Rule/Mission/Mod suggestions.

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razerwing
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Rule/Mission/Mod suggestions.

Post by razerwing » 23 Dec 2014, 00:31

Main Suggestion! Add a rule somewhere that tells anyone playing aliens to refrain from seeing a marine struggle, tackling them, and pulling them out of the nest only to put them right back in. I've had this done to me quite a few times, which doesn't sit well with me because if your anything but the Queen, Sentinel, or Drone you should be out there hunting like a good little alien. Not sitting on your goop staring at the helpless marine wiggling in your little nest. Apop designed you to be killing machines, not babysitters.


Suggestion for the Commanders! Believe it or not people, this is a roleplay server. For Roleplaying. So it kind of irks me when the Commander, who is supposed to be competent and know what to do when they come across a mission like this, tells all his soldiers 'I don't have a clue, go in there and set up defenses like it's some horror movie so I can listen to your dying screams and calls for help over the radio.' Try to have a scenario in your head just in case you end up being the Commander, that way people can actually feel like they're accomplishing something instead of waiting around for slaughter. Can't seem to come up with ideas on your own?

Maybe the reason the station went dark is because of Syndicate involvement? You'd think a military force would know about Nanotrasen's militaristic opponent? It'd give a reason to search the entire station, bring along heavier equipment, and it would actually make building an FOB a feasible option. The Syndicate has guns! You have more guns, and tables! Use them!

Maybe the station went dark because the slimes in Xenobiology got loose and killed everyone. Guess what! Now instead of going on the Nostromo for the sole purpose of getting eaten or face-raped, you have to bring a Researcher along to pacify the slimes, as well as engineers to restart the engines and get everything running! You now have an escort/restore mission!

Maybe the station went dark, but that's not why the Sulaco was dispatched? The station has been deemed unrecoverable ((maybe due to Syndi involvement? Look at that, you can mix ideas.)) so your crew has been sent to recover 'vital research', as well as some other things like the materials in the vault and the messaging blackbox. Who knows? Maybe afterwards NanoTrasen will want you to erase the station off the face of the universe with that fancy nuclear device!

Suggestion for the Mods/Admins/Developers This kind of has to do with the scenarios above. It seems kind of odd that the Marines are sent in with zero clue of the Xenomorphs, only to be told they now have to exterminate all of them before coming home. After their numbers have been reduced to next-to-nothing, mind you. By that time there normally aren't enough ghosts to be called for HiT because they're all playing aliens, and the marines often get 'Quarantined' when they try to call for Evac. So instead of sending them in with no knowledge and then expecting them to be able to put up a fight late-game after all their peeps are dead already, why not try setting up some kind of mission parameters. That way the marines have a chance of winning without always relying on a nuke, HiT, or total extermination of the Hive? We already know from the movies and the games that the Aliens will win in a straight out deathmatch almost every time, and I read somewhere else that Apop designed these Aliens to be killing machines. Why not show the Marines some love by giving them missions to complete so they don't get dominated 9/10 times?

Hell, it might even give the Mods some sort of involvement besides waiting for the eventual 'Everything is FUBAR, we need help' messages.
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RE: Rule/Mission/Mod suggestions.

Post by medivh0 » 23 Dec 2014, 09:35

They should also make survivors to start with ID, sothey could actually access something and had better chance to stay alive and even be able to help Marines to get somewhere. For example if in vault would be some great weapons or something and he could told Marines about them and make it easier to get there. That would be cool.

Or if he could access HoP :O

Right now survivor spawn with nothing, naked. And when Marines see him they not always realize who they see and ignore him instead get that poor guy/woman to Sulaco.

Also his starting health is kinda pointless, since after siting in a locker for 10 min I went back to full hp.

On the other hand Survivor could start being infected or something like that - not always of course, just a random chance.

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RE: Rule/Mission/Mod suggestions.

Post by apophis775 » 28 Dec 2014, 13:41

razerwing wrote: Main Suggestion! Add a rule somewhere that tells anyone playing aliens to refrain from seeing a marine struggle, tackling them, and pulling them out of the nest only to put them right back in. I've had this done to me quite a few times, which doesn't sit well with me because if your anything but the Queen, Sentinel, or Drone you should be out there hunting like a good little alien. Not sitting on your goop staring at the helpless marine wiggling in your little nest. Apop designed you to be killing machines, not babysitters.
Queen is designed to build the nest
Drone/Hivelord is designed to build the nest and maintain the hosts
Carrier is Support
Runner/Warrior/Ravager are designed as fighters
Sentinel/Spitter/Prae are designed as heavy defends of the nest.
Suggestion for the Commanders! Believe it or not people, this is a roleplay server. For Roleplaying. So it kind of irks me when the Commander, who is supposed to be competent and know what to do when they come across a mission like this, tells all his soldiers 'I don't have a clue, go in there and set up defenses like it's some horror movie so I can listen to your dying screams and calls for help over the radio.' Try to have a scenario in your head just in case you end up being the Commander, that way people can actually feel like they're accomplishing something instead of waiting around for slaughter. Can't seem to come up with ideas on your own?

