Oh look, another suggestion about resin cuffs

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crono23
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Oh look, another suggestion about resin cuffs

Post by crono23 » 08 May 2016, 22:32

Summary (a quick, 2-3 sentence summary): Now now, I know what you're thinking, resin cuffs have been a pretty touchy and salty subject these past few days (wow Crono, really?), but I think we may be able to compromise here.

Benefits (How this will benefit the server and game as a whole): Hopefully minimizing salt, while still allowing admins and devs to keep their precious resin cuffs.

Details (Description of how you think this would work, the benefits, etc): The current system now is to click resist, wait to break free of the nest, then press resist once more to break out of the nest, but even after breaking free, you still need to remove the resin cuffs. A process that takes 20 seconds, which is MORE than enough time for a xeno to tacklespam you. Thus, without changing too much of the current system, how about this: Press resist once to break free of the nest. Press resist again to remove the resin cuffs. Press resist one last time to jump up out of the nest, ready to kick alien ass. Or burst. Or be killed. Or get tacklespammed again. Either way, it should help reduce the salt levels associated with such a touchy subject.

Implementation (Optional, if you have an idea how to implement it): The only thing I know about coding is that it's hard, so I'm no help here.
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Re: Oh look, another suggestion about resin cuffs

Post by Azmodan412 » 08 May 2016, 22:45

Oh hey, a more or less reasonable suggestion involving the cuffs. +1.
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Re: Oh look, another suggestion about resin cuffs

Post by Abbysynth » 08 May 2016, 22:46

So.. you want marines to just be able to escape at any time with no warning whatsoever?

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Re: Oh look, another suggestion about resin cuffs

Post by crono23 » 08 May 2016, 22:51

Abbysynth wrote:So.. you want marines to just be able to escape at any time with no warning whatsoever?
Now that you mention it, maybe not quite. Perhaps a little message xenos in the nearby area hear that's something along the lines of "You hear the sounds of struggling. Perhaps a host is trying to get loose?". Something like that.

Although, before the whole resin cuffs thing happened, it was pretty much the same as what I'm suggesting. Marines popped up instantly, xenos would notice, xenos would tacklespam marine. Not only that, but if a marine has really been struggling (and they probably have) they'll be short their rifle and maybe their pistol, leaving them without much hope either way.

Really all I'm saying is that we can go back to the way it was before without needing to remove resin cuffs.
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Re: Oh look, another suggestion about resin cuffs

Post by apophis775 » 08 May 2016, 23:12

Actually, I believe we are removing the ability for Xenos to even be able to tell when your resisting.

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Re: Oh look, another suggestion about resin cuffs

Post by forwardslashN » 08 May 2016, 23:24

If you resist thrice to time your escape, it's actually better than what it was prior to the cuffs update. I don't see how this is more reasonable, or why the cuffs are needed since you can resist out of them in the nest itself.

Edit: Actually, here is my reasoning on the upcoming changes: Let's say I am playing a xenomorph. If the CQC update is as detailed as written, and it takes actual effort to hug and drag a marine to the nest, it would really be a detriment to my enjoyment to have that marine pop out every three minutes to shoot himself/herself in the head, with no warning or anything. I want nests to be inescapable if it takes any sort of actual effort to nest marines. To add to that, nothing has really changed with the cuffs update aside that you have a lesser chance of shooting your head off to prevent larva. Escaping the hive in a checkernest was pretty much impossible before, and it still is. If the xenos were watching, the best you could do is kill yourself, which you can still do. In the current situation, xenomorphs can forget to cuff you, they can simply be absent, or even leave a resin door open when you pop up. But in majority of cases, whether or not you were cuffed as a marine isn't going to matter. And I am okay with that.
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Re: Oh look, another suggestion about resin cuffs

Post by Boltersam » 09 May 2016, 01:27

\N wrote:If you resist thrice to time your escape, it's actually better than what it was prior to the cuffs update. I don't see how this is more reasonable, or why the cuffs are needed since you can resist out of them in the nest itself.

Edit: Actually, here is my reasoning on the upcoming changes: Let's say I am playing a xenomorph. If the CQC update is as detailed as written, and it takes actual effort to hug and drag a marine to the nest, it would really be a detriment to my enjoyment to have that marine pop out every three minutes to shoot himself/herself in the head, with no warning or anything. I want nests to be inescapable if it takes any sort of actual effort to nest marines. To add to that, nothing has really changed with the cuffs update aside that you have a lesser chance of shooting your head off to prevent larva. Escaping the hive in a checkernest was pretty much impossible before, and it still is. If the xenos were watching, the best you could do is kill yourself, which you can still do. In the current situation, xenomorphs can forget to cuff you, they can simply be absent, or even leave a resin door open when you pop up. But in majority of cases, whether or not you were cuffed as a marine isn't going to matter. And I am okay with that.
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With the CQC update, aliens will be struggling, and constantly needing to try to overpower a marine, from getting them away from their buddies and to the hive, into a nest. Since we're not going to make nests inescapable without outside help *cough cough* marine with a welder *cough cough*, because marines will scream "MUH FECKING BALANCE", we'll have resin cuffs, which still allow marines a chance to escape but decrease the amount of suicides hosts and infected marines attacking the hive from the inside with assorted weapons.

I know you mean well, but I'm going to give you a -1. Sorry bud.

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Re: Oh look, another suggestion about resin cuffs

Post by KingKire » 28 Jul 2016, 12:26

Resin Cuffs have been changed, Move to LOCKED and RESOLVED?
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Re: Oh look, another suggestion about resin cuffs

Post by forwardslashN » 09 Aug 2016, 22:13

Resolved.
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