T2.5 Xenomorph Evolution

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Crab_Spider
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T2.5 Xenomorph Evolution

Post by Crab_Spider » 22 Dec 2016, 11:47

Summary (a quick, 2-3 sentence summary): When certain xenomorph castes upgrade to from Mature-Ancient, they'll evolve into either a weaker version of their T2/T3 form that has a unique ability relevant to a given situation, such as disabling APCs unharmed.

Benefits (How this will benefit the server and game as a whole): While this would regardless, take up a T2/T3 slot in order to work, xenos will be able adapt to new strategies and become more flexible as a result. Given how the upgrade system works and how xenomorphs were genetically modified to be the perfect lifeforms, it's not far off to say an upgrade-evolution is off of lore of CM, all it can do is make gameplay more versatile. The recent commander whitelist has also created more Marine majors, leaving xenos with literally anyone able to takeover as Queen and screw over the round for xenos. Each caste and their tiers are either for assaults or defending the Hive (this is not a playstyle you should adopt in strategy game, due to strategy being botched one way or another that require defense or offense) Disabling APCs is a death sentence for xenos, just trying to kill an armed Marine in close quarters is impossible , and given how we strictly must rely on weeds to regain health and plasma as any evolution, it's just better to have forms that can do this tasks without harm.

Details (Description of how you think this would work, the benefits, etc): From a rank of Mature to Elite or Ancient, a xeno regains its ability to evolve, but as a different caste with some buffs and some debuffs, and much newer abilities (i.e ground pound, electric discharge, resin spew). I have a couple of ideas on hand:
Enforcer
A gorilla form of a Hunter, completed with a pair of fists and thick hide on its back. With the skill of smashing through rock, Enforcers provide safe passageways for the rest of the Brood and using their hulking fists, they can pick up a rock, and throw it with poor accuracy and a very slow "reload" time (a full minute). Marines hit with these stones are put to green health,and receive 5 brute damage, and will eventually go into critical status if hit 5 times. There are no special traits of this POS other than it's like a tank, loves Gurren Lagann, and can't be remotely useful for defending the Hive. Here is a picture of this abomination :
Image
Bliz

A direct evolution from an Elite Sentinel, a blitz is heavily darkened xeno that loses the ability to spit acid to replace it with an electric discharge (perfect for disabling APCs). All stats are the same as a Runner, meaning a Blitz is only good for temporarily halting the function of electronics, or basically shocking anyone who thinks it's a good to stand in a river they're not familiar with (the mechanic behind this, is that a Blitz CAN do this, but it SHOULDN'T, unless the idiot player wants to die in that salt water as a result of it electrocuting itself
Guardian
Yes, this is essentially a praetorian, but given a prae is slow and is a fast firing spitter with the skill of emitting pheromones, a direct healer might work better for assaults. The Guardian is a a Mature spitter that's gone halfway into its evolution of becoming a Praetorian, neurotoxic acid are replaced by a recovery mixed acid spit that instantly heals a damaged xenomorph, by 50. The spit rate is very slow, taking up to 8 before it fully depletes plasma, and to compensate for this ability, plasma regen is just as slow.
Implementation (Optional, if you have an idea how to implement it): Lots and lots and lots of coding. Reworking how the upgrade system works, new sprites, and more pages on the wiki.
Last edited by Crab_Spider on 24 Dec 2016, 11:02, edited 3 times in total.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: T2.5 Xenomorph Evolution

Post by Sad_Corn » 22 Dec 2016, 11:52

-1

Those aliens are stronger than the t3 ones.

A fucking hunter that is almost a ravager and can mine caves? Jesus christ

A spitter that can constantly heal a crusher while he is charging, making him almost IMORTAL?

HOLY JESUS, THAT SENTINEL CAN STUN MULTIPLE MARINES ALONE?!

Man, that's more broken than hugger combat
On May 17, 2016, a group of farmers dug up the diary of an ear of corn named Watson. Here are his entries.

Day 76:
They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
I wonder what his wife will say.

Day 120: My brother says the VEGANS are protesting for more anti-meat bullshit. They want more of us to die. FUCKING HEATHENS.

Day 153: The ants are eating me from the inside out. They are popping out my kernels and taking them back to the nest. I feel them moving inside me. Julia says the pesticides will end our misery.

