Implants
- Garbage
- Donor
- Posts: 29
- Joined: 11 Apr 2016, 13:38
Implants
Summary (a quick, 2-3 sentence summary): Researchable implants for the marines. These give more functionality to research than what I've seen them do before (Really only set up cryo? A lot of people have different goals for research and don't really achieve them. Never seen Command authorize sample taking for biotech autopsy)
Benefits (How this will benefit the server and game as a whole): This allows some higher tier tech for research to achieve and different strategies for aliens and marines to deal with.
Details (Description of how you think this would work, the benefits, etc):
Death Implant: After first contact and abduction, marines could be allowed death implants that destroy their body with a small explosion a few moments after death. These would be limited like the SADAR (Turned off on the sully). For aliens this would give a warning like grenades do, highlighting the marine in red and showing a blinking ! above them.
Defib Implant : A single use implant that revives a marine from crit to low health temporarily. They can still be knocked back into crit but it gives them a second wind.
Implementation (Optional, if you have an idea how to implement it):
Benefits (How this will benefit the server and game as a whole): This allows some higher tier tech for research to achieve and different strategies for aliens and marines to deal with.
Details (Description of how you think this would work, the benefits, etc):
Death Implant: After first contact and abduction, marines could be allowed death implants that destroy their body with a small explosion a few moments after death. These would be limited like the SADAR (Turned off on the sully). For aliens this would give a warning like grenades do, highlighting the marine in red and showing a blinking ! above them.
Defib Implant : A single use implant that revives a marine from crit to low health temporarily. They can still be knocked back into crit but it gives them a second wind.
Implementation (Optional, if you have an idea how to implement it):
- Derpislav
- Registered user
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- Joined: 10 May 2015, 09:14
Re: Implants
You can make chemical implants, but you need the implanter from the CL.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
- Bill Chompski
- Registered user
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- Joined: 08 Apr 2016, 01:09
Re: Implants
cool dough +1
Corporal Louie 'Irish' Staggs: Everyday Marine with 3 jobs, family of 50, cigarette in his mouth, bottle of whiskey in his left hand, .44 in his right, and faith in God in his heart
Private Vincent 'FNG' Kowalski: Naive rookie Medic/Doctor fresh out of Med School, with a hesitancy towards killing
First Private Matano 'Grease' Ennosuke: Engineer on both the ground and the ship, probably fixing the Rasputin while cursing the men who messed it up. Prone to losing his glasses
"Uh, this switch changes the fire rate, right? Or is it the safety?" -Private Kowalski
"May the Lord bless this meal of pork and whiskey, and may it bring me strentgh on the battefield. Amen." -Corporal Staggs
"Listen, next time you drop, try not to use the missiles near the dropship, a'ight?" -First Private Ennosuke
Private Vincent 'FNG' Kowalski: Naive rookie Medic/Doctor fresh out of Med School, with a hesitancy towards killing
First Private Matano 'Grease' Ennosuke: Engineer on both the ground and the ship, probably fixing the Rasputin while cursing the men who messed it up. Prone to losing his glasses
"Uh, this switch changes the fire rate, right? Or is it the safety?" -Private Kowalski
"May the Lord bless this meal of pork and whiskey, and may it bring me strentgh on the battefield. Amen." -Corporal Staggs
"Listen, next time you drop, try not to use the missiles near the dropship, a'ight?" -First Private Ennosuke
- Feweh
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- Byond: Feweh
Re: Implants
This isnt at all within the CM universe.
We want aliens to capture and infect marines, not kill them because theyre afraid they might explode in the hive later.
-1
We want aliens to capture and infect marines, not kill them because theyre afraid they might explode in the hive later.
-1
- Garbage
- Donor
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- Joined: 11 Apr 2016, 13:38
Re: Implants
That's why I specified it would be after first contact and first abductions. I don't think it should be an issue if there's an explosive delay. It allows the xenos time to drag the larva away before the small explosion does superficial hive damage (Destroying the nest and the marine's corpse). If the xenos decide "This one host exploded, kill all hosts so that they don't explode" that's pretty meta if there's no discernible pattern to lead them there.Feweh wrote:This isnt at all within the CM universe.
We want aliens to capture and infect marines, not kill them because theyre afraid they might explode in the hive later.
-1
- Feweh
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- Byond: Feweh
Re: Implants
Garbage wrote: That's why I specified it would be after first contact and first abductions. I don't think it should be an issue if there's an explosive delay. It allows the xenos time to drag the larva away before the small explosion does superficial hive damage (Destroying the nest and the marine's corpse). If the xenos decide "This one host exploded, kill all hosts so that they don't explode" that's pretty meta if there's no discernible pattern to lead them there.
It would just promote sour gameplay and be difficult for admins to monitor. We already have grenades and fire grenades doing this somewhat.
-
- Registered user
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- Joined: 06 Mar 2016, 23:07
Re: Implants
+1 to having implants, -1 to the death implant. Implants would make for more interesting and varied tactics and give Research something to do, but death implants would just lead to shitty gameplay and no fun for anyone.
- LordLoko
- Registered user
- Posts: 830
- Joined: 16 Oct 2014, 13:35
Re: Implants
I agree. It would be great to have implants like chemicals for administrating chemicals by long range after esearch does some stuff, or also give the CMO the "death-alarm" implants, which you have a limited number and can implant on sensitive personal to tell everybody that shit hitted the fan.Rabidgam3r wrote:+1 to having implants, -1 to the death implant. Implants would make for more interesting and varied tactics and give Research something to do, but death implants would just lead to shitty gameplay and no fun for anyone.
However, I say yes to explosion implant BUT only for the WY commandos(wiki/Mercenaries#Deathsquad) and maybe the iron bears. It would fit their character to self-destruct to avoid their gear/themselves to be capture, sort of a super cyanide pill.
My name is Ulysses Skyfall, but people call me "Meat".
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I don't play CM, currently in a break.
Check out my dossier page
I don't play CM, currently in a break.
- Snypehunter007
- Registered user
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Re: Implants
No, this is basically the same as having "succumb" back.
Asking this to be locked.
Asking this to be locked.
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- KingKire
- Registered user
- Posts: 893
- Joined: 30 May 2016, 11:53
Re: Implants
Welllll hold up now. Larva now burst whether or not their prey is dead, as long as they are infected. Which means, using a sucide implant is no diffrent then cocking a gun to your temple... Your still gonna burst. Now, exploding hosts killing other aliens, possibly might happen. But whats the diffrence to using timed explosives? Both do the same job.
I think we need to take a step back and ask if using implants are any diffrent to the other chemical delivery vehicles we already have ingame.
I think we need to take a step back and ask if using implants are any diffrent to the other chemical delivery vehicles we already have ingame.
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.~
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.~
- forwardslashN
- Community Contributor
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- Joined: 14 Dec 2015, 23:12
- Byond: forwardslashN
Re: Implants
This doesn't fit the lore and isn't very practical when it comes to gameplay. Denied.
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