Research Idea

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0DarkShadow0
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Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 02:20

Summary (a quick, 2-3 sentence summary):
So my idea for the Research Division is as follows; I think that Aliens should carry some extract, much like Slimes. That can be used as a material in the Protolathe, as well as studied for research levels unobtainable without bringing back a dead xeno. After doing so, you unlock a whole new tier of tech. However, since there is a mining outpost on the surface of the planet, you'll also need marines to travel to there and bring back the resources which can be put into the protolathe, so you can make this new tech. I will explain this more in details section.

Benefits (How this will benefit the server and game as a whole):
  • Gives research more of a purpose.
    Encourages retrieval missions of the W-Y Station materials.
    Gives a use for dead alien corpses.
    Also gives a use for bringing back Aliens, alive.
    Enables research to mass produce and upgrade marine gear.
Details (Description of how you think this would work, the benefits, etc):

The details!
So what I was thinking was that marines bring back dead xeno's which will eventually unlock something that can be used to capture a live xeno, which will unlock the majority of the rest of the new tech. Marine's also have to venture over to the mining outpost (oocly is pretty much alien territory) and retrieve the materials from there. The materials in which would be used in combinationn with the extract material retrieved from the xeno's either by Surgery? Or Slime processor type idea?

Aliens would have more or less extract depending on caste. In my opinion, Larva would have little to none, runner would have the least, queen and high tier castes, would have the most.

New tech could include; Implementation (Optional, if you have an idea how to implement it):

Coming from a coder, and mapper perspective; Implementation, would not be too difficult.
Last edited by 0DarkShadow0 on 04 Jan 2016, 08:37, edited 2 times in total.

Gandalf
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Re: Research Idea

Post by Gandalf » 04 Jan 2016, 02:22

I think thematically most of the tech doesn't suit. How would using extract let you get better armour?

I'd propose sending it off to Y-T in exchange for black tech (combat androids, experimental suits) OR researching it in exchange for shit like molecular acid or pheremone grenades.

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Re: Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 02:25

Gandalf wrote:I think thematically most of the tech doesn't suit. How would using extract let you get better armour?

I'd propose sending it off to Y-T in exchange for black tech (combat androids, experimental suits) OR researching it in exchange for shit like molecular acid or pheremone grenades.
I was thinking that the extract would allow the protolathe to produce B-18 Armor, which is the specialist armor, when you get enough materials.

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Re: Research Idea

Post by Gandalf » 04 Jan 2016, 02:26

0DarkShadow0 wrote: I was thinking that the extract would allow the protolathe to produce B-18 Armor, which is the specialist armor, when you get enough materials.
Yeah, I understand that, I'm just saying it doesn't thematically jive, bruh.

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Re: Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 02:30

Gandalf wrote: Yeah, I understand that, I'm just saying it doesn't thematically jive, bruh.
To me, it would be combining the materials with the extract (as the extract is both a material, and a research-able item) to create the armor or weapons. What I mean is sort of like infusing the materials with the aliens durability or abilities. However the black tech you mentioned, could be made with the opened up tier of tech unlocked by the researching of the extract.

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Re: Research Idea

Post by Stivan34 » 04 Jan 2016, 06:44

The researcher will be abusing this and make himself a B18.
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Re: Research Idea

Post by Releasing » 04 Jan 2016, 07:01

Being able to mass-produce B18s would kinda render using the spec token for them useless. Neutral-ish. Some very cool ideas, probably won't get accepted.
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Re: Research Idea

Post by Arachnidnexus » 04 Jan 2016, 07:25

There's a RnD update coming in the future... maybe.

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Re: Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 08:14

Stivan34 wrote:The researcher will be abusing this and make himself a B18.
Releasing wrote:Being able to mass-produce B18s would kinda render using the spec token for them useless. Neutral-ish. Some very cool ideas, probably won't get accepted.
Now please keep in mind that the B-18 armor would have to be researched, by retrieving either (haven't decided) a live xeno core, or a dead xeno core. As well as retrieving the materials to even be able to build the set, from the alien infested territory that has the mining outpost.

