Engineers (not the kind you think)

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Derpislav
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Re: Engineers (not the kind you think)

Post by Derpislav » 24 May 2016, 20:47

MadSnailDisease wrote:Prior to this, the engineer spent his days tearing apart xenomorphs which were mutated by what I can guess was a late or finished prototype of agent A0 3959X.91 - 15, which is what killed off engineers at the temple and generally buffs the hell out of anything it infects via touch. It also makes them attack anything in sight. I now propose that the crashed engineer ship be carrying agent A0 3959X.91 -15 and for the crash site to be covered in pools of it. This would lead to increasing depth of story, as all 4 species present at the battle could be infected, but the predators and the engineer would be the only ones with prior knowledge of what it is. A few marines will probably die investigating it.

A0 3959X.91 - 15 can go in one of two directions. In the movie Prometheus, it's chest burster is the trilobite, which matures extremely quickly and in turn chestbursts a deacon from the engineer. Here it would make sense to diverge from standard lore and do a few interesting things. Here the queen which was in the hold of the engineer ship should have been experimented on with the agent, making it slightly buffed, but it's offspring is not hostile within the hivemind. Now bursters from marines will be standard and fall within the hivemind of the alien set up, giving the aliens a fighting chance. The engineer will probably never be bursted, so we don't need to bother with a deacon.
Note: this would not be against conventional avp lore, but merely add on a little bit.
I'm still reading the entire thread, but two things:

1: would be nice to have the late stage of infection with A0432637347 take control of your characters from time to time. Longer periods the longer you're infected. Just enables NPC AI in you.

2: infection with A073442343 is not what makes people chestburst with Deacons/Trilobites in the movie, but we can adjust this for server's sake. But how it went in the movie:
- guy gets infected
- guy mutates
- guy impregnates gal
- gal gives birth to trilobite
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Re: Engineers (not the kind you think)

Post by ShortTemperedLeprechaun » 24 May 2016, 21:14

Derpislav wrote:I'm still reading the entire thread, but two things:

1: would be nice to have the late stage of infection with A0432637347 take control of your characters from time to time. Longer periods the longer you're infected. Just enables NPC AI in you.

2: infection with A073442343 is not what makes people chestburst with Deacons/Trilobites in the movie, but we can adjust this for server's sake. But how it went in the movie:
- guy gets infected
- guy mutates
- guy impregnates gal
- gal gives birth to trilobite
So, the usual drunken date with derp then there?
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Re: Engineers (not the kind you think)

Post by Staff Assistant » 24 May 2016, 23:49

Rosa wrote:Gameplay wise, it'd just be a really big bald human who could take a lot of damage and gib things with wrestling moves.
We've got plenty of those aboard the Sulaco, lurking around in their underpants. and they don't disturb the balance at all!
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Re: Engineers (not the kind you think)

Post by jalen earl » 25 May 2016, 01:05

I think for implementing this it should start with the engineers and their objectives. then over time work on mechanics for deacons/trilobites and infections as they will need the most work and are most likely to create an imbalance.

Seeing as there is a million other more important things for devs to do before thinking about this idea, i might just start concept spriting some ideas for when it pops up again
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Re: Engineers (not the kind you think)

Post by Boltersam » 25 May 2016, 01:23

Necro, but to be fair this is a pretty fecking good idea.

Only problem is the coder team is busy with the two big upcoming updates, the first part of the Xeno update and the Researcher update.

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Re: Engineers (not the kind you think)

Post by jalen earl » 25 May 2016, 04:03

Boltersam wrote:Necro, but to be fair this is a pretty fecking good idea.

Only problem is the coder team is busy with the two big upcoming updates, the first part of the Xeno update and the Researcher update.

Fair call like i said its alot of work but a cool idea for down the line.

The day will come when i can stand over the doctors and cave in their skulls with my fists

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Re: Engineers (not the kind you think)

Post by Boltersam » 25 May 2016, 10:12

jalen earl wrote:
Fair call like i said its alot of work but a cool idea for down the line.

The day will come when i can stand over the doctors and cave in their skulls with my fists

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I mostly play doctor.

I am afraid.

But wait, is this going to be a randomized role like Survivor, or whitelisted?

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Re: Engineers (not the kind you think)

Post by jalen earl » 25 May 2016, 16:40

I dont think it has a massive RP balance responsibility like pred. More based on skill of a player.

unlike predator with an arsenal of death ideally the engineer has to rely on melee to get to its ship and has to catch the crew off guard to do so. so it has a high chance of getting gunned down before escaping sulaco

Then it has to make it across a planet full of marines and xenos so id make it more just a random selection.

