Giving aliens more complex health system

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1262
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Giving aliens more complex health system

Post by 1262 » 01 Aug 2015, 02:12

Summary (a quick, 2-3 sentence summary): Making xenomorph health system akin to that of human mobs with individual limbs taking damage/becoming crippled and so on and so forth. Other possibility would be exoskeleton plates wearing down and their effectiveness in reflecting bullets diminishing.

Benefits (How this will benefit the server and game as a whole): I think it will make the game more balanced, while still being able to heal with weeds, they could take some permanent scarring from more powerful weapons i.e. sniper rifles/grenades/mines or concentrated damage to a single limb.

Details (Description of how you think this would work, the benefits, etc): Simple example: Praetorian charges over a mine, it explodes and deals them some moderate damage. Now, with current state of affairs, said praetorian most likely gets dragged off to darkness by fellow aliens and heals on weeds within 2 minutes. Now, with my idea, it could lose an arm or have it's exoskeleton plating shattered and thus, be more vulnureable in the future rather than just shrugging off effects of a valuable and somewhat rare resource a mine is to the marines.

Implementation (Optional, if you have an idea how to implement it): Making xenos a subclass of human mobs? I've never coded anything myself so can't really say.

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Tetsip
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Re: Giving aliens more complex health system

Post by Tetsip » 01 Aug 2015, 02:37

In theory this could be amazing. Xenos have been known to fight even with missing limbs and their chitin shouldn't be indestructable. This sort of a 'scarring' mechanic is a very interesting idea and it's certainly worth considering, but I imagine that this would mean Xenos would have to be rescripted and it'd be a nightmare. I'm sure a Dev will give their two cents.
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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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Surrealistik
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Re: Giving aliens more complex health system

Post by Surrealistik » 01 Aug 2015, 04:11

Since science lost its best toys (and has serious constraints on those that remain like high explosives under penalty of bans/jobbans), aliens are looking pretty overtuned/overpowered, especially in light of recent win rates (I have yet to see a single marine win all day).

Something to even things up like this is needed. It was a good suggestion before (yes, this has been posted in the past), and it's a better suggestion now.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

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Tetsip
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Re: Giving aliens more complex health system

Post by Tetsip » 01 Aug 2015, 05:12

Surrealistik wrote:Since science lost its best toys (and has serious constraints on those that remain like high explosives under penalty of bans/jobbans), aliens are looking pretty overtuned/overpowered, especially in light of recent win rates (I have yet to see a single marine win all day).

Something to even things up like this is needed. It was a good suggestion before (yes, this has been posted in the past), and it's a better suggestion now.
Proximity mines. That is all.
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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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Surrealistik
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Re: Giving aliens more complex health system

Post by Surrealistik » 01 Aug 2015, 05:18

It's one of their very few remaining strengths; not nearly enough to compensate for the morass of alien perks.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

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