Implants

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Garbage
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Implants

Post by Garbage » 15 Apr 2016, 15:18

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):

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Derpislav
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Re: Implants

Post by Derpislav » 15 Apr 2016, 15:19

You can make chemical implants, but you need the implanter from the CL.
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Bill Chompski
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Re: Implants

Post by Bill Chompski » 15 Apr 2016, 15:19

cool dough +1
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Re: Implants

Post by Feweh » 15 Apr 2016, 15:26

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

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Garbage
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Re: Implants

Post by Garbage » 15 Apr 2016, 15:31

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
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.

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Re: Implants

Post by Feweh » 15 Apr 2016, 15:34

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.

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Re: Implants

Post by Rabidgam3r » 15 Apr 2016, 22:03

+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.

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Re: Implants

Post by LordLoko » 17 Apr 2016, 10:25

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.
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.

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.
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Re: Implants

Post by Snypehunter007 » 15 Mar 2017, 22:29

No, this is basically the same as having "succumb" back.

Asking this to be locked.
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KingKire
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Re: Implants

Post by KingKire » 16 Mar 2017, 00:03

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.
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Re: Implants

Post by forwardslashN » 25 Mar 2017, 11:25

This doesn't fit the lore and isn't very practical when it comes to gameplay. Denied.
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