I mean if a player just went full postal it would be pretty tricky to take down all the crew with just fists
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Re: Engineers (not the kind you think)

Post by SagaSword » 25 May 2016, 18:32

+1 I HAVE BEEN WAITING FOR THIS ALL MY LIFE!!

PROMETHEUS HERE I COME!!!!!!!!!!!!!!
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Re: Engineers (not the kind you think)

Post by Tristan63 » 25 May 2016, 20:15

MadSnailDisease wrote:Summary (a quick, 2-3 sentence summary):
This adds some more in depth things into the lore. This http://avp.wikia.com/wiki/Engineer is their avp wiki page.
Benefits (How this will benefit the server and game as a whole):
Adds a very interesting wing of the xenomorph, marine, predator lore.
Would be very fun and spooky to die in a 4 way battle.
Details (Description of how you think this would work, the benefits, etc):
If you don't want to look at the wiki, here it is summed up. First, engineers created both the xenomorph and the human races. At one point, they liked the humans, but 2000ish years ago they tried to wipe out the human race but fucked up and everyone on the ship died. It sounds from the lore like most of them are dead. In requiem, it is shown that a predator keeps an engineer's helmet as a trophy, and in fire and stone, the comic series, ahab the predator barely kills one and takes his skull as a trophy. They are pretty dang strong, and the predators plasma caster doesn't hurt it.
Edit: currently still reading up on lore, but they are definitely not all dead. You may see reference to a "last engineer", but this only refers to the last remaining one at LV-223, the engineer temple, which died to the trilobite.

I would propose that a crashed engineer ship have been housing an alien queen and whatnot. Hearing this, a few remaining members of a predator clan show up to settle some old debts. On top of this, marines show up because some marine scout ship got the shit beaten out of it by the engineer's ship. This would lead to an epic 4 way fight between the four factions.

Edit: Alrighty, here's what my research has yielded. The thing that overall killed the engineer was the detonation of a predators wrist gauntlet. What tore him up in a single shot was an engineer beam sort of rifle, although the spear gun went through his entire body, until the engineer tore it out of his body. Prior to this, the engineer spent his days tearing apart xenomorphs which were mutated by what I can guess was a late or finished prototype of agent A0 3959X.91 - 15, which is what killed off engineers at the temple and generally buffs the hell out of anything it infects via touch. It also makes them attack anything in sight. I now propose that the crashed engineer ship be carrying agent A0 3959X.91 -15 and for the crash site to be covered in pools of it. This would lead to increasing depth of story, as all 4 species present at the battle could be infected, but the predators and the engineer would be the only ones with prior knowledge of what it is. A few marines will probably die investigating it.

A0 3959X.91 - 15 can go in one of two directions. In the movie Prometheus, it's chest burster is the trilobite, which matures extremely quickly and in turn chestbursts a deacon from the engineer. Here it would make sense to diverge from standard lore and do a few interesting things. Here the queen which was in the hold of the engineer ship should have been experimented on with the agent, making it slightly buffed, but it's offspring is not hostile within the hivemind. Now bursters from marines will be standard and fall within the hivemind of the alien set up, giving the aliens a fighting chance. The engineer will probably never be bursted, so we don't need to bother with a deacon.
Note: this would not be against conventional avp lore, but merely add on a little bit.

Edits continue: At this point my research has gone on for hours, and I really should stop. I just discovered that the current CM timeline does allow for the existence of the engineers. In the timeline, an ancient species is mentioned, and it says they seed the existence of life on earth.

Implementation (Optional, if you have an idea how to implement it):
I always get a little pissed when people just say "coding and mapping" for the implementation. That being said, I would have to spend a crap-ton of time explaining the intricacies of the heavy amount of coding. So...

A lot of coding and mapping, the former of which I would be delighted to help with.
Make agent A0 3959X.91 - 15 a disease that can only be transmitted by contact with the liquid.


P.S. If this has been done, tell me. I am not on the server a ton so I may have missed this already existing.

If the engineers did infact try to eradicate the humans 2000 years ago, that would work because of how fuckign stupid we were in Roman-era times.
Did you mean 200 years ago? Because I believe our current time for the Sulaco is infact 2179, which wouldn't be proactive according to your statement.

