Integration and Addition of the Exosuit

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cylian
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Integration and Addition of the Exosuit

Post by cylian » 17 Aug 2015, 10:19

Summary: Since It has now been recently established that the previous flexible mechanical exosuit platform known as the RIPLEY that can be found in the base game of SS13 to be inappropriate for military applications (even though It has great capacity to do so with multiple combat-based additions and mods readily available to be added to them, along with the powerloader being used for killing an alien queen, shown to great effect in the aliens movie itself) due to It being a placeholder/mimic for the Caterpillar P-5000 Work Loader mech, I propose that we integrate the militarized version of the powerloader mechs that is named Exosuits from the AVP universe into the server. It can be read about here: http://avp.wikia.com/wiki/Exosuit


Benefits & Details: The benefits for integrating this is multi-layered and I will simply make a list for convenience.

1. Science will have an actual role of importance on the Sulaco with an incentive towards both Research and Development, as the intentions of such role are initially thought out for. I know for a fact that their very existence has been a "hot-or-not" discussion amongst the majority of both the administrative and developmental staff of this mod, and understandably so as a majority of scientists misuse their roles due to lack of things to actually do.

2. The Exosuit would be an excellent developmental tool to balance out the current alien-favored winrate by giving the marines the tools to still be a feasible threat once aliens hit Tier 3 and not just roll over like wet noodles as the aliens board them during evac with unstoppable, respawning armies late in the game. In my honest opinion, this addition has grown from the base-game to this point in time to be even more needed as the aliens recently got a massive boost in the form of the Crusher.

3. The Exosuit is canon with the Alien series and fits into the lore perfectly. This means that not only would integrating it into the game not disturb the current theme of things but It would also put an end to any and all Ripleys being used for combat as there would be the actual fighting-versions of them available to be researched and produced.


Implementation: Implementation of this idea is incredibly easy and can be done in a variety of ways with custom sprites or simply refurbishing the Durand or the Gygax mechs to be placeholders, just how Ripleys currently are for the Powerloader 5000.



CURRENT THREAD SCORE: +4
Last edited by cylian on 18 Aug 2015, 08:35, edited 3 times in total.

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Re: Integration and Addition of the Exosuit

Post by TopHatPenguin » 17 Aug 2015, 10:21

Isn't this suggestion basically this viewtopic.php?f=59&t=3497 ?
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cylian
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Re: Integration and Addition of the Exosuit

Post by cylian » 17 Aug 2015, 10:26

Mr. Penguin wrote:Isn't this suggestion basically this viewtopic.php?f=59&t=3497 ?
He wants it to be sent with over 1000 supply points, locked behind two command ID's and god knows what else. No. That thread is a sloppy mess really.

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Re: Integration and Addition of the Exosuit

Post by Surrealistik » 17 Aug 2015, 12:08

Since the crusher? +1. Let's see how they like dealing with an armored exosuit that is a walking mess of heavy chainguns and cannons.
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Re: Integration and Addition of the Exosuit

Post by Dintin » 17 Aug 2015, 12:33

+1

Exosuits stay closer to the lore than pretty much every variant of alien except drones and queens. I'm pretty sure the only types of xenomorph seen in movies are drone->warrior->praetorian->queen.

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Re: Integration and Addition of the Exosuit

Post by coroneljones » 17 Aug 2015, 12:59

Mr. Penguin wrote:Isn't this suggestion basically this viewtopic.php?f=59&t=3497 ?
It pretty much is,but with a different way to get,instead of being the code red armory type of deal wich only command can access,admin controlled or cargo limited as one of the possible ways to get it,it allows research to make it and then spam it......like the ripley but instead of clamps and melee its guns and ranged
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Re: Integration and Addition of the Exosuit

Post by XanderDox » 17 Aug 2015, 13:01

Research needs SOMETHING to do. +1

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Re: Integration and Addition of the Exosuit

Post by cylian » 17 Aug 2015, 13:39

Surrealistik wrote:Since the crusher? +1. Let's see how they like dealing with an armored exosuit that is a walking mess of heavy chainguns and cannons.
As cool as heavy chainguns and cannons are, you have to remember two things.

1. They, like the Ripley, are flexible mechanical exosuits. Meaning, you can give them 3 (or more) different tools that can vary from Gauss rifles to a clamp.

2. This will have to be balanced VERY carefully, making actual mech weapons super hard/expensive to make. Basic stuff like clamps, drills, passenger compartments should be relatively easy.

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Re: Integration and Addition of the Exosuit

Post by Evilkyle24 » 17 Aug 2015, 14:49

+1
If we can't use Ripley's for combat, despite that being how they got their fucking name, give us the combat exosuit.
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Re: Integration and Addition of the Exosuit

Post by mcalexev » 20 Aug 2015, 13:17

+1
I remember these things in Aliens vs Predator Extinction. They make bloody good sense in the lore and I think they'd give marines a fighting chance against swarms of T3 aliens.

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Re: Integration and Addition of the Exosuit

Post by Dintin » 20 Aug 2015, 17:00

I'll +1 this. It could just be a reskinned Ripley with different attachments for all I care.

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Re: Integration and Addition of the Exosuit

Post by Nick123q23 » 20 Aug 2015, 21:02

Fond memories of AVP2, flamethrower, rockets, and heavy machine guns. This thing has to be on-par with the crusher for balance issues, but other than that I'd really enjoy seeing an Exosuit ingame
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Re: Integration and Addition of the Exosuit

Post by apophis775 » 24 Nov 2015, 16:37

We may reskin the Ripley shortly.

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