Alien Research, or How to make the researcher not SSD 10 min in.

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Jroinc1
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Alien Research, or How to make the researcher not SSD 10 min in.

Post by Jroinc1 » 10 May 2016, 23:46

Summary (a quick, 2-3 sentence summary):Due to the type of server, many things have been taken away from R&D's production capabilities (lasers, mechs, genetics, and robotics), only really leaving the researcher the ability to produce chem grenades and a few machines. I propose making the weyland-yutani autopsy device functional, and giving the ability to research components that can be combined with specific parts from specific alien castes to make USE-LIMITED but powerful devices.

Benefits (How this will benefit the server and game as a whole): Gives the researcher something to do and RP, gives the marines a few powerful tools at their disposal, IF they take the time to us them, gives aliens a few new weaknesses to exploit through this gear.

Details (Description of how you think this would work, the benefits, etc): I'm going to list specific examples here, and why it's balanced.

Tier 0-Larvae. When autopsied, produces 10u of Doctor's Delight, and 5u of Peridoxion mixed with 30u sulfuric acid (Acid blood, but the larvae must have a powerful way to keep the host alive while damaging internal organs). This one is not really balanced, but it's pretty minor. Rewards the productive researcher, gives a few mid-tier chems, and gives the CL something to want the xenos for BESIDES evil.

Tier 1-Sentinel. When autopsied, provides a section of xenomorph hide. This allows the wearer to be completely immune to neurotoxin and acid spit, except in the head, at the cost of replacing his armor. Don't get shot or pounced! The hide comes in a sealed package, and degrades after opening due to the lack of a live xenomorph to sustain it, lasting for five minutes.

Tier 1-Runner. When autopsied, provides xeno eyeballs. When combined with a researchable helmet, this allows full night vision... until the eyes die. Once the helmet is activated, the vision lasts for 1 minute, then lowers by one light level every 10 seconds until all light levels are zero. PLUS, it's not facehugger proof.

Tier 1- Drone. When autopsied, provides 1 unit of RESIN LIQUIFIER (TM). This chem is how the drone creates walls, and other areas. Mixed into a smoke grenade, it will melt any resin structure near the smoke instantly, BUT will also set any alien who enters the smoke's plasma to FULL, due to the melted resin structures releasing plasma everywhere.

Tier 2- Hunter. When autopsied, provides a section of it's CHAMELEON CLOAK, which can be worn by any marine, in place of armor, to become effectively invisible, till it dies after... 5 minutes? The marine obviously has no armor.

Tier 2- Spitter. When autopsied, provides 1 unit of MOLECULAR ACID (TM). When poured on a wall the spitter could melt, it melts it instantly (it's a concentrate of all the acid the spitter had, but 1u to prevent duplication). Aliens can also use the hole, but this one isn't that strong.

Tier 2- Carrier. When autopsied, provides a segment of the musculature it uses to throw facehuggers, allowing creation of a single-shot chem grenade launcher.

Tier 3- Crusher. When autopsied, provides a reinforced chitin section, wearable as armor that blocks 90% brute damage... until it degrades after 3 minutes, serving as normal marine armor after that. The armor has a tendency to jerk when hit while live, causing the wearer to drop what he's holding on hit.

Tier 3-Ravager. When autopsied, provides a chitin claw. Does HIGH amounts of melee damage, dies after 5 minutes, then does the same damage as a machete. If he's using this, he's NOT using a machine gun, right?

Tier 3- Boiler. Boilers don't leave corpses, right?

Tier 3- Hivelord. Gives a chunk of xeno brain. Can be combined with a MMI to listen to hivemind, but gives a message to the xenos stating this (Use misdirection, aliums!). Lasts for 1 minute.

Tier 3- Praetorian. Gives... not sure about this one yet.

Tier 4- Queen. Gives 120 units of FACEHUGGER PROTOPLASM (TM). Depletes at .4/tick, fakes an alien infection (Facehuggers WILL NOT ATTACH, shows as infected to aliens...). No downside. If they've AUTOPSIED the QUEEN... yeah.

If not stated, ALL items, when produced, must be used to activate. Once this happens, they start to function as well as decay.

Implementation (Optional, if you have an idea how to implement it):Fix the autopsy device (broken), cause it to drop these things, CODE these things, add 3 new chems, add 4-6 new items, add timing system for the items to determine loss of functionality.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by forwardslashN » 11 May 2016, 01:27

There's actually a planned research update that was sort of halted before it got anywhere. Not sure about all the specific stuff, but more research is coming eventually.
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Minijar » 11 May 2016, 02:09

You can actually make chiton plates using the autopsy device. These can be used to reinforce armour.

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Jroinc1 » 11 May 2016, 12:03

Minijar wrote:You can actually make chiton plates using the autopsy device. These can be used to reinforce armour.
How? Currently the autopsy device is COMPLETELY bugged and does not function. When used, it stuns you and says "The alien is still alive!" or something similar. That's why it's never done.
As for the update, I've heard OF it, but I thought it sounded a little... non-researchy and non-balanced (helmet epoxy? Yay. Not like I can't get a crate of 20 new helmets... Acid-proof egrills? DEAR GOD WHY HOW IS THAT BALANCED?)
This was just an idea to give duration/use-limited items that perform unique functions, based on the alien's type if possible.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Whistle » 11 May 2016, 14:39

Will see more marines in less standard issue gear and more tribal, whether or not this gets approved I would push strongly for Preds to atleast get this ability, they also have the technology.

