Make aliens resistant but not immune to space

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Re: Make aliens resistant but not immune to space

Post by forwardslashN » 23 Jun 2016, 22:52

I would like to make breaches not kill the server and everyone in it. But I also like explosive decompression. I do agree that aliens shouldn't be immune to all space related things. They should function and stay alive, but barely so.
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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 24 Jun 2016, 00:03

Toroic wrote:If you make xenos weak to vacuum, marines are going to exploit it. Xenos already have huge issues with vacuum areas because they cannot keep hosts alive in a vacuum, and that has made marine-breached prison games awful for both sides. Marines can be cloned indefinitely, xenos need hosts.

-1. Breaching shouldn't be done by either side, and admins often fix breaches before they get too bad. Marines can fix this, xenos cannot, and on the ship a marine mistake shouldn't punish xenos.
How can marines exploit it? It's only going to harm marines more so than aliens. First because marines cannot survive in space. Second, by the time they're attackin the ship which leads to breaches, there's hardly time for cloning. I don't see how marines can "fix" it when we're being boarded.

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Re: Make aliens resistant but not immune to space

Post by Toroic » 24 Jun 2016, 00:29

TeDGamer wrote: How can marines exploit it? It's only going to harm marines more so than aliens. First because marines cannot survive in space. Second, by the time they're attackin the ship which leads to breaches, there's hardly time for cloning. I don't see how marines can "fix" it when we're being boarded.
I don't see how punishing xenos for someone breaking the rules (as a xeno) or being incompetent/breaking the rules (as a marine) is at all good for gameplay.

I gave a clear example of the prison map being an area not on the ship where breaching is a huge problem for xenos already. Frankly, if xenos are on the ship marine odds are already in the shitter.
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Re: Make aliens resistant but not immune to space

Post by Surrealistik » 24 Jun 2016, 00:33

I'd say plasma drain then health drain down to say 50% while exposed to vacuum wouldn't be a bad idea.
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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 24 Jun 2016, 00:54

Toroic wrote: I don't see how punishing xenos for someone breaking the rules (as a xeno) or being incompetent/breaking the rules (as a marine) is at all good for gameplay.

I gave a clear example of the prison map being an area not on the ship where breaching is a huge problem for xenos already. Frankly, if xenos are on the ship marine odds are already in the shitter.
First of all, marines usually do not do this. Why would they? It would only affect them. This is punishing xenos because of one asshole in xenos. Why is it that when an alien currently breaches, xenos get away scotfree while marines have to take the brunt and be unable to assault key areas that have been breached? I don't understand this balance and unfairness.

I've seen WAY too many aliens breach engineering cooling space. At least once every two rounds at this point. Breaching is something aliens still do and if you actually observed these games, you would notice it.

Sure, when xenos are on the ship and they don't breach. Once they breach, an admin can plug it but not fix atmos. Who does that affect? Marines only. Think about it. Aliens usually don't get a ban for simply breaching but it does screw up the fun for a lot of marines suffocating to death. Also at the same time, why would aliens care about breached areas since these places aren't a good breeding ground? Doesn't make sense in the canon for aliens to be drifting in space either waiting to upgrade or evolve until they return to the Sulaco again.

I have never seen prison games and all you said was marine-breached prison games, don't see how that is an example when I've never seen the prison map.
Don't see how that's a "clear" example when all you did was mention it in passing. You don't even explain where it can be breached. How can someone who's never seen or heard of prison map know what's going on?

Surrealistik wrote:I'd say plasma drain then health drain down to say 50% while exposed to vacuum wouldn't be a bad idea.

Sure, it's not going to kill them. But I expect aliens not to be able to drift in the eternity of space. I never suggested it had to punish them greater than marines, just punish them. What type of resistance? That can be tweaked and criticized.

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Re: Make aliens resistant but not immune to space

Post by Toroic » 24 Jun 2016, 03:46

TeDGamer wrote: First of all, marines usually do not do this. Why would they? It would only affect them. This is punishing xenos because of one asshole in xenos. Why is it that when an alien currently breaches, xenos get away scotfree while marines have to take the brunt and be unable to assault key areas that have been breached? I don't understand this balance and unfairness.

I've seen WAY too many aliens breach engineering cooling space. At least once every two rounds at this point. Breaching is something aliens still do and if you actually observed these games, you would notice it.

