Xenomorph Capture Equipment

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McRipfist
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Xenomorph Capture Equipment

Post by McRipfist » 16 Aug 2016, 23:26

Summary (a quick, 2-3 sentence summary): Addition of new gear for capturing Xenomorphs.

Benefits (How this will benefit the server and game as a whole):

- Liaison can actually accomplish his task of Xeno capture without killing a marine via Chest bursting or hoping an xeno is found brain-dead.
- PMC can be used for Xeno capture instead of the Liaison's personal guard.
- Increases Wey-Yu interaction in the round from a annoying pencil pusher and his rarely seen cronies to a annoying pencil pusher and his specialist team of Xeno catchers who have an active presence in the field.
- Creates more RP infighting among the marines, bridge and liaison as Wey-Yu brings Xenos aboard the ship.

Details (Description of how you think this would work, the benefits, etc): Liaison is tasked with capturing a Xenomorph. He can order specialized gear and have marines capture one or call in PMCs to do it. When the equipment or the team arrives they are sent planet-side to capture a live xeno. Once captured and placed inside a cage the xeno can be stored in the unused area behind the ladders in the hanger or sent to Wey-Yu via a shuttle.

(Equipment consists of Ape-suits or something similar, nets, snares, a cage and something like tranquilizer darts or 10mm rounds that would bring the xeno into submission via critical similar to a severe baton beating.)

Implementation (Optional, if you have an idea how to implement it):
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KingKire
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Re: Xenomorph Capture Equipment

Post by KingKire » 16 Aug 2016, 23:59

technically you can catch a xeno without killing the marine. If you remove a facehugger before it can impregnate a marine (i.e marine is dead while huggered or just remove it off his face without killing it) you can get a monkey and use that as a guinea pig. I dont usually capture xenos because marines never get there stuff together to say "hey scientist, heres where the eggs are", so i just become the glorious sulaco bomb factory. also duplicate, but im lazy and dont want to post links, which ill do later on.
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Biolock
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Re: Xenomorph Capture Equipment

Post by Biolock » 17 Aug 2016, 00:00

Research equipment has been used multiple times to fight xenos instead of capture them. Neutral on this topic.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Iatots
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Re: Xenomorph Capture Equipment

Post by Iatots » 17 Aug 2016, 06:47

Maybe add a rule against it?
Only RD can use capture equipment, RD has to stay in "secure" positions, ie away from big firefights.
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SagaSword
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Re: Xenomorph Capture Equipment

Post by SagaSword » 17 Aug 2016, 09:15

We could maybe put this in another Future gamemode that talks about when and where the outbreak has happened and some of the PMCs are trying to capture the aliens for future experiments and not die by the marines or whatever forces attacking the aliens.
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Moonloon
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Re: Xenomorph Capture Equipment

Post by Moonloon » 17 Aug 2016, 12:51

There's currently no real reason to capture xenos. You can't dissect them, make anything out of them and you can't really safely RP studying them with the current map design.

Until these are changed, I'm going with a -1.

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darklizard45
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Re: Xenomorph Capture Equipment

Post by darklizard45 » 17 Aug 2016, 16:00

But we will also need a secure place to contain those xenos

viewtopic.php?f=59&t=6999&p=78069&hilit=test#p78069

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Sarah_U.
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Re: Xenomorph Capture Equipment

Post by Sarah_U. » 17 Aug 2016, 16:26

I already made a very similar topic. Cage lock down the xeno and secure it making it invulnerable to external threats. Xeno can break free but people around sees it. Doesn't work on T3.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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MikeHdez97
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Re: Xenomorph Capture Equipment

Post by MikeHdez97 » 18 Aug 2016, 01:13

Biolock wrote:Research equipment has been used multiple times to fight xenos instead of capture them. Neutral on this topic.
Yeah I remember these old times when we fight xenos as gladiators with stun batons and riot shields hahaha

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Re: Xenomorph Capture Equipment

Post by Biolock » 18 Aug 2016, 07:32

Iatots wrote:Maybe add a rule against it?
Only RD can use capture equipment, RD has to stay in "secure" positions, ie away from big firefights.
How would the Researcher capture a xeno if he's in a secure location?
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Iatots
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Re: Xenomorph Capture Equipment

Post by Iatots » 18 Aug 2016, 09:29

Biolock wrote: How would the Researcher capture a xeno if he's in a secure location?
Runners or other sneaky xenos creeping around FoB for wounded marines while the whole hive is battling at tablefort, or right outside a hive that just had a wipe out and could have 1 or 2 sneaky sneks behind a wall.

What I want, is to prevent the researcher from being an active combatant.
My implementation, to put it bluntly, is : exactly that, which I roughly translate as" the researcher must not be anywhere where he could strongly influence an important engagement of forces. He must stay out of the "main event" into secure territory".
This translates to not being at a frontline during a boiler bombard, or advancing with a platoon into hostile territory.
What the researcher could do is tagging with the squad securing the path from FoB to frontline, or even capturing the queen if she is cornered in one of those tiny cultist temples and the marines cleared the nest. (this will basically never happen unless you have a REALLY good CL).

There is a lot of grey area to discuss, and something will slip through, but I will stop here for now and await more input.
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Re: Xenomorph Capture Equipment

Post by SagaSword » 18 Aug 2016, 10:38

Biolock wrote: How would the Researcher capture a xeno if he's in a secure location?
He could ask a marine to capture an alien and bring it to him, and add a rule with a punishment if the capture equipment is used for hunting other than capturing.
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Re: Xenomorph Capture Equipment

Post by Biolock » 18 Aug 2016, 12:13

Just sounds like more rules to break imo, but I'm not representative of the head staff opinions.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Logi99
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Re: Xenomorph Capture Equipment

Post by Logi99 » 18 Aug 2016, 14:46

This sorta reminds me of the time where we stun baton'd a queen on Nostromo and pulled her in the Xeno Prison on Sulaco. Where we killed every xeno and made sure none were hiding or on nostromo. Then we opened the shutters and we shot the hell outta da queen. I kinda think they should do this. I did do a suggestion about capturing xenos with a Net-Gun. But it just got deep, deeper than the deep web. I wnat to do this again. It makes me think of the good old nostromo days.

I give this a +1
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Re: Xenomorph Capture Equipment

Post by Snypehunter007 » 19 Jan 2017, 20:19

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Re: Xenomorph Capture Equipment

Post by forwardslashN » 20 Jan 2017, 18:54

Similar enough for a duplicate.
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