So it'd be pretty difficult, assuming that the marine's even listen in the first place. So I believe that this would be pretty balanced.

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Re: Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 08:19

Also as well. By the time that the researcher's had this unlocked, most likely depending on the specialist's activity, the specialist's helmet would be broken. So he would need a replacement, which the researchers would be able to produce.

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Re: Research Idea

Post by Stivan34 » 04 Jan 2016, 09:12

That thing is a APC. Apop said that a functional APC will be never added.
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0DarkShadow0
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Re: Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 10:25

Stivan34 wrote:That thing is a APC. Apop said that a functional APC will be never added.
Oh, I was unaware that was the case. However that was only an idea for the possibilities of the achievable technology.

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Re: Research Idea

Post by ChickenShizNit8 » 04 Jan 2016, 10:46

The net gun, http://colonial-marines.com/viewtopic.php?f=59&t=5115, which could be researched after bringing back a dead xeno and would be used for the capturing of a live xeno.

Laser weaponry, that deals burn based damage?

Mass production of the B18 Armor? Or even better armor?

Ultrasound generator idea? http://colonial-marines.com/viewtopic.php?f=59&t=5004
Alright, time to drop my two cents in.

Net Gun = No, as of right now, we have no mechanical reason to bring Xeno back alive. The only place you could "keep" one is in Specamin Storage, you know, that room with glass windoors and meltable walls...

Lasers = NO. Xenos take MASSIVE damage from lasers, if that is still in the Code. Also these weapons would be USELESS on the battlefield, having to retreat to charge them back at base.

Mass Producing B18 = Great, a battalion of B18 armored Marines, that's not over-powered

Ultrasound Generator = Sure! I like this idea.


tl;dr All around, none of these are GREAT ideas in the terms of balance to Alien/Marine

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Logi99
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Re: Research Idea

Post by Logi99 » 04 Jan 2016, 14:19

This sounds very awesome and I like how you put my suggestion in it but, I still am thinking about the B18. If we add a b18 it's gonna be a pain for Xenos. So if we'd remove the b18 idea.

I'm gonna give this a Big Fat 1+
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Re: Research Idea

Post by Logi99 » 04 Jan 2016, 14:22

ChickenShizNit8 wrote: Alright, time to drop my two cents in.

Net Gun = No, as of right now, we have no mechanical reason to bring Xeno back alive. The only place you could "keep" one is in Specamin Storage, you know, that room with glass windoors and meltable walls...

Lasers = NO. Xenos take MASSIVE damage from lasers, if that is still in the Code. Also these weapons would be USELESS on the battlefield, having to retreat to charge them back at base.

Mass Producing B18 = Great, a battalion of B18 armored Marines, that's not over-powered

Ultrasound Generator = Sure! I like this idea.


tl;dr All around, none of these are GREAT ideas in the terms of balance to Alien/Marine

-1
We do have a reason to bring xenos alive, to research. If it's alive more option, if it's dead less options for research. And if we kept it alive it would make more rp between Research and Marines.
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Re: Research Idea

Post by ChickenShizNit8 » 04 Jan 2016, 14:40

Logi99 wrote: We do have a reason to bring xenos alive, to research. If it's alive more option, if it's dead less options for research. And if we kept it alive it would make more rp between Research and Marines.

Yeah, the researcher being lynched for not being able to CONTAIN IT! That's what I am TRYING TO GET INTO YOU GUYS!

There is no where secure to hold it unless you turn that containment area into a goddamn internal fort. There is barley ANY RP reasons either! The Aliens are not allowed to be friendly.

What are you going to do?

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Re: Research Idea

Post by MasterEggplant » 04 Jan 2016, 14:54

I think allowing research to be based on Aliens is going to be an amazing addition.
It will make a new kind of rp: alien capturing.

Now, maybe some of the products suggested are not the best but obviously as a rough sketch this can be really interesting.