Sure, when xenos are on the ship and they don't breach. Once they breach, an admin can plug it but not fix atmos. Who does that affect? Marines only. Think about it. Aliens usually don't get a ban for simply breaching but it does screw up the fun for a lot of marines suffocating to death. Also at the same time, why would aliens care about breached areas since these places aren't a good breeding ground? Doesn't make sense in the canon for aliens to be drifting in space either waiting to upgrade or evolve until they return to the Sulaco again.

I have never seen prison games and all you said was marine-breached prison games, don't see how that is an example when I've never seen the prison map.
Don't see how that's a "clear" example when all you did was mention it in passing. You don't even explain where it can be breached. How can someone who's never seen or heard of prison map know what's going on?


Sure, it's not going to kill them. But I expect aliens not to be able to drift in the eternity of space. I never suggested it had to punish them greater than marines, just punish them. What type of resistance? That can be tweaked and criticized.
You don't know about the prison map because you're new. Your forums account is 2 weeks old.

The prison map was basically a space station, and could be breached just like any other space station in ss13.

I've only recently come back to the server, but it was generally 50/50 with breaches, bluespace grenades and sadar on the sulaco being the most common culprits on the marine side.

Breaches are not good for xenos. They can get sucked out, and they can't increase their numbers. It's not as bad as it used to be, where hosts wouldn't pop a larva until a player was ready, so a vacuum would kill all the unborn larvae as well.

If anything we need harsher bans for people who intentionally breach, xeno or marine.
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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 24 Jun 2016, 13:45

Toroic wrote: You don't know about the prison map because you're new. Your forums account is 2 weeks old.

The prison map was basically a space station, and could be breached just like any other space station in ss13.

I've only recently come back to the server, but it was generally 50/50 with breaches, bluespace grenades and sadar on the sulaco being the most common culprits on the marine side.

Breaches are not good for xenos. They can get sucked out, and they can't increase their numbers. It's not as bad as it used to be, where hosts wouldn't pop a larva until a player was ready, so a vacuum would kill all the unborn larvae as well.

If anything we need harsher bans for people who intentionally breach, xeno or marine.

Exactly. You know i'm new, but somehow I'm clearly able to tell what you meant by clear example of prison before this comment. You don't explain anything at all and what I find weird is that you assume I know it yet you clearly know that I'm 2 weeks old on the forum.

Bluespace grenades no longer really exist. Usually a marine isn't idiotic enough to use a SADAR anywhere on the ship nowadays, only on planet. Only seen it happen twice during these two weeks.

Breaches aren't good sure. They CAN get sucked out, but not neccessarily. Of course they don't even need to increase their numbers. Look, if you just RECENTLY came back, then you would have seen the xenos-update. Once they're up to the Sulaco, it's basically murderbone as many people as possible. It's quite easy for an alien to prevent vaccum for a host. 4 doors surrounding a nest makes it habitable somehow. Try it.


I agree, way harsher bans on xenos AND marines for breaching. If it's from a stray bullet, I can argue. If they are truly a new xenos player, I can argue. But if they are neither, then it's a sign that they're breaching for victory. HEre's why as I have explained before. BREACHES are absolute shits to marine. Absolute shits. You can't go in and if you go in with a spacesuit, all it takes is for one alien to claw you and puncture it. Basically, breaches make an invincible FOB for aliens. Now what can we do to combat this? Make it so that aliens can't enter areas with bad atmos. This way, they don't spread it. I've seen areas where the atmos is bad and the aliens would acid the doors AND the fire shutters to allow the breach to affect the marines shooting at them. THey don't even need these hosts at the point they get to the Sulaco. Most of the time, they can outright kill them because the queen ordered it.

At the same time, repairing a breach or banning requires an admins intervention. This way, if the aliens cause a breach, there's no need for admins to really intervene because when an alien breaches, they're affecting their hive as well. RP wise, that alien will probably be banished. Still, might require a ban but admisn aren't on all the time.

