Xeno Storage

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Gandalf
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Xeno Storage

Post by Gandalf » 02 Jan 2016, 12:29

Summary (a quick, 2-3 sentence summary):
Boxstation-style xeno containment with reinforced floors and walls, forcefield generators, shocked glassgrilles, lockdown shutters and a disposal chute to drop stuff in. Also needs a light source that can't be broken.

Benefits (How this will benefit the server and game as a whole):
Give research some work to do that actually feels like xenobiology. Fun arrghpee. Maybe gives some room for fun science additions to the game.

Details (Description of how you think this would work, the benefits, etc):
Pretty much as I said. I'd probably add some kind of means to cuff xenos that research can produce, and allow chloral so long as it's directly injected for the sake of transporting.

In terms of lore, it's a ship heavily financed and designed by YT, makes sense that they'd insist on a containment section when they're actively researching hostile lifeforms. Alternatively just say it's intended for transporting dangerous earth creatures.

Implementation (Optional, if you have an idea how to implement it):
MAPPERS

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Sargeantmuffinman
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Re: Xeno Storage

Post by Sargeantmuffinman » 02 Jan 2016, 12:44

There will be a research update down the line and currently R&D is nothing but a small upgrade station for tools.

And as well,this would be pointless in my opinion as of CMs current state but in the future,possibly.

Sure we could include it into the research update but that's up for the devs.

Anyway that's my opinion on the topic.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

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SASoperative
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Re: Xeno Storage

Post by SASoperative » 02 Jan 2016, 13:09

We used to have this... But it was abused far to often because people would get a alien. Than basicly throw live marines into the pen against their will and handcuffed like the Scientists were WY scientists instead of CM scientists

Gandalf
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Re: Xeno Storage

Post by Gandalf » 02 Jan 2016, 13:14

SASoperative wrote:We used to have this... But it was abused far to often because people would get a alien. Than basicly throw live marines into the pen against their will and handcuffed like the Scientists were WY scientists instead of CM scientists
That sounds like it can be solved with rule enforcement and a reminder that they have monkies.

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Toroic
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Re: Xeno Storage

Post by Toroic » 02 Jan 2016, 13:59

Giving that being securely detained in the nest is every Marines least favorite thing, I can't imagine my anybody thinks it is a good idea to inflict the same thing on more players for absolutely no benefit .
"Crush your enemies. See them driven before you..."

Xenos Vult

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Stivan34
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Re: Xeno Storage

Post by Stivan34 » 04 Jan 2016, 06:36

Hmmmm... I think that it should be allowed only if the CL tells the researcher to do it. It would help the researcher if the CL pays him with precious diamonds and gold.
Dabbingly dab.


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TeDGamer
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Re: Xeno Storage

Post by TeDGamer » 27 Jun 2016, 22:59

-1

Not much point to this. Even the current researches xenos storage is useless but it's probably meant to kept dead bodies.

Also, this would basically make the alien player have absolutely nothing to do except sit there and stare at you in the abyss of their eyes as they wait for their hive to rescue them.

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KingKire
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Re: Xeno Storage

Post by KingKire » 29 Jun 2016, 12:17

+1/-1: on one hand, i think having live xeno's captured would be amazing for roleplay and an interesting gameplay mechanic to build on for the marine/research side. It would really give research the thoughts of "Great risks = great rewards", in contrast to the "low risk = decent rewards". On the xenos side, you now have a parallel problem of marines "nesting" xenos. It can be very boring for the captured player if implemented poorly. There would be a need for a way for xenos to escape, and that the xenos dies after "x" amount of time for gameplay reasons. That could be achieved by the researcher operating on the subject or killing the subject in the process of trying to prevent them from escaping.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Snypehunter007
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Re: Xeno Storage

Post by Snypehunter007 » 16 Feb 2017, 10:19

Everything is changing with the new ship.

Asking this to be locked for now.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

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forwardslashN
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Re: Xeno Storage

Post by forwardslashN » 19 Feb 2017, 17:55

New ship might have this. Resolved.
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