Day 300: Sweet Release. I can hear the planes flying over now. They are dropping the gas, it feels so good, sweet release-

Luiz"Mises"Buarque

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Re: T2.5 Xenomorph Evolution

Post by Heckenshutze » 22 Dec 2016, 11:56

Sad_Corn wrote:-1

Those aliens are stronger than the t3 ones.

A fucking hunter that is almost a ravager and can mine caves? Jesus christ

A spitter that can constantly heal a crusher while he is charging, making him almost IMORTAL?

HOLY JESUS, THAT SENTINEL CAN STUN MULTIPLE MARINES ALONE?!

Man, that's more broken than hugger combat

If this is what it takes to remove that cancer tactic, I'll give my +1
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Re: T2.5 Xenomorph Evolution

Post by Crab_Spider » 22 Dec 2016, 12:04

Sad_Corn wrote:HOLY JESUS, THAT SENTINEL CAN STUN MULTIPLE MARINES ALONE?!
You know these are just examples right? If you can't take on a threat with your primary method you resort to a different strategy. That's the point of evolving ; to tip the scales more into your favor as the hive requires a role to be filled out. Disabling APCs is one of the riskiest jobs any caste can do, and when you're on Sulaco, you might as well just get spotted and die.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: T2.5 Xenomorph Evolution

Post by Sad_Corn » 22 Dec 2016, 12:07

Crab_Spider wrote:You know these are just examples right? If you can't take on a threat with your primary method you resort to a different strategy. That's the point of evolving ; to tip the scales more into your favor as the hive requires a role to be filled out. Disabling APCs is one of the riskiest jobs any caste can do, and when you're on Sulaco, you might as well just get spotted and die.
Disable apcs is fine, but massive stun marines? No

If those are just examples, you should nerf them a bit, then we can think about it.

I like the idea of upgrade giving special abillities, but they can't be OP like that
On May 17, 2016, a group of farmers dug up the diary of an ear of corn named Watson. Here are his entries.

Day 76:
They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
I wonder what his wife will say.

Day 120: My brother says the VEGANS are protesting for more anti-meat bullshit. They want more of us to die. FUCKING HEATHENS.

Day 153: The ants are eating me from the inside out. They are popping out my kernels and taking them back to the nest. I feel them moving inside me. Julia says the pesticides will end our misery.

Day 300: Sweet Release. I can hear the planes flying over now. They are dropping the gas, it feels so good, sweet release-

Luiz"Mises"Buarque

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Re: T2.5 Xenomorph Evolution

Post by Joe4444 » 22 Dec 2016, 12:15

Crab_Spider wrote:You know these are just examples right? If you can't take on a threat with your primary method you resort to a different strategy. That's the point of evolving ; to tip the scales more into your favor as the hive requires a role to be filled out. Disabling APCs is one of the riskiest jobs any caste can do, and when you're on Sulaco, you might as well just get spotted and die.

the point of an example is to show what the end product will be LIKE....if you give an OP example people are gonna think the end product is also going to be OP

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Re: T2.5 Xenomorph Evolution

Post by Boltersam » 22 Dec 2016, 13:03

I have a proposal. And one that will probably please both Marines and Aliens if it is implemented instead.

How about, we make it so that T2s can only evolve to T3 at Elite, (Don't stop me here, Xeno players, let me explain.)

But, at Mature, pick which T3 they're upgrading towards, and become a "Mature" T2.5 until the time to evolve to T3 finishes (A forced timer, so you can't stay as a T2.5 forever,) which may need lengthening from the regular timers. For example, a Hunter at Mature picks Crusher, and turns into the T2.5 related to the Crusher. A timer begins, shown in Evolution progress, and ticks up until they receive 800/800 as an example, then evolve to T3.

Suggestions for the actual T2.5s, however, I'll leave to you guys. I assume a Hunter gearing for Crusher would get armour plates and the like, a Drone gearing for Hivelord would get increased plasma and something like digging claws, a Sentinel gearing for Boiler gets a lesser version of the bombard and becomes frailer, etc.

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Re: T2.5 Xenomorph Evolution

Post by Snypehunter007 » 22 Dec 2016, 13:19

Joe4444 wrote:the point of an example is to show what the end product will be LIKE....if you give an OP example people are gonna think the end product is also going to be OP
There is a point where the examples become completely broken andown unsalvagable.
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Re: T2.5 Xenomorph Evolution

Post by Crab_Spider » 23 Dec 2016, 13:10

Snypehunter007 wrote:There is a point where the examples become completely broken andown unsalvagable.
How about now?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: T2.5 Xenomorph Evolution

Post by solidfury7 » 23 Dec 2016, 13:41

If you can come up with some concrete and somewhat less op aliens than suggested to replace hugger combat, I'd be down for it.

