: Adjust Resin Doors

Post by Fourty2 » 27 Jan 2016, 19:08

I always have xeno turned on, but I still play both sides haha. This would definitely make more sense than the current mechanic. +1

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Re: Adjust Resin Doors

Post by monkeysfist101 » 27 Jan 2016, 19:17

+1 Agreed. These two were puppyguarding 5 marines.
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Re: Adjust Resin Doors

Post by Egorkor » 27 Jan 2016, 19:23

monkeysfist101 wrote:+1 Agreed. These two were puppyguarding 5 marines.
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Oh I remember that.

+1, though there's still the runner hiding under a door thing, cause it'll close ontop of it.

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Davidchan
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Re: Adjust Resin Doors

Post by Davidchan » 27 Jan 2016, 19:26

Checkboard nesting is an admin approved tactic -Apop

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Re: Adjust Resin Doors

Post by Nick123q23 » 27 Jan 2016, 19:46

This will make more sense then an alien and a shut resin door being in the same place at the same time. +1
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WyattH
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Re: Adjust Resin Doors

Post by WyattH » 27 Jan 2016, 19:54

-1

It's resin, RP wise it ain't a literal door, more like a mass of resin goop shit that aliens can crawl/move through.

If anything it makes no RP sense for marines to be able to walk through an "open" resin "door" since it really is not a door at all.

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Re: Adjust Resin Doors

Post by forwardslashN » 27 Jan 2016, 20:31

WyattH wrote:-1

It's resin, RP wise it ain't a literal door, more like a mass of resin goop shit that aliens can crawl/move through.

If anything it makes no RP sense for marines to be able to walk through an "open" resin "door" since it really is not a door at all.
This. I know they serve a game mechanic, but I kind of wish we didn't have resin doors at all, or they functioned differently.
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Davidchan
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Re: Adjust Resin Doors

Post by Davidchan » 27 Jan 2016, 21:44

\N wrote: This. I know they serve a game mechanic, but I kind of wish we didn't have resin doors at all
+1

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Re: Adjust Resin Doors

Post by monkeysfist101 » 27 Jan 2016, 22:02

\N wrote:This. I know they serve a game mechanic, but I kind of wish we didn't have resin doors at all
+1
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Re: Adjust Resin Doors

Post by Steelpoint » 27 Jan 2016, 23:59

Amusingly on /tg/ we had a bit stir when resin doors were removed.

What it lead to were hive designs that put entrances as far away from the expected area where Humans come from as possible, as well as making the hive's more convoluted and hard to navigate. On the plus side this made the few Humans who are captured and nested be able to see more of the Hive.
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Re: Adjust Resin Doors

Post by Burt » 28 Jan 2016, 21:34

-1 hate to give a -1,but if this get implemented,xenos will need bigger hives,also,it is a resin door,you can stand on it because it is made of resin,i dont think sentinels players like much this idea

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Re: Adjust Resin Doors

Post by ZDashe » 28 Jan 2016, 21:45

+1, because if Xenos have to open the door to move through, it should stay open when the entryway is blocked (similar to normal airlock doors).

If they could be made to stand on it, there's no reason to open it. Following that line of thought.. why do we need resin doors anyway?
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Re: Adjust Resin Doors

Post by Jeser » 29 Jan 2016, 00:55

Burt wrote:-1 hate to give a -1,but if this get implemented,xenos will need bigger hives,also,it is a resin door,you can stand on it because it is made of resin,i dont think sentinels players like much this idea
As marine and sentinel alien (I only play sentinel caste) i really hate this thing. It's too unfair. If you want to buckle marine back, give him some space opening doors.
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Re: Adjust Resin Doors

Post by Pilcrow » 29 Jan 2016, 06:39

Steelpoint wrote:Amusingly on /tg/ we had a bit stir when resin doors were removed.

What it lead to were hive designs that put entrances as far away from the expected area where Humans come from as possible, as well as making the hive's more convoluted and hard to navigate. On the plus side this made the few Humans who are captured and nested be able to see more of the Hive.
This actually sounds pretty interesting, especially if coupled with that membrane suggestion thread.
Right now hives are silly masses of doors on doors on doors - I can't tell how many times I've chestbursted and seen nothing but doors spreading throughout the caves.

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Re: Adjust Resin Doors

Post by Steelpoint » 29 Jan 2016, 06:51

Pilcrow wrote: This actually sounds pretty interesting, especially if coupled with that membrane suggestion thread.
Right now hives are silly masses of doors on doors on doors - I can't tell how many times I've chestbursted and seen nothing but doors spreading throughout the caves.
That was actually the reason why the change was put forward.

Virtually every single Hive design boiled down to layer upon layer of doors, this had the benefit of blocking Humans from getting in, blocking them from getting out and making it as difficult as possible for Humans to break in.

With the removal of Doors it forced the Aliens into making more creative designs that, while open to Humans, meant it would take a while to navigate, or hack, their way through.

The change also saw Resin structures buffed to only cost 55 plasma over 75 to help compensate, as well as the weed sprite changes I've been pushing for months.
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Re: Adjust Resin Doors

Post by Fritigern » 29 Jan 2016, 09:56

That's a bold change that I don't think we'll be seeing around here, sadly.

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Re: Adjust Resin Doors

Post by TopHatPenguin » 29 Jan 2016, 10:01

Image

I'd personally love for this change to be implemented to stop this ( Screenshot up above) from happening as it just dampens the fun and inflames the salt among players which then leads on to toxicity during the round.
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Davidchan
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Re: Adjust Resin Doors

Post by Davidchan » 29 Jan 2016, 20:10

Well given that I already submitted a suggestion to remove doors, double the strength of walls and add a pass through on membranes to allow Xenos to slip through them like Larva do doors, all of which could be done with a single night of coding by changing vars and copying one chunk of code and editing slightly to make everything work.

Despite positive feedback from the community Apop denied the thread in 12 hours of its creation and claimed he was reworking something else, over a month ago. Nothing has been done or changed in regards to resin objects since.

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Last edited by Davidchan on 30 Jan 2016, 02:40, edited 1 time in total.

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