Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

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Liam Gallagher
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Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by Liam Gallagher » 24 Sep 2016, 00:46

Summary (a quick, 2-3 sentence summary): Basically, I think we should add this to the game (http://avp.wikia.com/wiki/Radioactive_ammunition). In AVP: Extinction, these special bullets essentially stop an aliens healing abilities, thus hampering their combat capabilities. I want something along those lines in CM.

Benefits (How this will benefit the server and game as a whole): Since these rounds disable the aliens healing ability (Temporarily), it will allow the marines to potentially gain an edge in combat. They would require major balancing however, since they have the potential to wipe a hive clean in the right hands.

Details (Description of how you think this would work, the benefits, etc):
Basically, the bullets, which I believe should be very hard to get, would eliminate an aliens ability to heal. I believe the amount of Depleted uranium rounds that hits an alien should determine the total time the effect lasts for. Since larger creatures are... Larger (T3 and some ancients), the effect should either be weaker on them, or the effect should last less time; therefore, in order to be super effective against t3s, marines will need to put a lot of bullets into them.
There are four ways I can see them being acquired.

The Vendor method
Allow a small quantity to be vended by the standard armory vendors, kind of like the ap bullets. Issues with this means a large quantity of op ammo will be available at round start, basically making them a one man army. Personally, I don't see this as viable.

RO method
Allow the RO to order these rounds as in a special crate, for a hefty price of course. This way it limits the amount of ammo available, since an RO will have to order other items as well. However, this would allow for their to be an option for their usage, and depending on ammo consumption and how often an RO orders them, the marines could potentially stockpile a decent amount of these. This could potentialy backfire, allowing everyone to have larger amounts of op bullets.

Specialist Method
Either limit a few mags to each spec vendor or make it a special kit that gives you a few mags and possibly a modified M41a. This is the most balanced method I could think of, since you can never have more than 4 specialist's tokens worth of this stuff.

Rnd Method
Allow the eggheads to produce this stuff with adequate research and materials, all of which should be difficult to obtain and in small quantities. If the marines manage to obtain a large quantity of ammo through this method, they honestly deserve it.

There could be other ways to get access to them, but these are the most straight forward.
Implementation (Optional, if you have an idea how to implement it): A decent amount of coding.

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DeadLantern
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by DeadLantern » 24 Sep 2016, 00:50

We could do three of these methods. The RND method, the Spec method, and the RO method. Honestly, just use all of these. RO can order them for 200 or more points, specs get 2 or 3 mags, free, and Research can make if they have uranium and tons of metal and glass. Pretty easy.
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Liam Gallagher
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by Liam Gallagher » 24 Sep 2016, 00:56

DeadLantern wrote:We could do three of these methods. The RND method, the Spec method, and the RO method. Honestly, just use all of these. RO can order them for 200 or more points, specs get 2 or 3 mags, free, and Research can make if they have uranium and tons of metal and glass. Pretty easy.
I agree, that would probably work.

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completelynewguy
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by completelynewguy » 24 Sep 2016, 01:00

+1, ammo that doesn't have too much of a FF-drawback is good in my book.

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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by Jroinc1 » 24 Sep 2016, 10:27

R&D and Cargo, I like, spec method, not so sure. I already feel it's a little metagamey to bring incendiary shells first drop, and anti-regen shells are stupidly specific.
Still, +1 in general.
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by OatzAndHoes » 24 Sep 2016, 10:31

+1
Research method seems like the best option to me.

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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by YungCuz » 24 Sep 2016, 10:43

This sounds pretty legit +1
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by solidfury7 » 24 Sep 2016, 15:39

A rather interesting idea. +1.
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darklizard45
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by darklizard45 » 24 Sep 2016, 19:48

As long as they are hard to get and more of a late round thing, I'm fine with it +1
And this is not a science fiction thing, in fact is surprisingly real

https://en.wikipedia.org/wiki/Depleted_uranium

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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by Jroinc1 » 24 Sep 2016, 20:07

darklizard45 wrote:As long as they are hard to get and more of a late round thing, I'm fine with it +1
And this is not a science fiction thing, in fact is surprisingly real

https://en.wikipedia.org/wiki/Depleted_uranium
As a nuke, depleted uranium has NO radiological properties worth noting, it's used for enhanced penetration because of increased mass. Still, this is SPESS 1970's with ayylmaos, so I can allow it.
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Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
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Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

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Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by CaptainBritton02 » 24 Sep 2016, 20:34

As said before, DU has zero radiological properties. The rounds you're talking about in lore were tipped with U-235 and P-239. Anyways, +1, just pointing out that fact.
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Re: Depleted uranium rounds (a.k.a. How to cause much salt for the alien players)

Post by forwardslashN » 25 Sep 2016, 23:37

We are in the timeline where the CM are not actively fighting xenomorphs, so these rounds wouldn't really exist. As far as I know, anyway.
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