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Re: Make aliens resistant but not immune to space

Post by Joe4444 » 24 Jun 2016, 14:40

genjufens wrote:-1 I like the idea of wanting to stop attempts to breach but this is so exploitable and the only reason a xenomorph is in a vacuum is by opening the eva doors on sulaco and walking out (In which case it's there fault they are now stuck floating in space), or someone breached the area they are in by explosion. While i play a xenomorph often, if i see another alien melt an outerwall, I report that cause greytide is not cool. If a xenomorph takes damage from vacuum what stops marines from simply removing all air in a room and reverse greytiding the ship to kill off aliens and/or just completely prevent any further advance into marine territory.
Simple. Make it so you only lose health In a space tile. Therefore if the marines snuff a place of oxygen nothing will happen except marines get fucked

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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 27 Jun 2016, 15:13

Joe4444 wrote: Simple. Make it so you only lose health In a space tile. Therefore if the marines snuff a place of oxygen nothing will happen except marines get fucked

Except that if you saw this round, aliens breached lower engineerin by destroying the window purposefully. It won't affect them sure but it will affect the marines because atmos is fucked and lower sulaco is basically uninhabitable without EVA suits.

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Re: Make aliens resistant but not immune to space

Post by Joe4444 » 27 Jun 2016, 15:29

TeDGamer wrote:
Except that if you saw this round, aliens breached lower engineerin by destroying the window purposefully. It won't affect them sure but it will affect the marines because atmos is fucked and lower sulaco is basically uninhabitable without EVA suits.
it should suck them out no?

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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 27 Jun 2016, 16:16

Joe4444 wrote: it should suck them out no?
Not if they only destroy the window and leave the grille safe, which is what happened. Doesn't suck them out to space.

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Re: Make aliens resistant but not immune to space

Post by Joe4444 » 27 Jun 2016, 16:20

TeDGamer wrote: Not if they only destroy the window and leave the grille safe, which is what happened. Doesn't suck them out to space.
then make it brake the grille

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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 27 Jun 2016, 16:22

Joe4444 wrote: then make it brake the grille
That won't accomplish much. Just more intentional breaching and more fixing that needs to be done if engies get back there to fix it.

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Re: Make aliens resistant but not immune to space

Post by TeknoKot » 27 Jun 2016, 16:25

JPR wrote:Yeah.
+1 to small, constant damage from lack of PRESSURE. Marines can easily get emergency air tanks, which don't really affect their combat potential, but full-blown, 0 kpa, like 4 walls and all the airlocks melted BREACHES, need spacesuits to be survivable, and those are annoying to find.
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Firesuits can also act like space suits, because of SS13 mechanics.
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Re: Make aliens resistant but not immune to space

Post by TeDGamer » 27 Jun 2016, 16:52

TeknoKot wrote: p.s

Firesuits can also act like space suits, because of SS13 mechanics.
Does it work like that on this server though? I thought fire suits only acted as fire suits on this server.

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Re: Make aliens resistant but not immune to space

Post by TeknoKot » 27 Jun 2016, 17:36

TeDGamer wrote: Does it work like that on this server though? I thought fire suits only acted as fire suits on this server.
Yes, it does. Whatever is resistant to kpa works.
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Re: Make aliens resistant but not immune to space

Post by KingKire » 14 Sep 2016, 15:05

+1. I think its a good idea to have aliens to very very slowly start to die or become heavily injured if they were left in a pressureless environment. This gives plenty of time for aliens to get out of the space vacuum before they start to suffer but is not a major concern.
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Re: Make aliens resistant but not immune to space

Post by Snypehunter007 » 18 Nov 2016, 02:56

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Re: Make aliens resistant but not immune to space

Post by KingKire » 19 Jan 2017, 20:03

Im on the fence from a +1, but i definitely think xenos should receive some sort of decent penalty for being in space. having plasma stop regenerating would be an interesting solution.
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But seriously, does uh, anyone know the way out?!


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Re: Make aliens resistant but not immune to space

Post by Swagile » 19 Jan 2017, 20:30

There used to be a TG version of Colonial Marines that I played YEARS back, not sure what it was called or if its this Pre-Alpha that everyone talked about.

But it used a modified box station and standard sprites and our "pulse rifle" was just a C20r for standard marines.

Anyway, wayyyy back then, it was fixed so that xenos attempting to board the ship via space died rapidly. They had the same protection to space as a human wearing a firesuit; they'd have time to survive but definitely not enough for extended periods of time.

But I don't think it would work very well on this Colonial Marines, because of the fact that you guys used Bay's atmos code, which is absolutely garbage because of the way it works. Its extremely deadly and is realistic, but whoever coded it made it even worse than old tg bomb code's max cap bombs.
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