"Adrenaline" chemical.

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Derpislav
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"Adrenaline" chemical.

Post by Derpislav » 10 Nov 2016, 06:27

Summary (a quick, 2-3 sentence summary): When a human receives enough damage for crit, they spawn a few units of "adrenaline" giving them a short-lived boost.

Benefits (How this will benefit the server and game as a whole): Paincrit is very punishing while all it takes to induce is one-two acid spits. If you're wounding someone into crit, then you're probably not going to infect them. So why not give them a chance while reserving disabling tactics for infecting? Wounding someone into uselessness to infect shouldn't be encouraged.

Details (Description of how you think this would work, the benefits, etc): With SERIOUS damage, "adrenaline" is created in the bloodstream. That generation has a cooldown from the time the last unit of it was metabolized, a long one.
Adrenaline acts as a painkiller and triggers the effects of hyperzine and synaptizine on and off (it's not a reliable speed/stun boost - it'll be active at random intervals), lasting for about half a minute.
This is to discourage paincritting to infect, giving the marine that short time period to be annoying enough to force the xenos to actually kill him - or a chance to retreat for medical help. After adrenaline is metabolized, they're going to drop into paincrit, after all.

Implementation (Optional, if you have an idea how to implement it): New chemical, generation based on damage/agony levels.
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Jeser
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Re: "Adrenaline" chemical.

Post by Jeser » 10 Nov 2016, 07:06

That's, actually, really good. I like it. Being spitted two-three times and get in paincrit and lie for 5 minutes on the ground after that is not fun at all.

If we could do at least some things while lying on the ground, it would be another thing, but we don't have such mechanics, so +1 for Adrenaline.
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Casany
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Re: "Adrenaline" chemical.

Post by Casany » 10 Nov 2016, 07:41

+1, it's a good idea. I had thought of this as well. Great for those times your trying to retreat and then just collapse in paincrit and get left behind
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Surrealistik
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Re: "Adrenaline" chemical.

Post by Surrealistik » 10 Nov 2016, 13:44

Honestly I think the better solution is to reduce the fire rate of acid/neuro significantly while increasing the per shot stun/damage of these abilities (so aim matters more), reduce the agony multiplier for burn damage, and add anti-stun stacking measures: viewtopic.php?f=59&t=9556

There are a lot of tweaks that need to be made; that said I'm pretty leery of bandage solutions that touch on only one or two things.
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Snypehunter007
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Re: "Adrenaline" chemical.

Post by Snypehunter007 » 09 May 2017, 17:14

Old. No support.

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