Xenos Containment - Avoiding Prolonging the Round

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northcote4
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Xenos Containment - Avoiding Prolonging the Round

Post by northcote4 » 30 Aug 2016, 15:09

Summary (a quick, 2-3 sentence summary): Basically, what I propose is that the xeno containment area in the research department of the Sulaco be modified such that xenos within do not count towards round end.

Benefits (How this will benefit the server and game as a whole): The most glaringly obvious benefit is that it will allow for the capture of live xenos without forcing the round to be extended until their death, should a marine major be in the works.
This way, captured xenos can still be alive at round end, allowing for benefits to RP, particularly for the research team. It will, ideally, result in less instances of marines bursting into the research lab guns blazing to 'win' the round.

Of course, if the alien in question happened to somehow break out... Well, that's when it becomes a problem for the crew.

Details (Description of how you think this would work, the benefits, etc): -

Implementation (Optional, if you have an idea how to implement it): While I'm not familiar with the coding methods used in SS13, I believe the following to be an option:

Xenos and Marines that are in 'Space' do not count towards round totals. Thus, the research containment area could be modified to count as 'Space'. This has the side effect of causing marines within not to count towards the total number of living human players, but that does not seem like an unreasonable tradeoff.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by TopHatPenguin » 30 Aug 2016, 15:21

We had this in Pre-alpha and it worked wonders, +1 for it to happen again.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by JohnKilla56 » 30 Aug 2016, 15:27

+1 please re add

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Re: Xenos Containment - Avoiding Prolonging the Round

Post by YungCuz » 30 Aug 2016, 16:29

With the new research update out i image this becoming very possible +1
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by Jroinc1 » 30 Aug 2016, 17:52

+1. Just make the 6 tiles in the pen not count.
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3 Nov 16-15 Jan 17

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Re: Xenos Containment - Avoiding Prolonging the Round

Post by Sarah_U. » 01 Sep 2016, 22:36

+1, lets get some containment equipment nad whatnot going for fun and flavour.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by darklizard45 » 02 Sep 2016, 10:08

+1





YES

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Re: Xenos Containment - Avoiding Prolonging the Round

Post by Warnipple » 02 Sep 2016, 11:10

+1

Seems harmless enough. Good luck getting a xenos to stay in there.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by MauroVega » 02 Sep 2016, 18:51

Flipper would of loved this

+1
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by KingKire » 03 Sep 2016, 10:23

Personally, I'd also add that a xeno wearing a special collar would also count as being out of the round, same as being infected for marines.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by northcote4 » 04 Sep 2016, 04:58

KingKire wrote:Personally, I'd also add that a xeno wearing a special collar would also count as being out of the round, same as being infected for marines.
This makes me think of the xeno-cuffs we used to have in pre-alpha, in addition to the xeno shockstick. Maybe throw it up in another suggestion if it isn't already? Wouldn't mind seeing those return myself.
The story of Edgardo and A Guy Named Squid. Good read. Greentext ahoy. - https://1d4chan.org/wiki/The_Ballad_of_Edgardo

The almighty Dr FrankenBaldie, creator of horrors such as the yautja-human hybrid, the yautja-space carp hybrid and the human-permaban hybrid. Know his name and know despair.

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Re: Xenos Containment - Avoiding Prolonging the Round

Post by FantasticFwoosh » 04 Sep 2016, 12:53

MauroVega wrote:Flipper would of loved this

+1
I am Dr.Cohen Polson, i raised flipper with my collegue from a larva with (please come forward with your name, i forget) the CMO who willingly gave his life to save flipper from a direct shotgun blast, i personally terminated flipper with my bare hands humanely in the end (in which i RP'd having crippled legs for the rest of the 3 hour round in a wheelchair after being mauled and hospitalised by flipper *which that bit wasnt RP* in the specimen room in a fight to the death) after he reverted and matured to the hivemind as normal aggresively.

It is important to note that flipper II as it was meant to come to be if i had my way about things, was the last larva on that particular round, and prior to getting a chance to RP any more, it escaped through the doors (which still remains a mystery on how it slid through closed doors) before being executed in a botched capture attempt. Since its not lore appropriate, we can't commemorate flipper's good inter-player sportmanship directly (and everyone involved) in a placque of any kind, but the (CMO name, sorry your name is really forgettable) xenobiology yutani foundation trust [(?).XYFT] would be appreciative of future non-round compromising containment contributions.

+1 :thumbup:

I am glad it left a impression.

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Re: Xenos Containment - Avoiding Prolonging the Round

Post by forwardslashN » 08 Sep 2016, 17:59

This seems like a good idea.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by Bigchilly » 08 Sep 2016, 18:28

+1 should include alien restraints from that of the W-Y research labs in many games + lore. Along with a better way of capturing such xeno, not hunting for a SSD xeno and dragging it back home.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by SPACEpotato1 » 10 Sep 2016, 22:01

FantasticFwoosh wrote: I am Dr.Cohen Polson, i raised flipper with my collegue from a larva with (please come forward with your name, i forget) the CMO who willingly gave his life to save flipper from a direct shotgun blast, i personally terminated flipper with my bare hands humanely in the end (in which i RP'd having crippled legs for the rest of the 3 hour round in a wheelchair after being mauled and hospitalised by flipper *which that bit wasnt RP* in the specimen room in a fight to the death) after he reverted and matured to the hivemind as normal aggresively.

It is important to note that flipper II as it was meant to come to be if i had my way about things, was the last larva on that particular round, and prior to getting a chance to RP any more, it escaped through the doors (which still remains a mystery on how it slid through closed doors) before being executed in a botched capture attempt. Since its not lore appropriate, we can't commemorate flipper's good inter-player sportmanship directly (and everyone involved) in a placque of any kind, but the (CMO name, sorry your name is really forgettable) xenobiology yutani foundation trust [(?).XYFT] would be appreciative of future non-round compromising containment contributions.

+1 :thumbup:

I am glad it left a impression.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by Butterrobber202 » 10 Sep 2016, 22:10

+1

Xeno Containment was the shit back in Pre-Alpha, wouldn't mind Xeno cuffs being re-added.

Tho they should only work on Tier 2 and below.
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Re: Xenos Containment - Avoiding Prolonging the Round

Post by Snypehunter007 » 05 May 2017, 11:08

We are currently rethinking research.

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