[Long-Read] Playable Hugger Mechanic

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Sarah_U.
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[Long-Read] Playable Hugger Mechanic

Post by Sarah_U. » 28 Oct 2016, 10:55

Summary (a quick, 2-3 sentence summary):
Add a verb to toggle playable hugger on/off.
Queen is allowed to activate an egg allowing for a dead player to join as an hugger.
Huggers awakened by the queen can be played by a player with certain conditions and effects.

Benefits (How this will benefit the server and game as a whole):
Allows for future removal / lowered combat-hugger carrying.
Would allow for more rotation in the dead player list.
Would also allow for more xenos to spawn during pro-marine rounds.
Allows for a new role which as not be implemented yet (to my knowledge).
More lore-friendly and accurate than slapping huggers at people's faces.
Could entirely be adjusted as to be used for events or new mechanics.
Could be entirely re-modelled at will as to make it work or not.

Cons (How this would be a problem, cause problems or may potentially endanger balance):
Huggers may grow hard to hit, which can be adjusted.
A cunning queen could do a comeback by sending waves of huggers.
Huggers would be much harder to deal with in this iteration.

Details (Description of how you think this would work, the benefits, etc):
Add a verb to toggle playable hugger on/off.
Administrators can turn on a parameter on the server which allows for this mechanic to come in play.
Under no circumstances, unless deemed balanced must this mechanic be set to true by default, thus being reset on each server restart so that it returns to false.

Queen is allowed to activate an egg allowing for a dead player to join as an hugger.
Queen is allowed a verb which 'awakes a sleeping children' of her choosing. The hugger must be inside an egg, and only when a player in the list of dead player accepts to be picked for being a hugger will they be allowed to do so.
It cost some plasma for the queen, cannot be spammed as to prevent a massive SWARM of huggers rushing at hosts and won't work if a certain delay is passed (think 30 seconds, so that if dead players just wait for it, it don't work).

Huggers awakened by the queen can be played by a player with certain conditions and effects.
Here's the big chunk of the suggestion, and I'd like you to take some time to read it carefully.

First chunk:
Huggers being spawned by the queen offers a pop-up to dead players: "Would you like to be considered to play [Generated Hugger Name]? (Y/N)"
The hugger upon being picked, will pop out the egg as usual, but cannot be substained for an extended period of time.
E.G: A facehugger present on weed may be kept alive, or within the viscinity of the queen perhaps, but a hugger roaming the world trying to catch preys cannot.
E.G2: The facehugger spawns with a set timer of time it can live... Thus, xenos can't simply mass the buggers.

Here's the second chunk:
The facehugger can only CqC and leaping can be implemented at a later date.
A facehugger in CqC will give brute damage to helmets if present, potentially dying.
Another way is to apply brute to the helmet and allow the hugger to die trying to take it off, potentially single-handedly removing it.
The hugger has a slow attack time, needing to leap repetitively at the host exhausting itself in the process (If the second method is taken).

Here's the third chunk (Optional):
If this chunk of suggestion si taken, the host will be infected with the parasite which will take the SAME AMOUNT OF TIME to evolve.
The player infecting the host, is still there, being placed inside the player's body. Once done, the player may be carried around waiting its burst timer.
(Optional (Recommended)) The player cannot see any parts of its surrounding, its heat vision obscured by the host's own heat.
The infected doesn't burst untill either A: Infector decided to use a verb to burst out. B: Infector ghost. C (Replacement for A): The infector repetitively attack the host to burst.
The infected die, allowing for the infector to gain control to a bloody larva.

Implementation (Optional, if you have an idea how to implement it):
[N/A]



Attention reviewer. This suggestion is conveyed as a mean to provide an example of the mechanic. The mechanics are mostly placeholder and examples. You may put which mechanics you dislike in your comments and/or the coder accepting or refusing this is allowed to remove certain mechanics for gameplay or lore reasons. It's meant to mostly allow players to play huggers, not to follow the suggestion's guideset.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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bruzok
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Re: [Long-Read] Playable Hugger Mechanic

Post by bruzok » 28 Oct 2016, 11:11

Damn, It's sounds like a really good mechanic. 1+ but it's probably gonna be ignored.
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Sarah_U.
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Re: [Long-Read] Playable Hugger Mechanic

Post by Sarah_U. » 28 Oct 2016, 12:29

Suggestion that could be added:
All unconscious can instantly be hugged? I'll avoid adding it for now.

Also, don't insult the staff please. They have a valid discussion and thinking process for denying and/or a lot of work to do. Having to read this thread will surely take some time and that's a luxury in this day and age especially with THAT MANY SUGGESTIONS AROUND.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Surrealistik
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Re: [Long-Read] Playable Hugger Mechanic

Post by Surrealistik » 28 Oct 2016, 15:53

-1. Let's compound combathugging cancer with remote control guided cruise missile combathugging cancer. Only could ever support this with no combathugging (tentative +1 then).
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Sarah_U.
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Re: [Long-Read] Playable Hugger Mechanic

Post by Sarah_U. » 28 Oct 2016, 21:58

Surrealistik wrote:-1. Let's compound combathugging cancer with remote control guided cruise missile combathugging cancer. Only could ever support this with no combathugging (tentative +1 then).
I do severely limit its use and abilities though. Plus, with that the devs would have an incentive to lower or even remove combat hugging as huggers could move around themselves, potentially making the game look more like AvP2010 or Alien: Extinction.

Idk, I see why you'd -1 and the validity of your argument... Although, I do think it's still a good idea and could be balanced out in the future, but think of it like any other game development: Anything starts strong, then gets nerfed... It eases the process for adjusting it since you only need to slowly lower the variables untill you meet the right edge inbetween good and bad. Plus, you grow the hype for the feature and people start to use it and stick with it later-on. That's one of those features that could start strong, stay strong and finally get adjusted. Although it wouldn't entirely cause issues since devs could immediately cancel it out with their ability to turn it off.

I'll just close it with: If this is implemented I'm possibly pushing a suggestion to remove combat hugging in exchange for this mechanic and/or other mechanics, such as comatose combat (Knock out your kill, drag it off to infect it).
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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bruzok
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Re: [Long-Read] Playable Hugger Mechanic

Post by bruzok » 28 Oct 2016, 22:46

Sarah_U. wrote: Also, don't insult the staff please. They have a valid discussion and thinking process for denying and/or a lot of work to do. Having to read this thread will surely take some time and that's a luxury in this day and age especially with THAT MANY SUGGESTIONS AROUND.
Not what I meant by ignoring, I should've worded it out better. I didn't meant to insult, what I meant was, with the complexity of the suggestion, there's a 50:50 it'll go denied. You still have my 1+. Apologies for the misunderstanding.
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Logi99
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Re: [Long-Read] Playable Hugger Mechanic

Post by Logi99 » 29 Oct 2016, 16:54

My player as hugger suggestion got denied but I agree with ur mechanics +1
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Re: [Long-Read] Playable Hugger Mechanic

Post by Snypehunter007 » 09 May 2017, 08:08

Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

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