Empress new mechanic

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Sanchez13
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Re: Empress new mechanic

Post by Sanchez13 » 19 Dec 2015, 07:24

+1, in spite of considering that, gameplay wise, marines would likely not be capable of pushing that deep into the caves with a competent alium crew + checker-boarding (unless a marine team does an unlikely flank around a fringe path of the caves without being ambushed somehow) in order to gain such a rebalance against the Empress. Personally, I would have a shuttle with PMC gear/a possible W-Y response team be sent to the station from W-Y upon the release of the Empress (because frankly IMO, wouldn't you help out the crew that you're sending in to contain one of your most dangerous experiments to augment the odds?), though I understand if the amount of recoding and programming required to do so would be too laborious and constraining for our dev crew. I really like the idea though, it would make the marines' "autism forts" less frequent in favour of assault if the marines could compete more effectively late-game with rebalances.

TL;DR: +1, but Marines should get something more easy to get to rebalance the entrance of the Empress/alium late joiners.
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TopHatPenguin
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Re: Empress new mechanic

Post by TopHatPenguin » 20 Dec 2015, 11:35

Sanchez13 wrote:+1, in spite of considering that, gameplay wise, marines would likely not be capable of pushing that deep into the caves with a competent alium crew + checker-boarding (unless a marine team does an unlikely flank around a fringe path of the caves without being ambushed somehow) in order to gain such a rebalance against the Empress. Personally, I would have a shuttle with PMC gear/a possible W-Y response team be sent to the station from W-Y upon the release of the Empress (because frankly IMO, wouldn't you help out the crew that you're sending in to contain one of your most dangerous experiments to augment the odds?), though I understand if the amount of recoding and programming required to do so would be too laborious and constraining for our dev crew. I really like the idea though, it would make the marines' "autism forts" less frequent in favour of assault if the marines could compete more effectively late-game with rebalances.

TL;DR: +1, but Marines should get something more easy to get to rebalance the entrance of the Empress/alium late joiners.
How about when the doors open Weyland Yutani drops off a crate at requisitions which could contain some limited by higher quality gear to deal with the threat?

Could possibly send down a crate with one or two apesuits in.
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ShortTemperedLeprechaun
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Re: Empress new mechanic

Post by ShortTemperedLeprechaun » 20 Dec 2015, 13:43

That could work. But we coudl still add a cache of sorts to the cave area, so that in the rare chance the marines manage to get there, they'll have found the holy grail, so to speak.
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Arachnidnexus
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Re: Empress new mechanic

Post by Arachnidnexus » 20 Dec 2015, 14:06

So this would only affect the planet map and would not affect the nostromo, prison, halloween, and other upcoming maps, yeah?

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Re: Empress new mechanic

Post by ShortTemperedLeprechaun » 20 Dec 2015, 15:51

Most likely only planet, unless we add this little thing everywere I imagine.
https://www.youtube.com/watch?v=9dA6plQFKzY Scotty Hardy: Resident loud mouth, smart assed Irishman. Image Gahn'tha-cte Bhu'ja: Honorable duelist, beserker charger, jungle hunter.

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Re: Empress new mechanic

Post by apophis775 » 20 Dec 2015, 16:50

Denied. Empress is for special events only.

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