Facehugger Fixes

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Butterrobber202
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Facehugger Fixes

Post by Butterrobber202 » 16 May 2015, 10:59

Summary (a quick, 2-3 sentence summary): So. If any of you have seen Alien, Aliens, or Alien vs Predator, you know once a facehugger is latched on... It's VERY hard to remove. All most impossible to remove it from a face, once it was attached, Predators seem to be able to do it, but i requires their Alien strength, and they STILL have trouble removing the facehugger. So I'm propossing that facehuggers can be removed by ONE Human.

Benefits (How this will benefit the server and game as a whole):
+More Lore Friendly
+Easier to infect
+Less facehugger removals by weak ass Nerd Marines

Details (Description of how you think this would work, the benefits, etc):Instead of just pulling the Alien off in the Person's item tab you'd couldn't be able to because of the Facehuggers LARGE and POWERFUL grippers that attach to the Host's face. The Larva would still be able to be removed. So this would make the Facehuggers in our game more Lore Friendly. http://avp.wikia.com/wiki/Facehugger

Implementation (Optional, if you have an idea how to implement it): N/A

Notes:I'm aware that a NEW Infecting system is in and this may take awhile. Just dont forget about it.

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Re: Facehugger Fixes

Post by UnknownMurder » 16 May 2015, 20:02

...Then. You are suggesting we let the facehuggers grip them and stick? How would you suggest it become removal in progress? Just a piece... Let it flow into your mind.

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Re: Facehugger Fixes

Post by Butterrobber202 » 16 May 2015, 22:21

Well. I just tired of damn marines that have the muscle mass of a hamster being able to rip off a Alien with the power of a Predator. I mean… Like if you DO remove it, there should be some brute damage done to the head. Since in the AVP Wiki it says removes tend to rip off FLEASH of the host when the face hugger is removed

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Re: Facehugger Fixes

Post by Butterrobber202 » 16 May 2015, 22:29

And I quote from the Wiki these passages, regarding a Facehugger's removal
Once the digits are gripped around a host's head, they are nigh impossible to remove and implantation is virtually guaranteed. A Facehugger's tail can propel the creature into huge leaps[3] and is also used for additional grip around a host's neck during implantation. Facehuggers have even been known to use their tail to strangle potential hosts when attempts are made to remove them, sometimes fatally.
While Facehuggers have been removed before embryo implantation has taken place, the process is ostensibly fatal for the host.[3] The Facehugger's combination of vice-like grip, strong tail around the victim's throat and highly acidic blood makes them essentially impossible to remove safely. Even in the very early stages of an attack, very few victims have managed to remove them before being subdued, with even Predators and Engineers (both being notoriously strong) apparently unable to fend one off once it is attached. It is possible a Facehugger's legs may "lock" once wrapped around a host's head, possibly in a manner similar to rigor mortis or the "locking jaws" found in some dog breeds (however, the latter is actually a myth), which would make simply pulling it off almost impossible. While a victim could conceivably lift the creature off like a helmet, the Facehugger's powerful tail prevents this.

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Re: Facehugger Fixes

Post by HalfdeadKiller » 16 May 2015, 22:41

Considering shotguns just got nerfed to hell, I don't think we need to buff the aliens with hard to remove huggers. Game Balance is more important the lore, though if you can incorporate lore into game balance, everyone wins. Also, in Aliens, Ripley was able to hold off a hugger, and Hicks (and perhaps another marine) was able to remove said hugger before it latched on. For gameplay-lore's sake, we'll just say that marines put up a fight, and other marines help the downed marine take it off, unless they fail and then they get infected.

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Re: Facehugger Fixes

Post by Feweh » 17 May 2015, 00:51

They should cause toxin damage when being removed from the host. Significant amount to force the marine to move back for a bit.

Will stop marines from getting facehugged and running right back into the fight.

