APOLLO and the Working Joe

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Mugsgrynn
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APOLLO and the Working Joe

Post by Mugsgrynn » 12 Sep 2016, 11:07

"You are carrying some dangerous items."

Summary (a quick, 2-3 sentence summary):
A small contingent of player-controlled Working Joes and a POTENTIALLY player controlled APOLLO unit, implemented in a few possible ways.

Benefits (How this will benefit the server and game as a whole):
  • - Due to APOLLO having its own objectives, creates a small 'third faction'.
    - New gameplay opportunities for players.
    - Canon friendly - 2150 is only a decade or so after the events of Alien: Isolation, so it's reasonable to think that Seegson is still active.
Details (Description of how you think this would work, the benefits, etc):
For those of you not familiar, the Working Joes are a line of rudimentary androids manufactured by Seegson, a small corporation riding on Weyland-Yutani's coattails. They are sold as a package slaved to a stationary computer mainframe, called the APOLLO unit. Working Joes have no personality or real intelligence of their own, they are basically drones. They come in two varieties: the "Standard" Joe, and the "Industrial" Joe which wears a hazmat suit. There are two ways I can see these being in the game:
  • - As a part of the Sulaco. Here, the Working Joes would be enslaved to the ship's MOTHER unit. I see this as a weaker option because it's infringing on MT duties and gives them and the Marines less to do.

    - As a part of the colony. A player controlled APOLLO unit would be placed somewhere on the map, and spawn with a small contingent of Working Joes. APOLLO would have its own objectives to fulfill. For example, it could be tasked to kill all the aliens, keep them alive, or simply keep the colony systems running. This adds a layer of mystery to each game mode as the Marines do not know what the APOLLO unit is trying to do.
Implementation (Optional, if you have an idea how to implement it):
The base code for the Working Joes and APOLLO already exists in the form of cyborgs and AIs on other servers, and they would function similarly.
  • - Working Joes would have a power cell and take only Brute and Burn damage, repairable by welders and wires.
    - Unlike cyborgs, they would retain all 4 Intents and have free use of their hands.
    - Upon spawn-in, Working Joes can choose whether they want to be the Standard or Industrial variant.
    - Standard Joes are vulnerable to EMPs, but are highly resistant to brute damage and fire.
    - Industrial Joes are much more damage and fire resistant and are immune to EMPs, but can only walk - they can't run.
    - If player controlled, APOLLO functions identically to the AI on other servers.
    - If admin controlled, APOLLO functions like MOTHER does now.
    - APOLLO and the Joes can communicate via their own special chat.
    - Aliens should ignore Working Joes under normal circumstances.
"Standard" Joe:
Image=

A charging station for the Joes:
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Boltersam
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Re: APOLLO and the Working Joe

Post by Boltersam » 12 Sep 2016, 11:41

Another thing I'd like to add.

You can't escape Working Joe grabs, of either variant. Or, of just the Industrial Joe, which can make up for the slow speed.

This wouldn't be as small as Predators, or as...How do I put it, neutral? They will have set goals. It's a nice change. +1.

However, would they be able to ally with the Marines, or possibly Aliens?
Last edited by Boltersam on 12 Sep 2016, 12:05, edited 1 time in total.

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coroneljones
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Re: APOLLO and the Working Joe

Post by coroneljones » 12 Sep 2016, 11:45

This seems nice
But against suggestion rules I do belive

One note is: Working Joes are based off of Wey Yu combat synth blueprints I do belive, atleast thats what I gathered from some collectable info from isolation, so they arent restrained from harming humans
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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Jroinc1
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Re: APOLLO and the Working Joe

Post by Jroinc1 » 12 Sep 2016, 12:11

+1 for an EVENT option.
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danmax67
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Re: APOLLO and the Working Joe

Post by danmax67 » 12 Sep 2016, 15:37

+1
Why?
Because how ELSE can I look at Working Joe neck flab?

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Terminator541
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Re: APOLLO and the Working Joe

Post by Terminator541 » 12 Sep 2016, 20:09

Pretty sure Seegson was on the verge of collapse/was bought out by Wey-Yu during Isolation.

But I could see backwater colonies using APOLLO units and Working Joes as the cheaper alternative to normal synths.
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Jeser
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Re: APOLLO and the Working Joe

Post by Jeser » 13 Sep 2016, 09:48

This suggestion is better thought through in my opinion, than previous one about androids. If not completely accepted, devs should at least read it all.
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Bigchilly
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Re: APOLLO and the Working Joe

Post by Bigchilly » 13 Sep 2016, 10:09

This is neat, kinda like an AI with a few borgs left from the alien attack, attemping to fix the colony, the only problem i see is alike preds a group of marines will find a hostile borg and just shoot the shit out of it awhile it attempts to escape.
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Boltersam
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Re: APOLLO and the Working Joe

Post by Boltersam » 13 Sep 2016, 15:22

Bigchilly wrote:This is neat, kinda like an AI with a few borgs left from the alien attack, attemping to fix the colony, the only problem i see is alike preds a group of marines will find a hostile borg and just shoot the shit out of it awhile it attempts to escape.
The Working Joes will have greater numbers than Predators, and will presumably have the :b, borg channel to call eachother with. If they're smart, they'll go out in groups. Which means, they can't be ganked like the lone Predators can be.

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Re: APOLLO and the Working Joe

Post by ShortTemperedLeprechaun » 13 Sep 2016, 23:04

+1. I don't need to explain why, do I? It's just well put out.
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Aetsuki
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Re: APOLLO and the Working Joe

Post by Aetsuki » 14 Sep 2016, 01:14

I particularly like the idea of a mysterious AI on the colony, despite it not being particuarly lore based, it's certainly something that adds to each round. Preserving the aliens would be mildly antag-y, and I think that objectives like that should be admin-set. Beyond that though... +1

Edit: Think ColonelJones is right, this would fall under borgs/androids in a sense. Final call is on higher staff though.
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Re: APOLLO and the Working Joe

Post by Nick123q23 » 15 Sep 2016, 22:04

+1 Absolutely for the colony. Would be interesting to have these because synths in general haven't been on this server yet outside of admin events.

I don't really want Working Joes on the Sulaco though, as the USCM is funded by Weyland Yutani, they'd have Bishop-like androids instead of the Joes.
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Re: APOLLO and the Working Joe

Post by UnknownMurder » 19 Sep 2016, 09:03

coroneljones wrote:This seems nice
But against suggestion rules I do belive

One note is: Working Joes are based off of Wey Yu combat synth blueprints I do belive, atleast thats what I gathered from some collectable info from isolation, so they arent restrained from harming humans
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Re: APOLLO and the Working Joe

Post by forwardslashN » 25 Sep 2016, 23:48

This isn't possible right now.
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