Xeno Testing

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mobman111
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Xeno Testing

Post by mobman111 » 26 Jan 2017, 15:53

Summary (a quick, 2-3 sentence summary): The ability to down a xenomorph, then render it in an unconscious-like state to transport it to some sort of holding cell.

Benefits (How this will benefit the server and game as a whole): As we study xenomorphs, we will learn their general behaviour and it will add a much better role to researchers. We can also add another death row punishment called "Xeno Testing".

Details (Description of how you think this would work, the benefits, etc): I may have an idea, using a gas to knock out xenomorphs (If you play the beginning of the AVP game, they use a gas to knock out Number 6 after he tries to escape) you can then drag them around without fear of death. The gas would keep the xenomorph unconscious for roughly 8-10 minutes before regaining consciousness. The Queen-scream will wake up xenomorphs instantly. Another good idea is a restraint machine, it would stop the xeno from moving around when not wanted. Maybe the ability to emit artificial pheromones to the cell to see the xenomorphs reaction. Please add some sort of material that the xeno's acid blood is resistant to. Separate hallway for sending in test subjects, dispenser for guns (used for testing).


Implementation (Optional, if you have an idea how to implement it): It would require a slight map change to add xeno holding cells. DO NOT ADD VENTS TO ITS ROOM UNLESS YOU WANT A FULL XENO BREAKOUT.

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Togopal
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Re: Xeno Testing

Post by Togopal » 26 Jan 2017, 15:55

Interestingly enough, this used to be a feature, but was removed because it just ended up with xenos breaking out and wiping out the Sulaco constantly.

(i remember getting angry about the removal)

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Toroic
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Re: Xeno Testing

Post by Toroic » 26 Jan 2017, 16:57

This is suggested about weekly, and is a bad idea for a number of reasons. Biggest of which is that subdual gear is invariably used to incapacitate and kill xenos.
"Crush your enemies. See them driven before you..."

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RadiantFlash
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Re: Xeno Testing

Post by RadiantFlash » 26 Jan 2017, 17:21

Toroic wrote:This is suggested about weekly, and is a bad idea for a number of reasons. Biggest of which is that subdual gear is invariably used to incapacitate and kill xenos.
Why not bypass that entirely? Add an item that keeps critted xenos alive and will slowly heal them. Maybe specialized xeno restraints, producable by research.

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Joe4444
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Re: Xeno Testing

Post by Joe4444 » 26 Jan 2017, 17:42

RadiantFlash wrote:Why not bypass that entirely? Add an item that keeps critted xenos alive and will slowly heal them. Maybe specialized xeno restraints, producable by research.
like the xeno cuffs marines started with for some reason in pre alpha?

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MrJJJ
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Re: Xeno Testing

Post by MrJJJ » 27 Jan 2017, 00:43

Joe4444 wrote:like the xeno cuffs marines started with for some reason in pre alpha?
And the electrified prod, which was used by marines until it was made a rule to stop that shit, and from time to time Heavy Infantry and Angry Infantry used it to fuck up every single xeno

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Sarah_U.
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Re: Xeno Testing

Post by Sarah_U. » 27 Jan 2017, 18:42

I'd rather have one of the two following:
Containment pod that allows for transport of xeno while they're conscious.
Containment pod that immerge the xeno in a gel-like substance that maintains it alive while being freezed to numb its sences.

Something like that, apologize in advance for not reading I'm going through quick on those suggestions.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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mobman111
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Re: Xeno Testing

Post by mobman111 » 28 Jan 2017, 05:29

Another good thing is that we should replace all the glass and walls with an acid resistant substance.

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Crab_Spider
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Re: Xeno Testing

Post by Crab_Spider » 28 Jan 2017, 11:35

mobman111 wrote:Another good thing is that we should replace all the glass and walls with an acid resistant substance.
No.
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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SUPERMAN112
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Re: Xeno Testing

Post by SUPERMAN112 » 28 Jan 2017, 11:52

Here is what I think, if we do add this make it only apply to drones, they arent a combat caste so it wouldnt really hurt the hive if non-combat castes be easily be stunned in combat and it would give the researchers some more "fun"
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Surrealistik
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Re: Xeno Testing

Post by Surrealistik » 28 Jan 2017, 13:06

Toroic wrote:This is suggested about weekly, and is a bad idea for a number of reasons. Biggest of which is that subdual gear is invariably used to incapacitate and kill xenos.
Yeah, that whole facehugging decap thing is a pretty bitter medicine to swallow, isn't it?
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Toroic
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Re: Xeno Testing

Post by Toroic » 28 Jan 2017, 14:30

Surrealistik wrote:Yeah, that whole facehugging decap thing is a pretty bitter medicine to swallow, isn't it?
I personally have already moved away from facehuggers both because it's a crutch and infecting really isn't that important imo.

The difference is that all the important members of marine team are on the Sulaco, with ground troops being either expendible or should be safely behind the front lines.

Subdual gear would be melee range (the same range most xenos are limited to) and used primarily for killing t3 and queen.

It's not a 1:1 comparison.
"Crush your enemies. See them driven before you..."

Xenos Vult

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Crab_Spider
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Re: Xeno Testing

Post by Crab_Spider » 31 Jan 2017, 09:28

Toroic wrote:I personally have already moved away from facehuggers both because it's a crutch and infecting really isn't that important imo.

The difference is that all the important members of marine team are on the Sulaco, with ground troops being either expendible or should be safely behind the front lines.

Subdual gear would be melee range (the same range most xenos are limited to) and used primarily for killing t3 and queen.

It's not a 1:1 comparison.
This. Freaking this. I'd be fine if MPs stunbatons could stun xenos for a short time or if there was an automatic universal translator implant for communicating, but when you think about it, shit like this won't be used for roleplay. Not once. No one is going to roleplay on a game that's mainly PvP with gear that can just stop your enemy with the press of a button, making them hopeless in mere seconds.
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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RadiantFlash
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Re: Xeno Testing

Post by RadiantFlash » 01 Feb 2017, 11:13

Again. Don't give the marines subdueing gear. They can crit xenos just fine. All you need, is a way to transport them, and keep them alive during that. Theres next to no reason for the xenoprods of prealpha

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Wubs4Scrubs
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Re: Xeno Testing

Post by Wubs4Scrubs » 11 Apr 2017, 09:20

Neutral

I remember years ago there were actual containment chambers on board the sulaco. My worries with a change like this would basically boil down to the fact that it might encourage meta-gaming on the xenos part to be captured and be brought up to the ship and then escape.
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