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Re: Facehugger Fixes

Post by helios345 » 17 May 2015, 01:08

I really don't like the concept of permanent facehuggers since it makes facehuggers an instant kill device essentially and this would surely lead to a spam of carriers just throwing facehuggers constantly for them "guaranteed infections XD". It's also unfair for the marines that they're forced into surgery every time a person gets hugged, which happens A LOT by the way, even when it's not the marine's fault. As a marine who's done surgery before, I have enough patients asking for embyro removal as it is, making facehuggers unremovable would at least triple that number and cause a serious imbalance. Considering facehuggers infect relatively quickly now, I don't think making them unremovable is necessary. Hell, most marines I've seen don't even bother removing eachother's facehuggers when they get hugged, selfish bastards.

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Re: Facehugger Fixes

Post by TopHatPenguin » 17 May 2015, 02:35

Also butter to take into account the amount of....
1)either terrible doctors or SSD ones.
2)The facehuggers view range when you are wearing is only the tile you are on.

So overall until marines get something to combat this i am going to be -1 due to how OP this would be against marines because it basically makes them useless with a hugger on which i like the idea but currently it would break the stable balance we have.....
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Re: Facehugger Fixes

Post by Butterrobber202 » 17 May 2015, 13:57

Ok
REVISION: The facehugger deals a massive/moderate amount of Brute (Gripers) or toxin (Acid Blood) To the host when it is ripped off. And takes more time to remove.

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Re: Facehugger Fixes

Post by TopHatPenguin » 17 May 2015, 15:11

Butterrobber202 wrote:Ok
REVISION: The facehugger deals a massive/moderate amount of Brute (Gripers) or toxin (Acid Blood) To the host when it is ripped off. And takes more time to remove.

Yeah i that would be ok
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Re: Facehugger Fixes

Post by Davidchan » 17 May 2015, 15:34

Huggers are bad enough as is. Especially since they disintegrate helmets upon touch. They don't need buffs, they need fixes. Huggers are the only thing that can get through a riot shield, pounces don't, disarms and slashes don't, neurotoxins don't. Ravager charge is the only thing I can think of that might. But huggers, guaranteed, will hit and latch onto a riot shield wielding marine and there is nothing the marine can do about it.

There is no balance reason for a hugger to be harder to remove than it already is, I died early today because I was using an SMG/Shield combo to keep a warrior at bay, warrior got knocked into crit and the hugger that he was holding instantly facehugged me. Huggers are very much an 'I win' button for Xenos right now, if a Queen is making lots of eggs they can make blind corners that marines can't approach without a hugger destroying their helmet/infecting one of their guys. Adding damage to what is the Xeno Chloral Hydrate is just insane.

And it's already been said in this post, Ripley and Newt were both able to evade/avoid infection from huggers when they were unarmed, Ripley holding the hugger in her hands while Newt pinned the one going after her with a table.

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Re: Facehugger Fixes

Post by Butterrobber202 » 17 May 2015, 16:00

Facehuggers are pos to be like that, they can jump with a "Frighting Accuracy" According to the Wiki

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Re: Facehugger Fixes

Post by HalfdeadKiller » 17 May 2015, 16:23

I would compromise for a few points of brute damage upon forced removal, but I think hugger removal time is fine.

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Re: Facehugger Fixes

Post by helios345 » 17 May 2015, 16:45

Lore isn't justification for disrupting game balance. If we were really trying to be true to the lore, the marines would be able to hold 99 bullets in a pulse rifle clip and could be able to fire fully automatic. There would also be smart guns that would automatically target xenos and fire over 900 rounds per minute. Hell, the marines would probably just nuke the station from orbit if they discovered such a dangerous threat onboard it. In the actual Aliens lore the colonial marines really don't fuck around and have more nukes, weapons, and ships than the actual earth-based US military.
So tell me, is the "lore" so important now?
You have to remember that this is still a game, and a game is meant to be fun for all parties involved. If you make the facehuggers into a Mary Sue "can't be removed :3333" weapon then there's really no strategy involved at all except for hugger spam, which is boring and happens more than enough as it is.

