Talking About The R&D "Re"work

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edgardo
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Talking About The R&D "Re"work

Post by edgardo » 26 Sep 2018, 23:29

So, what's the title says,

What you think the R&D Rework that is being done since over 1 year and has been stopped a good amount of time due the lack of time of our developers (in fact, the one charged of R&D) Even when it is over 70%-80% already..

What would you suggest to be added and what you would like to see on the rework ?

I would like to see a improved sistem about capturing xenos where you could actually capture a crit xeno and be able to carry it to research without it being killed by crit and would heal a bit when you free him from the cage(by a signaller.
The way captured larvas burst assembling a bit how you start the xenomorph campaingn on aliens vs predator 2010
where you use tubes on the hosts to capture the larvaes that burst from the monkeys/humans you infect with ovomorphs inside the cells.

I would use the Foamed Zone at research for a "secret Researchers/CO" lab where you can actually improve the technology over the guns upgrading them and making new experimental guns.
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ThePiachu
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Re: Talking About The R&D "Re"work

Post by ThePiachu » 27 Sep 2018, 03:05

What I'd like to see is a reward for marines to bring xeno bodies back up. This would make both sides benefit from the engagement and would give Marines a better risk / reward secondary objective than just turtle up.
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Chaznoodles
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Re: Talking About The R&D "Re"work

Post by Chaznoodles » 27 Sep 2018, 03:14

It's not happening. There appears to be zero incentive for devs to work on areas that aren't nerfing/buffing combat for each side.

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Re: Talking About The R&D "Re"work

Post by spookydonut » 27 Sep 2018, 10:09

I've just been busy dealing with hiring new devs and fixing very broken things.

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edgardo
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Re: Talking About The R&D "Re"work

Post by edgardo » 27 Sep 2018, 21:57

ThePiachu wrote:
27 Sep 2018, 03:05
What I'd like to see is a reward for marines to bring xeno bodies back up. This would make both sides benefit from the engagement and would give Marines a better risk / reward secondary objective than just turtle up.
What you mean?, research reworks was confirmed that it was already like 70/80%. but it is actually on a hiatus stage
What we call thehuman heart...It's such a mystery, isn't it?
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Daturix
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Re: Talking About The R&D "Re"work

Post by Daturix » 27 Sep 2018, 22:38

rework, remove stronger weapons in req and just lock them behind the researcher hamfisting some metal together and whallah, an HPR or a tank.

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Vampmare
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Re: Talking About The R&D "Re"work

Post by Vampmare » 28 Sep 2018, 09:24

My body is ready for whatever they can cook up. I'm sure that it will be more interesting than what we have now.
I have a few whitelists and a few characters...

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Re: Talking About The R&D "Re"work

Post by CABAL » 28 Sep 2018, 14:15

"Re"work would be usefull and fun, but as a creative Researcher you can create food/painkiller pills, remote controled bombs etc. I personally never saw researcher doing anything for marines and everyone treats him as a survivor that hangs around from the start of the round.

You can even make motion sensor-signaler assembly, label every single one and scatter this around the colony... You could work with the command and inform them about movement in certain areas without xenos knowledge if you set them on diffrent frequencies.

In any case I would want that this job title would be changed to "Scientific Researcher". "Medical" seems to limit him down to pills.
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Re: Talking About The R&D "Re"work

Post by Mikotoba » 29 Sep 2018, 10:22

I envisioned researchers as the marine counterpart of the Aliens getting stronger the longer the round goes on. Aliens lose their spitters? Congrats, they have to deal with marines who have anti neuro drugs thanks to autopsys on the bodies.

That's the gist: biological research to counter specific Aliens, XCOM style.
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edgardo
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Re: Talking About The R&D "Re"work

Post by edgardo » 30 Sep 2018, 00:06

Mikotoba wrote:
29 Sep 2018, 10:22
I envisioned researchers as the marine counterpart of the Aliens getting stronger the longer the round goes on. Aliens lose their spitters? Congrats, they have to deal with marines who have anti neuro drugs thanks to autopsys on the bodies.

That's the gist: biological research to counter specific Aliens, XCOM style.
i like that idea, i mean, every round xenos get stronger and stronger by time. why we can't atleast counter them?
i mean.. anti-neuro drug would be clearly op, but a neuro drug that makes you thougher to them would be nice
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Re: Talking About The R&D "Re"work

Post by CABAL » 30 Sep 2018, 02:26

edgardo wrote:
30 Sep 2018, 00:06
i like that idea, i mean, every round xenos get stronger and stronger by time. why we can't atleast counter them?
i mean.. anti-neuro drug would be clearly op, but a neuro drug that makes you thougher to them would be nice
How to be "thougher" to them since it works binary? 0 = Not stunned, 1 = stunned.
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Re: Talking About The R&D "Re"work

Post by Mikotoba » 30 Sep 2018, 03:43

CABAL wrote:
30 Sep 2018, 02:26
How to be "thougher" to them since it works binary? 0 = Not stunned, 1 = stunned.
Give the neuro a delay before it kicks in.
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Re: Talking About The R&D "Re"work

Post by Mister Jeether » 01 Oct 2018, 21:33

If you are a creative researcher, you can effectively become a god in a few things.

But seriously, we need some way to capture T1 ayys, and bring them for shady experiments. It would also be pretty dope If you could actually research pred gear, and as the research goes, you could.. maybe even use them? Maybe when the 'research' is 100% complete, you could disable the pred teleporter safe mechanism, then use It to actually appear in the pred ship.

The research job has been barebones for a long time.. so, until something New pops up, we gotta be creative, i guess.
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Re: Talking About The R&D "Re"work

Post by Grubstank » 02 Oct 2018, 00:49

Research should be about roleplay, not collecting powerups and upgrades.

If anything it should open up new features of gameplay -- not just offer a flat upgrade in something so mundane as guns or armour.
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Re: Talking About The R&D "Re"work

Post by Avalanchee » 02 Oct 2018, 02:53

Grubstank wrote:
02 Oct 2018, 00:49
Research should be about roleplay, not collecting powerups and upgrades.

If anything it should open up new features of gameplay -- not just offer a flat upgrade in something so mundane as guns or armour.
Yeah well it's not fucking fun to do "the high researcher RP"

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They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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Re: Talking About The R&D "Re"work

Post by Blade2000Br » 02 Oct 2018, 08:14

I am no dev but I bet the xenos that marines kills will be very, VERY useful if they bring then back up.

I have an intuation for that.
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Re: Talking About The R&D "Re"work

Post by Garrison » 09 Oct 2018, 18:42

Grubstank wrote:
02 Oct 2018, 00:49
Research should be about roleplay, not collecting powerups and upgrades.

If anything it should open up new features of gameplay -- not just offer a flat upgrade in something so mundane as guns or armour.
I disagree. Because I so badly want to do stuff like this. And then use those findings and salvaged organic biomass to make new stuff to fight the alien menace.

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Re: Talking About The R&D "Re"work

Post by Madventurer » 10 Oct 2018, 14:30

Even just being able to slap pieces of xeno carapace into your armour for somewhat better acid/slash resistance would be quite amazing without making it a massive part of the game.
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