Xeno test subject

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darklizard45
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Xeno test subject

Post by darklizard45 » 19 May 2016, 21:55

Summary (a quick, 2-3 sentence summary): One day while I was chatting in the ghost chat one particular person sayed something related to the xenos, he sayed that "xenomorphs don't have much RP playability", I of course got a bit pissed about that statement and decided to discuss with him and after a "paceful debate" he replied that xenos are nothing but just follow queen orders, infect and sometimes... act as a rebel that is not well seen.
But he had a point, a point that got stuck in my mind for quite a while, I spended days trying to figure out a solution so xenos could get a more variable RP, from better resin buildings like resin tables or chairs to make the hive feel more confy, make xenos have actual names instead of just: "class name" (random number), more xeno roles, etc.
And all those ideas were quite silly to be honest... and decided to give up
BUT! after playing some rounds in xenobiology on hippie station, thanks to the readition of the gateway with new maps some of wich had ACTUAL XENO EGGS!! I discovered something magical that was forgoten over the years. The ability to capture facehuggers, infect a humanzee (monkeys had a bug that made them not burst) with them, put them inside the containment area in xenobiology, make them breed with other humanzees or humans who "offered themselves by their own will" and study them (usually followed by an assistant breaking in and releasing them...) . It was quite hard to achieve this due to the fact that it was Hippie Station
and the other servers do not have gateway or an efficient way to get facehuggers appart from mining (seriously is imposible to get a facehugger when mining) or /tg/ that has a no xenomorph policy, or the admins just telling me to go play in CM server if you want so much a xeno round, etc.
All of this gave me inspiration for new content, the ability of the researcher to be able to contain living xenomorphs either by capturing infected mar... I mean infected monkeys or adding some sort of way to stun xenos. Also as we know in SS13 xenobiology there is a containment pen wich is surrounded by reinforced walls and force fields in the entrance as you can see in this picture http://imgur.com/CCjiokD if we can add something similar to research so that we can contain the xenos. And of course some sort of implanter that makes the xenos not be hostiles towards other living beings or... I think there was some sort of "metal ring" that appeared in Alien vs. Predator (game) that was used to immobilize contained xenomorphs.

Benefits (How this will benefit the server and game as a whole): It will make the researcher have something else to do like studying xeno behaviour, and the xenos will have a bit more of RP variety

Details (Description of how you think this would work, the benefits, etc): This will also require a redone of research and new items
You can include this on that incoming research update

Implementation (Optional, if you have an idea how to implement it): I am not a coder but you can use Xenobiology from other servers as an inspiration
Last edited by darklizard45 on 08 Jun 2016, 02:47, edited 1 time in total.

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Derpislav
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Re: Xeno test subject

Post by Derpislav » 19 May 2016, 21:56

I'm so going to experiment on that shit.

But that didn't quite work out in the past. You can't really RP when all the researcher is interested in is flooding your cell with poisonous gasses.
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Re: Xeno test subject

Post by darklizard45 » 19 May 2016, 22:02

Derpislav wrote:I'm so going to experiment on that shit.

But that didn't quite work out in the past. You can't really RP when all the researcher is interested in is flooding your cell with poisonous gasses.
There is no need to add those canister connectors
Also I am a friendly researcher I don't kill my test subjects, that's boring because I don't want them to scream only once.

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Re: Xeno test subject

Post by Desolane900 » 19 May 2016, 22:13

+1
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ParadoxSpace
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Re: Xeno test subject

Post by ParadoxSpace » 19 May 2016, 22:32

What we could do is like have some cage/collar/other restraining device that you can slap on a larva when it just burst out of Bravo's SL
So that you can safely deposit it within a cage

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Re: Xeno test subject

Post by darklizard45 » 19 May 2016, 22:41

ParadoxSpace wrote:What we could do is like have some cage/collar/other restraining device that you can slap on a larva when it just burst out of Bravo's SL
So that you can safely deposit it within a cage
Why not putting the Bravo's SL in the cage before it bursts? Is funnier that way

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Re: Xeno test subject

Post by MedicInDisquise » 20 May 2016, 17:01

I would like a restraining advice (as seen in AVP 2010, for example) be at least able to be sent from Weyland for this stuff. A shock collar might convince a larva not to ventcrawl.
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Re: Xeno test subject

Post by Lucius Jones » 20 May 2016, 18:02

seems like a great idea, but back in ye olde days of xeno stun prods and xeno cuffs people just goddammn stunned anything and knifed it to death. Many enraged debates ensued I can tell you that. Good idea but no massively portable stun thing.
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Re: Xeno test subject

Post by darklizard45 » 20 May 2016, 18:59

Lucius Jones wrote:seems like a great idea, but back in ye olde days of xeno stun prods and xeno cuffs people just goddammn stunned anything and knifed it to death. Many enraged debates ensued I can tell you that. Good idea but no massively portable stun thing.
What about... xenos can be stunned with an specific item that only the Researcher can create and is expensive or hard to make one
And that item can only be used to stun a single xeno or is hard to reload

And of course even if you can't stun a xeno, you can just use the monkey box to get a monkey, get a facehugger and facehug the monkey

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Re: Xeno test subject

Post by Heckenshutze » 20 May 2016, 23:22

Desolane900 wrote:+1
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Re: Xeno test subject

Post by Lucius Jones » 21 May 2016, 03:14

I agree, use monkeys. You should not be able to stun xenos period.
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Re: Xeno test subject

Post by darklizard45 » 08 Jun 2016, 02:28

And you all just ignore this suggestion
Look at this:
http://imgur.com/a/m7Hsm

This is what I'm reffering to, of course the containment area was a bit ghetto, that's why the Researcher needs some sort of way to be able to contain xenos effectively.