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Re: Engineers (not the kind you think)

Post by jalen earl » 25 May 2016, 21:03

Seen a few of those saying they came again during Roman empire and lost. Maybe not to humans but a containment outbreak not exactly lore but would make some good crossover theorys e.g. myths
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Re: Engineers (not the kind you think)

Post by MadSnailDisease » 25 May 2016, 22:11

Tristan63 wrote:
If the engineers did infact try to eradicate the humans 2000 years ago, that would work because of how fuckign stupid we were in Roman-era times.
Did you mean 200 years ago? Because I believe our current time for the Sulaco is infact 2179, which wouldn't be proactive according to your statement.
I'm pretty sure it's 2k and they just fucked up right before they left. The storyline of Prometheus is finding the people who fucked up

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Re: Engineers (not the kind you think)

Post by TopHatPenguin » 24 Nov 2016, 16:50

Could be pretty neat to play on and might be a nice welcome change to standard rounds. +1
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Re: Engineers (not the kind you think)

Post by Boltersam » 24 Nov 2016, 18:02

I feel like it's not plausible to start working on this until the major balancing between Marines and Xenos is finished.

However, I would like a separate mode in the rotation where instead of Aliens, we'd have a Deacon hive, that function very differently mechanically.

The Engineer itself would be very strong, tough, and immune to any form of energy-based attacks. Which means the plasma caster, electricity, shields, and emitters don't work, and it can force open doors very quickly.

The downside, being that it wouldn't have any weaponry, though light weapons and/or armor could be a reward for completing certain objectives.

The Deacon hive would need to be mechanically different from the Xenomorphs, so here's what I propose:

For starters, they create trilobites, their facehugger equivalent, by exposing incapacitated humans to the AO virus, incapacitating through a special abily or fully charged tailstab with a sedative at the tip.

Moving onwards, trilobites would be playable. They're large, strong enough to keep an Engineer helpless, and presumably tough. I suggest their ability is a ranged tentacle grab that pulls someone in to be infected, maybe a two-three tile range.

The Deacons emerging from the infected are larger than Larvae, and I assume capable of combat. They'd be similar to a Runner, I believe, but a bit slower and tougher.

They then get a choice of a combat, ranged, or support caste.

Combat, instead of the Alien focus on speed, leads to larger, and tougher, Deacons. As they progress, tailstabs charge quicker to inject someone with sedative. Specifics TBA, but instead of pouncing I'd like a more frontal assault charge ability.

Ranged are difficult to make different, but I propose they instead spit a sticky substance that can disable arms and legs like cuffs, but can only affect one limb. Spits in the head either mute or blind someone. The lethal spit would be in the form of a sharp, short quill, like a spike.

Support are where it gets hard, need someone else to figure that out. Gotta sleep.
Last edited by Boltersam on 25 Nov 2016, 14:37, edited 1 time in total.

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Re: Engineers (not the kind you think)

Post by Surrealistik » 24 Nov 2016, 22:46

I'd be interested in playing as an Engineer, especially if they get to have fun with chemistry and science.
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Re: Engineers (not the kind you think)

Post by Jroinc1 » 25 Nov 2016, 13:46

Surrealistik wrote:Sur gets to have fun with chemistry and science.
NOPENOPENOPE.

We are already aware you can kill the whole ship singlehandedly. You don't have to prove it... plz...
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Re: Engineers (not the kind you think)

Post by SagaSword » 26 Nov 2016, 06:22

I could kill the whole station by just increasing the voltage of the SMES with my "Voltage Doublicator" circuit that i invented >:D
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Re: Engineers (not the kind you think)

Post by Boltersam » 26 Nov 2016, 06:27

SagaSword wrote:I could kill the whole station by just increasing the voltage of the SMES with my "Voltage Doublicator" circuit that i invented >:D
This is getting far off-topic.

....And I believe Engineers are immune to electricity. At least, I assume so if they're immune to Yautja plasma.

Back onto the main topic of the thread, then?

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Re: Engineers (not the kind you think)

Post by mrturkeytoe » 26 Nov 2016, 07:31

Jen_Llama wrote:Gameplay wise, it'd just be a really big bald human who could take a lot of damage and gib things with wrestling moves. I'm not sure engineers are established enough in the ways CM would need them to be.
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Re: Engineers (not the kind you think)

Post by Jen_Llama » 26 Nov 2016, 10:36

Pro wrestlers vs. predators when.
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Re: Engineers (not the kind you think)

Post by Snypehunter007 » 03 Jun 2017, 16:58

Old, lack of continued interest.

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