Maybe the reason the station went dark is because of Syndicate involvement? You'd think a military force would know about Nanotrasen's militaristic opponent? It'd give a reason to search the entire station, bring along heavier equipment, and it would actually make building an FOB a feasible option. The Syndicate has guns! You have more guns, and tables! Use them!

Maybe the station went dark because the slimes in Xenobiology got loose and killed everyone. Guess what! Now instead of going on the Nostromo for the sole purpose of getting eaten or face-raped, you have to bring a Researcher along to pacify the slimes, as well as engineers to restart the engines and get everything running! You now have an escort/restore mission!

Maybe the station went dark, but that's not why the Sulaco was dispatched? The station has been deemed unrecoverable ((maybe due to Syndi involvement? Look at that, you can mix ideas.)) so your crew has been sent to recover 'vital research', as well as some other things like the materials in the vault and the messaging blackbox. Who knows? Maybe afterwards NanoTrasen will want you to erase the station off the face of the universe with that fancy nuclear device!
There are no syndicates. We are in the Aliens universe. If Watch the movie Aliens if your curious about how it should work.

Suggestion for the Mods/Admins/Developers This kind of has to do with the scenarios above. It seems kind of odd that the Marines are sent in with zero clue of the Xenomorphs, only to be told they now have to exterminate all of them before coming home. After their numbers have been reduced to next-to-nothing, mind you. By that time there normally aren't enough ghosts to be called for HiT because they're all playing aliens, and the marines often get 'Quarantined' when they try to call for Evac. So instead of sending them in with no knowledge and then expecting them to be able to put up a fight late-game after all their peeps are dead already, why not try setting up some kind of mission parameters. That way the marines have a chance of winning without always relying on a nuke, HiT, or total extermination of the Hive? We already know from the movies and the games that the Aliens will win in a straight out deathmatch almost every time, and I read somewhere else that Apop designed these Aliens to be killing machines. Why not show the Marines some love by giving them missions to complete so they don't get dominated 9/10 times?

Hell, it might even give the Mods some sort of involvement besides waiting for the eventual 'Everything is FUBAR, we need help' messages.
If the marines work together, they can EASILY rock the aliens.

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RE: Rule/Mission/Mod suggestions.

Post by razerwing » 28 Dec 2014, 22:27

apophis775 wrote: Queen is designed to build the nest
Drone/Hivelord is designed to build the nest and maintain the hosts
Carrier is Support
Runner/Warrior/Ravager are designed as fighters
Sentinel/Spitter/Prae are designed as heavy defends of the nest.
That makes sense. But nowhere in any movies or games have I seen a Xeno look at a marine struggling in a nest and take him out of the nest, only to stick him back to the wall.

apophis775 wrote: There are no syndicates. We are in the Aliens universe. Watch the movie Aliens if your curious about how it should work.
I've seen Aliens. It's been a while though, so I've also been doing some research on my own. While there may be no Syndicates, Xeno's as we know them aren't the only alien species the Colonial Marines have come into contact with. Before they land, don't Hicks and Gorman refer to 'Xenomorphs' and 'Bug-hunting', even though they'd never met an actual Alien before? Hell, they have 'Bug-Stomper' painted on the side of the dropship, right? So while they may not know what exactly they're up against, they would probably assume that the reason the station went dark in the first place was because of hostile involvement.

Syndicate involvement or not, Aliens aren't the only species to cause trouble for the Marines. Having a commander constantly give his men orders to make an FOB (in security or engineering. Every time.) and have them stand around with no other objective than 'Find out what went wrong despite the fact that some shit definitely hit the fan' makes absolutely no sense to me from a logical stand-point. Even if it was just a ship responding to a distress-signal, they would NOT go in there with no orders and no idea of what's going on, even if their idea is wrong. I really would like to see missions for the marines that give them more to do than just go face an unknown threat and be forced to kill every single one of them.
apophis775 wrote: If the marines work together, they can EASILY rock the aliens.
How often have you seen Marines work together? It's only happened a very few times with me, and even then we still get wrecked. The most teamwork I've seen during the more populated hours are the MP's coming to stop fighting in the lines.
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Xur''Ghost''Dergens says, "Ofcourse"
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RE: Rule/Mission/Mod suggestions.

Post by medivh0 » 29 Dec 2014, 01:28

Abut nest thing.

Right now if you don't stay near Marines that won't go insta afk or ghost, then you can be sure they will escape and probably make a serious damage to the nest. It's just too easy to free yourself... One time I had to babysit one guy, cause he managed to free himself 10 times before he burst out. Now imagine having more than 3 marines in nest and they all struggling to break free. It's so annynoing and not even close what we have seen in Alien.

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RE: Rule/Mission/Mod suggestions.

Post by razerwing » 29 Dec 2014, 03:03

medivh0 wrote: Abut nest thing.