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Re: Research Idea

Post by Logi99 » 04 Jan 2016, 18:34

ChickenShizNit8 wrote:
Yeah, the researcher being lynched for not being able to CONTAIN IT! That's what I am TRYING TO GET INTO YOU GUYS!

There is no where secure to hold it unless you turn that containment area into a goddamn internal fort. There is barley ANY RP reasons either! The Aliens are not allowed to be friendly.

What are you going to do?

"Guys, they have acid blood! And have tails! Theirs stomach is nasty yo!"
Okay you seem like you don't want this, but you give the most bullshit reasons for it. Xenos have been captured just for tests. But they are forever contained unless it escapes and goes wild. MPs will come. We can make Borge with alien abilities to help marines.
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Re: Research Idea

Post by ChickenShizNit8 » 04 Jan 2016, 19:22

I don't want this because none of this is balanced...

Making B18 = Jesus, just no...

Lasers = OP and useless all around

Net guns to contain Xeno = No mechanical use bringing Xeno back to the Sulaco, at all. Might be useful in combat but will be terribly OP if not balanced.
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Re: Research Idea

Post by 0DarkShadow0 » 04 Jan 2016, 21:41

ChickenShizNit8 wrote:I don't want this because none of this is balanced...

Making B18 = Jesus, just no...

Lasers = OP and useless all around

Net guns to contain Xeno = No mechanical use bringing Xeno back to the Sulaco, at all. Might be useful in combat but will be terribly OP if not balanced.
Now please be aware that those were just suggestion tech, I'm not sure why everyone is nagging about suggestion tech. The idea itself gave a reason to bring xeno's alive, or dead. Which was for getting their extract. An alive xeno, in my opinion, that does not have it's extract should take toxin damage and slowly die. Also THIS idea, would add a USE for that netgun you keep saying has no mechanical use. You get less research from dead xeno extract, you get more research from live xeno extract.

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Re: Research Idea

Post by Stivan34 » 06 Jan 2016, 17:17

ChickenShizNit8 wrote:I don't want this because none of this is balanced...

Making B18 = Jesus, just no...

Lasers = OP and useless all around

Net guns to contain Xeno = No mechanical use bringing Xeno back to the Sulaco, at all. Might be useful in combat but will be terribly OP if not balanced.
Lasers are in, They aren't OP. They are given to the mediocre mercenary ERT.
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Re: Research Idea

Post by Logi99 » 06 Jan 2016, 17:32

ChickenShizNit8 wrote:I don't want this because none of this is balanced...

Making B18 = Jesus, just no...

Lasers = OP and useless all around

Net guns to contain Xeno = No mechanical use bringing Xeno back to the Sulaco, at all. Might be useful in combat but will be terribly OP if not balanced.
Do you think a net gun is infinite? Seriously, they're limited like all guns. Quit making excuses. Please think before you type. Thanks.
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Re: Research Idea

Post by Azmodan412 » 06 Jan 2016, 17:37

Chicken: How to catch a xeno alive

Step 1: Stun it

Step 2: Bring a locker over

Step 3: Lock and weld the xeno into the locker
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Re: Research Idea

Post by Logi99 » 06 Jan 2016, 17:42

Azmodan412 wrote:Chicken: How to catch a xeno alive

Step 1: Stun it

Step 2: Bring a locker over

Step 3: Lock and weld the xeno into the locker
It's a good idea but, it sounds like meta. Also t2s or higher will be wasted. But with the idea of a net gun this could be realistic. Locking aliens in a locker sounds like it would be abused. Net guns are limited so don't worry.
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Re: Research Idea

Post by ChickenShizNit8 » 06 Jan 2016, 18:31

Yes because welding a Xeno into lockers is great RP for them...

"Hey guys I just got net gunned and tossed into a fucking locker. Love it"

Just bad ideas all around in my opinion.

Also, energy weapons, even IF they are not OP, they are still FAIRLY useless in a scenario like ours. We would need to charge them, so eh...

I am done commenting here, this will more than likely not be accepted, it doesn't seem to really fit with how CM works now. In the future, maybe, when R&D gets and update, but for now we don't need this stuff.
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