Preds making weapons out of their prey to use as trophies sounds brutal and amazing.

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Perfectian » 11 May 2016, 15:22

I want toxin bullets wich make Aliens missdirect like they're drunk for a sec. Can be get from pretorian's pheromones.

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by qDan » 11 May 2016, 16:22

Lol aluems cant see anything they r blind and use only 'nose' and some kind of echolocation so no eyes surgery4u. Also, researcher job pretty interesting especially in nades\mines and 'powder' mixing thats why I nearly never saw idling RnD. Still I like the idea so +1

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Jroinc1 » 11 May 2016, 20:27

qDan wrote:Lol aluems cant see anything they r blind and use only 'nose' and some kind of echolocation so no eyes surgery4u. Also, researcher job pretty interesting especially in nades\mines and 'powder' mixing thats why I nearly never saw idling RnD. Still I like the idea so +1
I know canonically they're blind. The "eyes" was intended to cover their remarkable sensing ability.
Also, the cloak as well.

As for tribal gear, I'm seeing this as looking more retro biotech than tribal, but it could go that way.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Lucius Jones » 14 May 2016, 12:51

I mean that seems awesome, I would love that to be a thing. Another ERT people called poachers too? Collect 15 of these rare animal bodies then leave. Armed with rifles with AP bullets and stuff. Sounds awesome +1
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Jroinc1 » 14 May 2016, 18:15

Lucius Jones wrote:I mean that seems awesome, I would love that to be a thing. Another ERT people called poachers too? Collect 15 of these rare animal bodies then leave. Armed with rifles with AP bullets and stuff. Sounds awesome +1
Hah.
Actually, that'd be neat, but just call them hunters. Lots of low capacity, high-mid damage weapons, tranq syringe guns(Does NOT need to work on xeno, just there for flavor), the works.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by darklizard45 » 16 May 2016, 22:07

I am leaving my thumbs up for this suggestion :thumbup: +1

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Snypehunter007 » 21 Dec 2016, 00:12

This has been sorta added.

Asking for this to be locked.
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Jroinc1 » 21 Dec 2016, 00:45

Man, this was an old topic, actually was thinking of it recently.
It wasn't really "Added", but I guess we can lock it.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Snypehunter007 » 21 Dec 2016, 08:54

Snypehunter007 wrote:This has been sorta added.

Asking for this to be locked.
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by apophis775 » 28 Dec 2016, 16:32

Any more suggestions for researcher alien toys? I'm open to almost anything.
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by TopHatPenguin » 28 Dec 2016, 16:57

Just throwing out some ideas.
  • Xeno chitin should be able to be applied to helmets, or something should be able to be applied to helmets to make them stronger.
  • Anti acid spray when sprayed onto clothes should up the burn resist of the player wearing those clothes instead of protecting against them being melted by acid which won't happen.
  • Perhaps a bio containment variation for the B18 which can be applies to a B18 to make them more durable against huggers?
  • Alien attachments? might be a bit "out there" but it's an option, claw for a bayonet a boiler eye lens used for a better red dot sight or rail scope?
  • Crusher chitin applied to riot shield to make a more reliable and durable riot shield.
  • New kind of drug from alien pheromone gland?
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Surrealistik » 28 Dec 2016, 18:32

TopHatPenguin wrote:Just throwing out some ideas.
  • Xeno chitin should be able to be applied to helmets, or something should be able to be applied to helmets to make them stronger.
  • Anti acid spray when sprayed onto clothes should up the burn resist of the player wearing those clothes instead of protecting against them being melted by acid which won't happen.
  • Perhaps a bio containment variation for the B18 which can be applies to a B18 to make them more durable against huggers?
  • Alien attachments? might be a bit "out there" but it's an option, claw for a bayonet a boiler eye lens used for a better red dot sight or rail scope?
  • Crusher chitin applied to riot shield to make a more reliable and durable riot shield.
  • New kind of drug from alien pheromone gland?
I like all of these ideas.

To elaborate on/add a few:

Anti-acid spray should grant/improve burn resistance when applied to any piece of clothing/armour/helmet.

Chitin treated items feature substantial resistance to acid spit as well as their increment to brute resistance (because Xenos are essentially immune to their own acid).

Chitin applied to helmets increases its hugger capacity by +1 in addition to the usual extra brute/burn resistance.

Chitin can be applied to shields.

Resin can be used to repair damage to sentries, walls, barricades, etc, instantly restoring all/most of its health.

Resin can be ground into a chemical reagent for disrupting alien regeneration/pheromones (when dispersed via a smoke grenade, or put into a sprayer).

Royal Jelly can be extracted from Queen autopsies. The higher the evolution/upgrade level (Empresses provide more than a Queen, Elites more than a Mature, etc), the more Royal Jelly is extracted; can be ground down into a chemical reagent that basically acts like a longer lasting ASSBLAST U-S-A without all the nasty side effects.
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Re: Alien Research, or How to make the researcher not SSD 10 min in.

Post by Snypehunter007 » 24 Apr 2017, 15:14

We are currently rethinking research. This is going to be locked for now.
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