R&D and Robotics and MECHs

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Liran343
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R&D and Robotics and MECHs

Post by Liran343 » 10 Sep 2016, 14:38

Summary (a quick, 2-3 sentence summary):
I started playing as a researcher and I noticed that I have the option to build an exosuit fabricator for the CE (to build all kinds of MECHs). Funny thing is that there is no robotics server so we couldn't do anything with the exo fabricator.

My suggestion is: either remove the option to create the exo fabricator board from the circuit imprinter OR bring back the option to build mechs

Benefits (How this will benefit the server and game as a whole):
Well.. You give the marines a bulky machine to pilot on the field (giving more versatility for the marines and having a tank on the marine side).

Details (Description of how you think this would work, the benefits, etc):
Around the 30-45 minute mark the researchers will build an exo fabricator and robotics server, link them to each other and start building MECHs. IS it balanced you say? yes, after the 30 minute mark the aliens have tier 3 aliens and some mature tier 2 aliens. Additionally the MECH itself is bulky, slow and could be easily blown up be 2 or 3 runners. Also, MECHs could be melee with chain-swords or something along the line or ranged with sub-machine guns and grenade launchers. (not to mention the phazon)

Implementation (Optional, if you have an idea how to implement it):

Pretty simple, you could port it from Baystation and make minor adjustment if you think it needs balancing.

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Joe4444
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Re: R&D and Robotics and MECHs

Post by Joe4444 » 10 Sep 2016, 14:40

-1 mechs are really OP here and not part of the lore(except for the ripley,which cargo has.) and xeno salt would go through the roof.

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Sargeantmuffinman
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Re: R&D and Robotics and MECHs

Post by Sargeantmuffinman » 10 Sep 2016, 14:41

A mech.....a...mech...

Now, think of 20 mechs on the field....

No.

But I'm all for permanently removing it.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

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Liran343
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Re: R&D and Robotics and MECHs

Post by Liran343 » 10 Sep 2016, 14:55

Hm.. not sure about that. R&D has limited supplies (40 metal and 20 glass) and you can only order from the RO so much. And if the number of the mechs bothers you, we could increase the fabrication time of the parts. Not to mention that the cool gear/mechs will require precious minerals from the planetside which are rare to come by.
Last edited by Liran343 on 11 Sep 2016, 13:36, edited 1 time in total.

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Re: R&D and Robotics and MECHs

Post by TopHatPenguin » 10 Sep 2016, 15:37

Relevant:
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jaggaaff
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Re: R&D and Robotics and MECHs

Post by jaggaaff » 10 Sep 2016, 16:42

Thing is, building 5 ripleys to engage shuttle ayyliums takes away metal that could be used to fortify shit.

You also need people who are competent enough to know how to fight in a fucking mech w/o guns.

-1 for expanding mechs beyond the ripley and giving them guns and shit.

+1 for keeping the ability to build ripleys and subsequent equipment(like clamps, drills, CCW, energy relay, and repair drone.)

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Re: R&D and Robotics and MECHs

Post by Jroinc1 » 10 Sep 2016, 17:41

Even as alien, I feel like a mech planetside would be absolutely underpowered, even if you gave it lasers and an energy relay... The slow speed and turning time will severely handi-cap it, and even 20 mechs would be EASIER for our players to deal with than the freaking 15-20 player swarms of marines that chase us down in 3-5 man groups and NEVER stop until we're dead.

COUNTER-SUGGESTION- viewtopic.php?f=59&t=8971
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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Liran343
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Re: R&D and Robotics and MECHs

Post by Liran343 » 11 Sep 2016, 13:35

jaggaaff wrote:You also need people who are competent enough to know how to fight in a fucking mech w/o guns.
How do you except competent mech pilots if most of the people here never been in one. You learn from experience, yeah the first.. or the fifth round you'll get people that are still figuring the ropes of the mech. but in time they'll learn and be competent mech pilots.

JPR wrote:Even as alien, I feel like a mech planetside would be absolutely underpowered, even if you gave it lasers and an energy relay... The slow speed and turning time will severely handi-cap it, and even 20 mechs would be EASIER for our players to deal with than the freaking 15-20 player swarms of marines that chase us down in 3-5 man groups and NEVER stop until we're dead.

COUNTER-SUGGESTION- viewtopic.php?f=59&t=8971
You actually add to my suggestion... but ok.

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Re: R&D and Robotics and MECHs

Post by Toroic » 11 Sep 2016, 13:38

A single ripley is far more diffucult to kill than a marine, and 5 or ten would be extremely dangerous.

Marines have access to basically hundreds of metal off the bat by recycling pistols.
"Crush your enemies. See them driven before you..."

Xenos Vult

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Liran343
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Re: R&D and Robotics and MECHs

Post by Liran343 » 11 Sep 2016, 13:44

Toroic wrote:A single ripley is far more diffucult to kill than a marine, and 5 or ten would be extremely dangerous.

Marines have access to basically hundreds of metal off the bat by recycling pistols.
Again. If the amount of mechs bothers you, we could increase the fabrication time of the parts. By how much you ask? I don't know, I'm not a game balancer.

And as jaggaaff said: "building 5 ripleys to engage shuttle ayyliums takes away metal that could be used to fortify shit."

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Re: R&D and Robotics and MECHs

Post by Jroinc1 » 11 Sep 2016, 13:48

Liran343 wrote: How do you except competent mech pilots if most of the people here never been in one. You learn from experience, yeah the first.. or the fifth round you'll get people that are still figuring the ropes of the mech. but in time they'll learn and be competent mech pilots.

You actually add to my suggestion... but ok.
It was really long, ok? The big thing I had was to remove the capacity to PRODUCE mechs, as that's unbalanced, but to grant the capacity to USE and UPGRADE the 2 mechs you CAN start with.
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: R&D and Robotics and MECHs

Post by coroneljones » 11 Sep 2016, 13:50

-1
OP in swarms and not part of the lore
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
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Re: R&D and Robotics and MECHs

Post by Snypehunter007 » 24 Apr 2017, 13:22

We are currently rethinking research. This is going to be locked for now.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

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