[NHC] Carrier

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Swagile
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[NHC] Carrier

Post by Swagile » 13 Feb 2017, 21:20

Summary (a quick, 2-3 sentence summary): The old carrier was an alright concept at the start of the no hugger combat test (NHC). The only reason it sucked so much is because its a T2, which means you can have more Carriers than Crushers / Ravs / Boilers, yet the Carriers were just as good as T3's. What I propose for the future test is to make Carriers a T3 slot, requiring you to go Hivelord > Carrier. That way it is properly balanced, and takes a long time for it to appear on the field, hence when it IS on the field its something to fear as it can hugger in one hit and huggers cannot be detached (first to second day of hugger combat test that was how it was).

Benefits (How this will benefit the server and game as a whole): Makes Carrier a choice you make as a Queen over a Combat caste and you have to protect it well as its squishy and more hit and run.

Details (Description of how you think this would work, the benefits, etc): Read above.

Implementation (Optional, if you have an idea how to implement it): Coding.
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shyshadow
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Re: [NHC] Carrier

Post by shyshadow » 13 Feb 2017, 21:26

I actually kinda support this, even though I don't play as Xenomorphs, it'd make more sense considering they can still plant weeds, so it'd be more like a Hive Lord that can throw Carriers. +1
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Sneakyr
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Re: [NHC] Carrier

Post by Sneakyr » 13 Feb 2017, 23:34

-1 unless hugger life is extended outside of eggs or egg plasma cost is reduced, which I don't believe either will be. I was playing xeno the other day and we absolutely could not infect any of our (nested!) hosts until someone became carrier because the huggers kept dying en-route. This isn't necessarily because of queen incompetence, either - she just didn't have enough plasma to lay more eggs around the 4 guys.
Perhaps it'd be best to change how hugger throw works instead.
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Swagile
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Re: [NHC] Carrier

Post by Swagile » 14 Feb 2017, 00:29

Sneakyr wrote:-1 unless hugger life is extended outside of eggs or egg plasma cost is reduced, which I don't believe either will be. I was playing xeno the other day and we absolutely could not infect any of our (nested!) hosts until someone became carrier because the huggers kept dying en-route. This isn't necessarily because of queen incompetence, either - she just didn't have enough plasma to lay more eggs around the 4 guys.
Perhaps it'd be best to change how hugger throw works instead.
Get a hive lord to make a tunnel to main hive. And carriers can carry huggers indefinitely and their throw (pre-nerf during first days of test) were instant huggers (helmet didn't protect) and huggers could not be removed + they bursted 2x faster.
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Sneakyr
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Re: [NHC] Carrier

Post by Sneakyr » 14 Feb 2017, 01:54

Swagile wrote:Get a hive lord to make a tunnel to main hive. And carriers can carry huggers indefinitely and their throw (pre-nerf during first days of test) were instant huggers (helmet didn't protect) and huggers could not be removed + they bursted 2x faster.
I am well aware, possibly because I played during the test. The thing is the hosts needing infecting were at main hive, just not close to the egg locations. Secondly, as you say, the carriers were nerfed. Lastly, my -1 still stands. Carriers perhaps do need an adjustment, but not in this way.
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forwardslashN
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Re: [NHC] Carrier

Post by forwardslashN » 14 Feb 2017, 06:30

Carriers are already a tier 3 slot. Resolved.
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