Alien Limbs & Pain

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K0NFL1QT
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Alien Limbs & Pain

Post by K0NFL1QT » 13 Aug 2015, 18:25

Summary (a quick, 2-3 sentence summary):
For some unknown reason Aliens don't receive permanent and crippling damage like Humans do, no matter how much damage you inflict or how many times you almost kill them. They don't suffer from Pain Mechanics either. This gives them immeasurably greater recovery times. Quick health regeneration on weeds is fine, like bathing a marine in tricordrazine, but enough damage should disable/blow off limbs because they aren't actually bulletproof. Although I have an idea for a new type of healer/evolution crafter Alien, you could do it just as well without by making lost limb regeneration trigger after a certain period on weeds or just after a certain amount of time regardless. Either way would be at least a fraction of the time Marines have to divert into getting surgery.

Any Alien caste can reliably strike a marines hands and either break it to prevent all but sidearms being fired, or outright remove it and completely disable the marine with crippling pain. Most of the time this means you are dead/hugged, but at best you are taken out of the round for at least ten, fifteen minutes if the Sulaco surgeons are good and not too overwhelmed. A single Predator harpoon will completely break a marine hand and force retreat, or death. Any Squad Specialist that does not take the B-18 is essentially going to be prey to the same Alien tactics of 'run in and slap their hands until I win'. B-18s legs are just as vulnerable as every other marine though, so that's maybe one/two in forty Marines that can withstand hand-slashing but can still be hamstrung quite easily. Meanwhile an Alien can eat bullets just short of death and then sit on weeds for thirty seconds and be fine, and every single Alien is immune to limb targeted attacks, permanent bodily damage or pain. Additionally Ravagers could have an extra high pain tolerance because they're adrenaline crazy or something, and it ties into the playstyle of rushing in and soaking a line of marine fire.

Benefits (How this will benefit the server and game as a whole):
It will curb the alien hordes infinitely fast recovery time and subject them to a similar level of permanent wounding that marines constantly face, making them more cautious and less inclined to repeatedly engage marines in head on battles.

Details (Description of how you think this would work, the benefits, etc):
It's just damageable limbs for aliens that burst into a spray of acid when they get 'broken'.

Implementation (Optional, if you have an idea how to implement it):
You wouldn't even need new sprites. You play a little acid splash animation, apply a little damage to nearby humans, maybe play a screech noise, and then apply either a hand/arm use restriction, or a movement penalty/restriction based on damage and resulting pain. It sounds simple, but I don't know BYOND code.
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Mitchs98
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Re: Alien Limbs & Pain

Post by Mitchs98 » 13 Aug 2015, 19:28

Limb loss..maybe.

Pain? No. Xenomorphs do not feel pain, ever. It's against lore highly and doesn't make sense.

Netural on limb loss.

-1 on pain

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Dalavi
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Re: Alien Limbs & Pain

Post by Dalavi » 13 Aug 2015, 20:28

+1 on limb loss, -1 on pain here. Xenos don't feel pain, but aliens getting limbs blown off and leaking acid onto a marine, killing them both sounds like a lovely bit of fun.

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Biolock
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Re: Alien Limbs & Pain

Post by Biolock » 13 Aug 2015, 20:32

With de-limbing xenos, I think that if we can do it, we definitely should do it. The problem is that the xenos currently don't have a very advanced health system, one that would need to be completely coded from scratch. Not to say this won't happen, since we're Colonial Marines, it probably will.... eventually.
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Atpot
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Re: Alien Limbs & Pain

Post by Atpot » 13 Aug 2015, 23:15

+1 for actually decapitating a xeno as the predator.

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apophis775
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Re: Alien Limbs & Pain

Post by apophis775 » 23 Nov 2015, 21:23

This isn't possible with current xeno design.

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