However it'd require a huge rework of the aliens system.

Healing aliens is a no no. They already have a slow heal on weeds, marines already lose due to attrition from broke bones and lack of medical supplies.
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Re: T2.5 Xenomorph Evolution

Post by Snypehunter007 » 23 Dec 2016, 14:43

Crab_Spider wrote:How about now?
Somewhat better.
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Re: T2.5 Xenomorph Evolution

Post by Jroinc1 » 23 Dec 2016, 17:23

The enforcer one is treated as a PoS by you, but with a ranged BRUTE attack that can break bones in 2-3 hits, it's pretty strong, possibly THE strongest ayy in ranged combat. Just chiming in with that.
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Re: T2.5 Xenomorph Evolution

Post by Boltersam » 23 Dec 2016, 17:29

I really think the Enforcer should instead have a shield ability, explained by having big, armour-plated arms, so it becomes immobile with a crusher-like shield in front.

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Re: T2.5 Xenomorph Evolution

Post by Sad_Corn » 23 Dec 2016, 18:13

Now it's way better, but enforcer still broken. three rocks can break bones. But the rest is fine

Changing to neutral
On May 17, 2016, a group of farmers dug up the diary of an ear of corn named Watson. Here are his entries.

Day 76:
They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
I wonder what his wife will say.

Day 120: My brother says the VEGANS are protesting for more anti-meat bullshit. They want more of us to die. FUCKING HEATHENS.

Day 153: The ants are eating me from the inside out. They are popping out my kernels and taking them back to the nest. I feel them moving inside me. Julia says the pesticides will end our misery.

Day 300: Sweet Release. I can hear the planes flying over now. They are dropping the gas, it feels so good, sweet release-

Luiz"Mises"Buarque

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Re: T2.5 Xenomorph Evolution

Post by Szunti » 23 Dec 2016, 18:44

I don't even like the T1<T2<T3 levels. It feels like T3 plays the real game, T2 assists, T1 (except for drone) is not even needed they just block the bigger ones.

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Re: T2.5 Xenomorph Evolution

Post by Crab_Spider » 23 Dec 2016, 20:19

Sad_Corn wrote:Now it's way better, but enforcer still broken. three rocks can break bones. But the rest is fine

Changing to neutral
A brute boiler is broken?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: T2.5 Xenomorph Evolution

Post by Jroinc1 » 24 Dec 2016, 00:56

Crab_Spider wrote:A brute boiler is broken?
A boiler, on a good hit with a gas cloud, either instakills, or does upwards of 140 burn. Now imagine a single hit breaking 3-4 bones and causing like 6 cases of IB.

I think the analogy you're looking for is a BRUTE spitter. And that would be broken too, for previously mentioned reasons.
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3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
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

Total kills with SM- 6

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: T2.5 Xenomorph Evolution

Post by Arachnidnexus » 27 Dec 2016, 21:50

-1 The upgrade system already promotes passive, campy playstyles and this would only encourage that kind of behavior by making T2s who can't evolve have an even better reward for not risking themselves.

Edit: Also, the commander whitelist hasn't even taken effect yet so that point is kinda not a point.

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Re: T2.5 Xenomorph Evolution

Post by laserdogbad » 27 Dec 2016, 22:07

+1 add this please i hate getting stuck as anchient sentinel

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Re: T2.5 Xenomorph Evolution

Post by Crab_Spider » 28 Dec 2016, 01:57

Arachnidnexus wrote:-1 The upgrade system already promotes passive, campy playstyles and this would only encourage that kind of behavior by making T2s who can't evolve have an even better reward for not risking themselves.

Edit: Also, the commander whitelist hasn't even taken effect yet so that point is kinda not a point.
What reward is this giving? A stun that will literally kill you just for using it? A shield that heavily drains your plasma while you're under heavy fire? Or being able to slash APCs with no harm? That's not a reward, it's making use of what you can do. Such play styles are for tactical purposes, in fact, why exactly are xenos camping a bad thing? Why does risking the chances of locking a T2-T3 slot have need to happen?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: T2.5 Xenomorph Evolution

Post by apophis775 » 28 Dec 2016, 14:12

Denied.
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