[ ALHPA] Ten Ideas

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Screamingstar
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[ ALHPA] Ten Ideas

Post by Screamingstar » 21 Jul 2015, 05:18

The Ideas

1. Infestation Game Mode/Event: Players spawn randomly directly onto the ground map. Each player spawns with a standard equiment and a M4A1 Rifle with three mags and flash light attachment. A few standard weapons, ammo and specialist weapons also spawn randomly on the map(Flamethrower, Smartgun, Magum, Shotgun, Grenades ect.....). No defenses can be made(Tables, Deployable Barriers, Barricades, Welding and Bolting Doors) everything is open with non marine items removed. A random Alien Hunter also spawns at the start with buffed damage and speed but less health and no pounce. Every marine that is killed respawns as a Alien Hunter until every marine is dead or time runs out.


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2. Motion Detector Attachment: A Motion Detector can be added as a attachment to the M4A1, Shotgun and Smartgun. Works the same as the one in the regular server.


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3. Custom Predator Armour Give donors the option to make or find Predator Armour Icons as cosmetics Image

4. Name Mark Weapons: Requisition s Officers have a labbler in their office that can place a person's name on a weapon(Jack Knight's 44. Magnum)

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5. Xenormorph Healing Class: A drone can choose to evolve into a healer class. With low health, attack, plasma regeneration and speed but high plasma and health regen. Abilties(Heal Transfer: The Alien Healer transfers its plasma to a target and heals the same amount transferred.)(Regeneration Jelly: The Healer spits out jelly that heals a fixed amount of health when a Alien slurps it up).

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6. Marine Ooorah: After marine victory is declared a verb appears in human tabs (Ooorah) when pressed causes the character to shout OOORAH!! In a soundeffect voice.

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7. Engineer Crafting Table: A special table in engineering that allows engineers to craft certain items that requires time and many tools.

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8. Mortar: A Mortar can be vended from the Specialist vending machine with three shells. It can only be placed on the backpack slot. It takes eight seconds to set it up OUTSIDE only. Once set-up you can zoom out with a scope and mark a area in three seconds. Once marked you can fire on the area reload and fire again.

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10. Night vision Attachment: Requisites Officer can vend a night vision attachment which can be added to binoculars or the scope on the scout rifle. If used in heavily lit areas it can cause short blindness.

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Last edited by Screamingstar on 21 Jul 2015, 05:37, edited 2 times in total.
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Expired Torpedo
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Re: [ ALHPA] Ten Ideas

Post by Expired Torpedo » 21 Jul 2015, 05:24

So the first suggestion is practically infestation from avp(2010) in CM right?
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Re: [ ALHPA] Ten Ideas

Post by Allan1234 » 21 Jul 2015, 05:28

you can already take human heads as a predator.

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Re: [ ALHPA] Ten Ideas

Post by Screamingstar » 21 Jul 2015, 05:33

Heinrick Archsider wrote:you can already take human heads as a predator.
Oops never played as one.
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Re: [ ALHPA] Ten Ideas

Post by Screamingstar » 21 Jul 2015, 05:34

Expired Torpedo wrote:So the first suggestion is practically infestation from avp(2010) in CM right?
Yes of course it's even an image from the game
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Re: [ ALHPA] Ten Ideas

Post by MrJJJ » 21 Jul 2015, 07:21

where is the 9th suggestion

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Re: [ ALHPA] Ten Ideas

Post by Feweh » 21 Jul 2015, 10:48

Yes to everything but...

Mortar and the night vision suggestion.

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Re: [ ALHPA] Ten Ideas

Post by Surrealistik » 21 Jul 2015, 11:44

Yes to xeno chestbursting babbies.


More seriously though, I kinda like the motion detector attachment.

Engineers should have a protolathe, circuit printer, exosuit fabricator and sulfuric acid dispenser so they can make shit other than basic stuff from the autolathe; not sure how necessary a crafting table is.
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Re: [ ALHPA] Ten Ideas

Post by Screamingstar » 21 Jul 2015, 12:36

MrJJJ wrote:where is the 9th suggestion
The 9th was already in the Alpha for predators.
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Re: [ ALHPA] Ten Ideas

Post by Tetsip » 21 Jul 2015, 13:34

1: Would be amazing for the game-mode cycling that the server is looking to do in the long-term future. +1

2: Would be great for squad leaders but I don't suggest having it for every marine, otherwise it will be an anarchy of marines going: THIS WAY NO THAT WAY to the motions of their fellow marines. Neutral

3: I think this falls under the decorative items script when you donate. They issue is they would have to make it predator armor and not marine armor. The issue THEN is to make sure you only get it when you're a predator. +1

4: I approve of this. The suggestion earlier pushing for named weapons allowed for any marine to name their weapon into anything. This way, the RO can 'filter' the names appropriately and make sure 'Dickfartblaster' doesn't get through. +1

5: The healer class I'm not so sure about. Balance is finicky at best as it is, and adding a healing class might be a bit much. Aliens already have many methods to heal such as standing on weeds and devouring the bodies of organic life. Neutral.

