A few suggestions...

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Wickedtemp
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A few suggestions...

Post by Wickedtemp » 10 Aug 2015, 22:59

I've got a few suggestions here that I've had in my mind for a while, let me know what you think of them. They're mostly from a Xeno's point of view since I hardly ever play Marine.

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Summary: Remove instant knockdown of Queens, Ravagers, and Praetorians by explosives.

Benefits: It'd prevent insta-kills on higher level Xenos, that really shouldn't be insta-killed.

Details: Basically, first level Xeno's would be highly vulnerable to mines and grenades. Hunters and Spitters, less so, maybe the knockdown wouldn't last as long if it isn't an instakill. Then, Ravagers and other 3rd level Xenos, and the Queen, would still take damage but wouldn't be knocked down. Otherwise, a single marine with a grenade can kill the Queen themselves, and a single marine with multiple grenades can take out all of the higher level xenos via explosive spamming. I'm not salty about them being used in general, just when they're spammed so often -normally by a single guy with a belt full- that half the Hive is blown up, all of the players who were patient enough to become third level xenos were instakilled, and then there are marines in crit nearby from the friendly fire. If they're going to be used so often, they shouldn't be as powerful.

Implementation: No idea how to code, if I had to guess this would be much harder than it seems... However, it honestly seems that explosives are too common and too powerful, when they can effectively 1-shot the strongest Xenos. Now, mines I have no problem with being hellishly strong if they were also triggered by marines. After all, they're proximity mines, triggered by movement. Mines can't differentiate between friend and foe. As for grenades, simply nerfing the instant stun, or lessening the damage a bit so it doesn't instantly take 3rd level aliens to crit would work.

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Summary: Increase the amount of plasma a Ravager has, slightly.

Benefits: Really only for people who play Ravager, and to me it would just make more sense that a Ravager would have more Plasma than a Runner.

Details: Simply put, raise a Ravager's plasma cap to... I'd say around 150-200, no more than 250. It'd still have less than a Sentinal or Drone, less than any of the other 3rd level xenos. I'm suggesting this for two reasons: Tail attack is insanely draining for plasma, and the simple fact that a Ravager is much bigger than a Runner, and would likely be able to store more plasma. Of course, not too much, as then we'd have Ravagers with their tails ready indefinitely, so it'd still be a small amount compared to the other Xeno roles.

Implementation: Just change the value, I guess... I mean, this isn't really a big issue, but I think it's a sensible change.

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Summary: Introduce a boot timer for logged out Larva. This may already be a thing, but to be honest I don't know if it is, and I think it's a good idea.

Benefits: When a larva spawns and the player DC's immediately, or maybe was already DC'd, not only does it waste a host, but that means an observing player has to remain sitting there, waiting to spawn in.

Details: If a larva is logged out, a timer begins. Five minutes or so, probably no less than two but no more than ten. If they haven't reconnected by that time, an observing player gets put into the body. I'm suggesting this because it comes up rather frequently, four or five larva, all of them are sitting right where they spawned, logged out. Now, I'm not saying there should be a real punishment for it, since real life stuff happens. However those four places could've been used by a player who's online, who's possibly been having to just watch as yet another AFK larva hatches. Maybe their internet cut out or something, so a window of five to ten minutes should be enough -from my experience at least- to hop back into the game.

Implementation: I know servers have a timer for 'Max Wilder has been moved to Cryo Storage'... Couldn't that be re-purposed or something to fit this? Again, not a coder, so it may be much more complicated, this is just a thought. Also I've heard that an observer can a-help and ask to be moved into an AFK larva's body... If that's not a thing, it definitely should be, however admins are sometimes occupied with other things so having an alternative way to go about this would be beneficial, I think.

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And that's all I got. Tell me what you think of these. Of course, none of them are too important, just ideas that I think could be useful in some way.

TL;DR :
Suggestion 1: Reduce insta-stun/insta-crit on 'splosives, and/or make Prox mines kersplode on marines if they walk on 'em.
Suggestion 2: Give Ravagers a bit more plasma, cause they're big'uns.
Suggestion 3: After five or so minutes, boot disconnected larva and put an active observer in the body so they can get in the game. (Fifteen, twenty minutes, even.)
Last edited by Wickedtemp on 11 Aug 2015, 00:37, edited 1 time in total.

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The Ultimate Chimera
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Re: A few suggestions...

Post by The Ultimate Chimera » 11 Aug 2015, 00:31

Maybe 15 minutes for the boot would be better.

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Feweh
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Re: A few suggestions...

Post by Feweh » 11 Aug 2015, 01:05

+1 for the higher tier xeno's not being knocked down by Mine's

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Jeser
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Re: A few suggestions...

Post by Jeser » 11 Aug 2015, 01:12

I like the ideas of 3d tier won't knock down and DC larvas. +1
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UnknownMurder
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Re: A few suggestions...

Post by UnknownMurder » 11 Aug 2015, 14:35

Use the Format. Makes it easier.
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apophis775
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Re: A few suggestions...

Post by apophis775 » 23 Nov 2015, 21:19

One suggestion per topic.

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