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Re: Facehugger Fixes

Post by Butterrobber202 » 17 May 2015, 16:50

It's a matter of Lore and BYOND's coding powers. This, adding damage to facehugger's removal is possible, add fully automatic Rifles doesn't really work with BYOND Code

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Re: Facehugger Fixes

Post by speedybst » 17 May 2015, 21:48

And, were we choosing to go with lore for every, single detail, those 99 rounds the M41A/M41E uses? They would be:
The M41A is chambered for the standard US M309 10×24mm caseless round, a 210 grain, steel-jacketed and explosive-tipped round embedded within a rectangular propellant block of Nitramine 50.[1]

So, ya'know, powerful enough to blow a fist sized hole in hull plating.
Just because it is in the lore does not mean that it should immediately be in a game related to the universe. Some things simply do not work in a game.

However, That isn't to say that i don't disagree with the idea of damage from removing a hugger, a +1 to that idea.

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Re: Facehugger Fixes

Post by Butterrobber202 » 24 May 2015, 15:14

Meh, anymore on this, because it would be nice if it was on it

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Re: Facehugger Fixes

Post by apophis775 » 03 Jun 2015, 01:46

We have been discussing some changes to the methods of infection and how infection works, but i believe my entire staff will agree, our current method of marines being able to remove facehuggers, is the best method for use in a server like ours, at least, at the moment.

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Re: Facehugger Fixes

Post by Butterrobber202 » 03 Jun 2015, 08:22

apophis775 wrote:We have been discussing some changes to the methods of infection and how infection works, but i believe my entire staff will agree, our current method of marines being able to remove facehuggers, is the best method for use in a server like ours, at least, at the moment.
Could you atleast add some damage to the head? Not bone crushing but some brute damage

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Re: Facehugger Fixes

Post by Evilkyle24 » 04 Jun 2015, 14:57

How about we add the damage and hard to take off parts, but when the facehugger is done it falls off of its own accord, like in the lore? It says the thing goes limp, why should it still be on your face? That way its not brokenly strong, but its still an incapacitation period longer than ten seconds if someone just shakes you around and pulls that useless thing off.
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Re: Facehugger Fixes

Post by Butterrobber202 » 05 Jun 2015, 11:23

apophis775 wrote:We have been discussing some changes to the methods of infection and how infection works, but i believe my entire staff will agree, our current method of marines being able to remove facehuggers, is the best method for use in a server like ours, at least, at the moment.
Speedy +1'ed it! WHERE IS YOUR GOD NOW

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Re: Facehugger Fixes

Post by Juninho77 » 05 Jun 2015, 12:02

I think if we're adding damage to the head, why not make the facehugger blockable? Chance to block a hugger with your shield or (lower chance) your weapon, dropping your weapon (but not the shield) if the facehugger grabs it instead of your face.
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Re: Facehugger Fixes

Post by Adjective » 05 Jun 2015, 13:30

I feel that face huggers would improve if there was a rework. Over being able to be carried by all the aliens, except carriers. They should be able to be controlled by ghosts. It would follow lore better if they could move of their own accord and like a runner/warrior could pounce. It would be able to be blocked by a riot shield as other mobs with pounce currently are. Helmets would in theory not kill the hugger as they do now, but stun it.

This would also remove the problem of hugger stacking and instant coma with the (alien chloral) facehugger.

Problems consist with the aliens losing their biggest defense to the hives. So this would have to be followed by a buff to the Sentinels and Runner's tackle/spit/pounce to give them less of a Nerf from hugger loss, so that it could be considered a rebalance.

The huggers could still hatch from eggs and leap at marines as an NPC. But could only be carried by carriers. So reiterating (hugger stacking could still be possible.)

Again, this is a personal opinion and is subject to change and is known to be flawed.

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Re: Facehugger Fixes

Post by Caryl » 05 Jun 2015, 14:20

Why not just change the flavor text to... "[Marine helper] is struggling to help shove the alien crab from [Marine victim]'s face!"

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Re: Facehugger Fixes

Post by Butterrobber202 » 06 Jun 2015, 23:33

Caryl wrote:Why not just change the flavor text to... "[Marine helper] is struggling to help shove the alien crab from [Marine victim]'s face!"
Just changing the Text isnt going to help :3 Add a longer time, and some frickin brute damage. Because AGAIN I will stress this. I hate seeing marines being hugged dragged off by a Marine, that removes the facehugger, then the 1st marines jumps up from the Ground and charges in, repeat

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