You can even use the movie Alien Resurrection to get some ideas.
Last edited by darklizard45 on 08 Jun 2016, 02:44, edited 1 time in total.

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Re: Xeno test subject

Post by ShortTemperedLeprechaun » 08 Jun 2016, 02:43

darklizard45 wrote:And you all just ignore this suggestion
Look at this:
http://imgur.com/a/m7Hsm

This is what I'm reffering to, of course the containment area was a bit ghetto, the Researcher some sort of way to be able to contain xenos effectively.

You can even use the movie Alien Resurrection to get some ideas.
Err...please ignore the bottom picture, I promise, it started out alot better.

Plus one, that had to be one of the best rounds I've ever had as a xeno.
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darklizard45
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Re: Xeno test subject

Post by darklizard45 » 08 Jun 2016, 02:45

ShortTemperedLeprechaun wrote: Err...please ignore the bottom picture, I promise, it started out alot better.

Plus one, that had to be one of the best rounds I've ever had as a xeno.
Yeah, the bottom picture was because all the aliens in planetside died and the admins had to end the round

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Re: Xeno test subject

Post by McRipfist » 29 Aug 2016, 23:21

+1

I like more RP. Would fit well with my idea for PMCs being used to capture xenos.
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Re: Xeno test subject

Post by Renomaki » 29 Aug 2016, 23:35

Capturing a xeno is one thing, but doing tests on it is another.

What COULD you do to it to learn from it? As of current, all you can do is cut up dead bodies and get some acid, chitin and biomass, which can only tell so much about xenomorphs. Maybe find ways to hook it up to brain machines, slap translators on it, maybe provide it a playpen to keep it busy between tests?

One thing you have to remember is that a xenomorph is a PLAYER, and while I'd gladly love to play as a test subject, most players HATE being forced into such a situation. Most xeno players want to kill shit and chew bubblegum, not be a labxeno. So giving the xeno players enough to do to make it WORTH IT is going to be tricky.
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Re: Xeno test subject

Post by saronsen » 30 Aug 2016, 00:27

As a frequent xeno player, I'd love to be a test subject. Make an obstacle course, have a shock collar for the xeno if it tries to ventcrawl or use acid on walls when enabled, researcher disables it to let the xeno use it on what he commands. Give the xeno the ability to learn (to understand) the human language to at least follow orders through either being held in place and being subject to a researcher that loves to hear themselves talk, or simply a simple timed process in a machine. I like the first one the most.

It can go on and on.

You could even try messing with xeno DNA and end up with a lategame option for marines. Like the Xenomorph ''King'' http://aliens.wikia.com/wiki/Rogue_Xenomorph
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Re: Xeno test subject

Post by Boltersam » 01 Sep 2016, 16:45

saronsen wrote:As a frequent xeno player, I'd love to be a test subject. Make an obstacle course, have a shock collar for the xeno if it tries to ventcrawl or use acid on walls when enabled, researcher disables it to let the xeno use it on what he commands. Give the xeno the ability to learn (to understand) the human language to at least follow orders through either being held in place and being subject to a researcher that loves to hear themselves talk, or simply a simple timed process in a machine. I like the first one the most.

It can go on and on.

You could even try messing with xeno DNA and end up with a lategame option for marines. Like the Xenomorph ''King'' http://aliens.wikia.com/wiki/Rogue_Xenomorph
Tone it down a bit, let's not have Marine controlled super ravagers just yet. How about the "Red" Aliens created in labs that fight the regular Aliens?

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Re: Xeno test subject

Post by saronsen » 01 Sep 2016, 20:14

That could work too. The King was just an example of human made and '''''controlled''''' xenomorphs.
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Re: Xeno test subject

Post by Jay Burns » 02 Sep 2016, 14:47

+1, but marines are cucks to xenos, so its gonna be hard to capture them, since most marines would want to kill it and get it over with

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Re: Xeno test subject

Post by Nick123q23 » 09 Oct 2016, 03:20

+1 Hell yes. Gives me flashbacks as playing as specimen six.
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Re: Xeno test subject

Post by Aracino » 09 Oct 2016, 03:29

+1 I main xeno. But this is awesome.
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Re: Xeno test subject

Post by Snypehunter007 » 03 Jun 2017, 16:38

Research is being reworked.

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