6: I support little gimmicks like this, but I believe if passed there be a timer between when you hit it, and when you can hit it again to avoid spam. Neutral

7: I'm with surrealistik on this one. While I don't believe engineers should get their own 'crafting table' I do think they should have access to complex machinery for which to create things with. Additionally, if you were interested in crafting makeshift weapons, I believe the baycode the alpha server is updating to will include Improvised Weapons.

8: Yes. God yes. That would make things very interesting in that the aliens have no idea what a mortar is, or any idea to tell where mortar fire is coming from. With only three shots the specialist has to be very careful when and where they use these things, especially given the potential for friendly fire. I think this kind of outside-only weapon would make for a very 'responsible' weapon though. I can see MANY mistakes happening with this weapon involving friendly fire that could get the player in trouble from admins. +1

9: Assume this one was thrown out because it's already in.

10: I believe the RO should have a very limited number of these, and that they attach to your marine helmets like most night-vision devices. That way there's only a few available and once you lose your helmet, it's gone. The mechanic balances itself really. It's a boon that a marine quickly has to learn not to completely rely on.
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Swordhill: Did your predator just grand-theft auto a cargo train from a marine? Apophis775: That's classified.

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Re: [ ALHPA] Ten Ideas

Post by UnknownMurder » 21 Jul 2015, 14:17

Where's Idea #9?
This is an invalidated suggestion.

I kid.

Although, I do agree with some of your ideas. Although, I don't agree with: Although this. Although that.

Mortars
Game Mode
Tracker Attachments (This is Colonial Marines, not AvP. I see what you were trying to do, pulling the technique wasn't so smart. You were asking to have marines to search them hardcore, but you're pretty good.)
Custom Predator Skin
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Re: [ ALHPA] Ten Ideas

Post by Screamingstar » 21 Jul 2015, 14:22

UnknownMurder wrote:Where's Idea #9?
This is an invalidated suggestion.

I kid.

Although, I do agree with some of your ideas. Although, I don't agree with: Although this. Although that.

Mortars
Game Mode
Tracker Attachments (This is Colonial Marines, not AvP. I see what you were trying to do, pulling the technique wasn't so smart. You were asking to have marines to search them hardcore, but you're pretty good.)
Custom Predator Skin
Motion Detectors are in colonial marines what however just not as attachments.
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Re: [ ALHPA] Ten Ideas

Post by UnknownMurder » 21 Jul 2015, 14:36

I know.
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Re: [ ALHPA] Ten Ideas

Post by Screamingstar » 21 Jul 2015, 21:09

Tetsip wrote:1: Would be amazing for the game-mode cycling that the server is looking to do in the long-term future. +1

2: Would be great for squad leaders but I don't suggest having it for every marine, otherwise it will be an anarchy of marines going: THIS WAY NO THAT WAY to the motions of their fellow marines. Neutral

3: I think this falls under the decorative items script when you donate. They issue is they would have to make it predator armor and not marine armor. The issue THEN is to make sure you only get it when you're a predator. +1

4: I approve of this. The suggestion earlier pushing for named weapons allowed for any marine to name their weapon into anything. This way, the RO can 'filter' the names appropriately and make sure 'Dickfartblaster' doesn't get through. +1

5: The healer class I'm not so sure about. Balance is finicky at best as it is, and adding a healing class might be a bit much. Aliens already have many methods to heal such as standing on weeds and devouring the bodies of organic life. Neutral.

6: I support little gimmicks like this, but I believe if passed there be a timer between when you hit it, and when you can hit it again to avoid spam. Neutral

7: I'm with surrealistik on this one. While I don't believe engineers should get their own 'crafting table' I do think they should have access to complex machinery for which to create things with. Additionally, if you were interested in crafting makeshift weapons, I believe the baycode the alpha server is updating to will include Improvised Weapons.

8: Yes. God yes. That would make things very interesting in that the aliens have no idea what a mortar is, or any idea to tell where mortar fire is coming from. With only three shots the specialist has to be very careful when and where they use these things, especially given the potential for friendly fire. I think this kind of outside-only weapon would make for a very 'responsible' weapon though. I can see MANY mistakes happening with this weapon involving friendly fire that could get the player in trouble from admins. +1

9: Assume this one was thrown out because it's already in.

10: I believe the RO should have a very limited number of these, and that they attach to your marine helmets like most night-vision devices. That way there's only a few available and once you lose your helmet, it's gone. The mechanic balances itself really. It's a boon that a marine quickly has to learn not to completely rely on.
There would be very few of those attachments maybe two spawn in the RO'S vending machine at round start.
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Re: [ ALHPA] Ten Ideas

Post by Tetsip » 21 Jul 2015, 21:24

Screamingstar wrote:There would be very few of those attachments maybe two spawn in the RO'S vending machine at round start.
Four, one for each squad leader.
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Swordhill: Did your predator just grand-theft auto a cargo train from a marine? Apophis775: That's classified.

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Re: [ ALHPA] Ten Ideas

Post by apophis775 » 05 Sep 2015, 19:45

Denied.

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