Some small suggested changes in xeno-containment
- Cupcakes_n_Hacksaws
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Some small suggested changes in xeno-containment
Summary:Reduce the total amount of prods from 5 to 3 as well as making them harder to access, and add in a couple of monkey cube boxes
Benefits: Would discourage marines from breaking into containment for those sweet, sweet, OP prods as well as lowering the numbers of them, as well as giving live specimens for researchers to test out their grenades/other creations.
Details: Simply lower the amount of prods from the needlessly excessive amount of 5 to 3, maybe even 2. There's no real need for there to be so many when capturing a live xeno to begin with is uncommon. Also, their location needs to be moved, whether they're in their own subroom, behind reinforced walls and an ID restricted door, or in a lock box of some kind. The only thing stopping a Rambo marine from obtaining them is a window. Having them behind more restricted access would better imply that the regular marines are not to be grabbing them like free candy. As far as the monkey cubes go, I've often found myself wanting to test out just how effective my grenades would be against an actual target, but I've got nothing to go on besides my own faith, as well as past experiences.
Implementation: Prods: Reduce their number, put them in research-access restricted lockboxes or behind its own subroom, complete with reinforced walls and a researcher-restricted door. Monkey cubes: Place a couple monkey cube boxes on the containment table for testing purposes.
EDIT: Fixed some formatting
Benefits: Would discourage marines from breaking into containment for those sweet, sweet, OP prods as well as lowering the numbers of them, as well as giving live specimens for researchers to test out their grenades/other creations.
Details: Simply lower the amount of prods from the needlessly excessive amount of 5 to 3, maybe even 2. There's no real need for there to be so many when capturing a live xeno to begin with is uncommon. Also, their location needs to be moved, whether they're in their own subroom, behind reinforced walls and an ID restricted door, or in a lock box of some kind. The only thing stopping a Rambo marine from obtaining them is a window. Having them behind more restricted access would better imply that the regular marines are not to be grabbing them like free candy. As far as the monkey cubes go, I've often found myself wanting to test out just how effective my grenades would be against an actual target, but I've got nothing to go on besides my own faith, as well as past experiences.
Implementation: Prods: Reduce their number, put them in research-access restricted lockboxes or behind its own subroom, complete with reinforced walls and a researcher-restricted door. Monkey cubes: Place a couple monkey cube boxes on the containment table for testing purposes.
EDIT: Fixed some formatting
Last edited by Cupcakes_n_Hacksaws on 29 Apr 2015, 09:43, edited 2 times in total.
- MrJJJ
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Re: Some small suggested changes in xeno-containment
+1 this so hard, does not even need explanation
- crazyh206
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Re: Some small suggested changes in xeno-containment
Um so much bold and underlining and would be good for monkey cubes
- Felkvir
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Re: Some small suggested changes in xeno-containment
I was about to make a suggestion for the prods aswell ...
You may have heard of the 'prodknight' ... AKA marine idol of robusting shortcuts. It's painful to watch and can switch xenos chances if any marine can get their hands on them .. I'd say if possible make the prods only work effectively on larvas and basic castes ... Or might aswell remove them if we can't make them work in a better way yet.
You may have heard of the 'prodknight' ... AKA marine idol of robusting shortcuts. It's painful to watch and can switch xenos chances if any marine can get their hands on them .. I'd say if possible make the prods only work effectively on larvas and basic castes ... Or might aswell remove them if we can't make them work in a better way yet.
- coroneljones
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Re: Some small suggested changes in xeno-containment
I wonder who that robust and good looking Prodknight is
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- crazyh206
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Re: Some small suggested changes in xeno-containment
No one at anytime mentioned the words 'good lookin' so you batshit crazy boycoroneljones wrote:I wonder who that robust and good looking Prodknight is
- coroneljones
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Re: Some small suggested changes in xeno-containment
...This is as obvious as the identity of Batman
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- crazyh206
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Re: Some small suggested changes in xeno-containment
Apophis?coroneljones wrote:...This is as obvious as the identity of Batman
- Infernus
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Re: Some small suggested changes in xeno-containment
If Apophis agrees, I made a pull to nerf the prodders:
Tier 0 aliens (larvas) stun length will be even higher
Tier I aliens stun length will stay as it is
Tier II aliens stun will be lowered with 30% resistance chance
Tier III aliens stun will be lowered even more with 80% resistance chance.
Thoughts?
Tier 0 aliens (larvas) stun length will be even higher
Tier I aliens stun length will stay as it is
Tier II aliens stun will be lowered with 30% resistance chance
Tier III aliens stun will be lowered even more with 80% resistance chance.
Thoughts?
- Felkvir
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Re: Some small suggested changes in xeno-containment
Infernus wrote:If Apophis agrees, I made a pull to nerf the prodders:
Tier 0 aliens (larvas) stun length will be even higher
Tier I aliens stun length will stay as it is
Tier II aliens stun will be lowered with 30% resistance chance
Tier III aliens stun will be lowered even more with 80% resistance chance.
Thoughts?
Good .. Maybe make tier 2 aliens a bit more resistant than that
- coroneljones
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Re: Some small suggested changes in xeno-containment
What about tier 4 AKA the Queen?
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- Infernus
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Re: Some small suggested changes in xeno-containment
It's under Tier III for now
- apophis775
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Re: Some small suggested changes in xeno-containment
Maybe, I'll make a research gear dispenser, so that only the researchers can get hte containment gear...
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Re: Some small suggested changes in xeno-containment
I like monkeys on the sulaco, I like that very much.
- speedybst
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Re: Some small suggested changes in xeno-containment
+1 from me, agree with everything here
- Fickmacher
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Re: Some small suggested changes in xeno-containment
+1 Here. Monkies would add some flavor, only issue being that they can be infected. Other than that, though, I'm still saying yes. Three pens, three prods. Makes sense.
Squad Leader, Engineer, Sentinel, Queen, Jackass
- apophis775
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Re: Some small suggested changes in xeno-containment
Reseach is getting removed, so this is locked as Out of Date