Right now if you don't stay near Marines that won't go insta afk or ghost, then you can be sure they will escape and probably make a serious damage to the nest. It's just too easy to free yourself... One time I had to babysit one guy, cause he managed to free himself 10 times before he burst out. Now imagine having more than 3 marines in nest and they all struggling to break free. It's so annynoing and not even close what we have seen in Alien.
Sentinels and other Hive guardians should be able to handle it. There's a point to the whole 'struggling' thing, and to be frank, doing things like that is not an answer and will piss many-a-person off, I think. It may not be even close to what you see in Alien, but neither is unsticking/resticking them. You have three marines in a nest? If you build your nest right then they won't be that much of an issue. If they're in a nest with the Queen, where they should be, then they won't be a problem.
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RE: Rule/Mission/Mod suggestions.

Post by HyperPwner » 29 Dec 2014, 06:15

Maybe the station went dark because the slimes in Xenobiology got loose and killed everyone. Guess what! Now instead of going on the Nostromo for the sole purpose of getting eaten or face-raped, you have to bring a Researcher along to pacify the slimes, as well as engineers to restart the engines and get everything running! You now have an escort/restore mission!
Anyone can pacify slimed by using a fire extinguisher. Also, this is the Aliens universe, not ss13
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RE: Rule/Mission/Mod suggestions.

Post by apophis775 » 29 Dec 2014, 12:36

Yea, people should not be unsticking and resticking.
I was able to (as queen) last night EASILY maintain the nest, with 6+ marines in it, trying to escape.

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RE: Rule/Mission/Mod suggestions.

Post by razerwing » 29 Dec 2014, 19:11

HyperPwner wrote: Anyone can pacify slimes by using a fire extinguisher. Also, this is the Aliens universe, not ss13
Alright, so no slimes and no syndicate. The fact is that there ARE ways to make this other than an all-out slug fest between Aliens and Marines. All it takes is a little thought and maybe some prior knowledge about the franchise. Substitute the word 'Syndicate' with 'Tyrell Corp', or 'Grant Corp'. Tyrell Corp had possible ties to being Wey-Yu's competition in the Blade Runner movies, while the Grant Corp actually turned out to be Wey-Yu's competition in the novels. All it takes is a little reading.

As for pacifying a slime with a fire extinguisher, you'd have to be one of the Xenobiologists to know that water kills a slime. Otherwise people would end up trying to bludgeon it to death.
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RE: Rule/Mission/Mod suggestions.

Post by coroneljones » 30 Dec 2014, 08:13

Wait Wait Wait.

Blade Runner is in the aliens universe?
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RE: Rule/Mission/Mod suggestions.

Post by razerwing » 30 Dec 2014, 17:51

coroneljones wrote: Wait Wait Wait.

Blade Runner is in the aliens universe?

Apparently there was some added material on the Blu-Ray version of Prometheus suggesting that the Tyrell Corporation from Blade Runner was one of Wey-Yu's competitors, and apparently fans from both sides have drawn connections between the two films' styles and technology, so it looks like that's a possibility.
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RE: Rule/Mission/Mod suggestions.

Post by HyperPwner » 01 Jan 2015, 20:49

razerwing wrote: Alright, so no slimes and no syndicate. The fact is that there ARE ways to make this other than an all-out slug fest between Aliens and Marines. All it takes is a little thought and maybe some prior knowledge about the franchise. Substitute the word 'Syndicate' with 'Tyrell Corp', or 'Grant Corp'. Tyrell Corp had possible ties to being Wey-Yu's competition in the Blade Runner movies, while the Grant Corp actually turned out to be Wey-Yu's competition in the novels. All it takes is a little reading.

As for pacifying a slime with a fire extinguisher, you'd have to be one of the Xenobiologists to know that water kills a slime. Otherwise people would end up trying to bludgeon it to death.
Water does not kill a slime. Extreme cold does. Everyone knows this. If enzymes are frozen (it is likely a slime uses these to eat), then the slime cannot eat, and dies.
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RE: Rule/Mission/Mod suggestions.

Post by razerwing » 03 Jan 2015, 08:53

HyperPwner wrote: Water does not kill a slime. Extreme cold does. Everyone knows this. If enzymes are frozen (it is likely a slime uses these to eat), then the slime cannot eat, and dies.
The few times I've played as a xenobiologist on other servers I've noticed that a few sprays from a water bottle garners the same results as spraying it directly in its gooey face with a fire extinguisher. Not entirely sure what that means, but whatever. I also feel like we've strayed from the point, and I've seen some ideas similar to my own brought up in other threads. So I'd like to ask a question instead.

This game is supposed to be set in the Aliens universe, yes? So would that mean that Central Command from SS13 is running the show, is it Weyland-Yutani, or is it actually the Colonial Marines command? Either way, would it also not be possible for a Captain of the Sulaco and the admins/mods who aren't actually playing the game ((CentComm, Wey-Yu, whatever)) to have more interaction? When I say this I mean having the Commander of the shift send in a report every now and then to keep CentComm updated, and then having CentComm advise accordingly.
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RE: Rule/Mission/Mod suggestions.

Post by Doctor Clockwork » 05 Jan 2015, 17:18

These are great ideas, but they are all being shot down. Maybe we rearrange them a little and work of them as they currently but change and manipulate them to make somethings better? Its just a thought, but it'd be good.
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