Make Research Containment Not Retarded/Dangerously Insecure

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Surrealistik
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Make Research Containment Not Retarded/Dangerously Insecure

Post by Surrealistik » 22 Nov 2016, 20:30

Summary (a quick, 2-3 sentence summary):

Per subject.


Benefits (How this will benefit the server and game as a whole):

Research containment makes sense instead of being ridiculously and dangerously deficient/insecure.


Details (Description of how you think this would work, the benefits, etc):

Containment cell should have a camera linked to a research view-screen/monitor, reinforced walls and floors, and a reinforced glass airlock that can be electrified at will via a button/interface so it's actually secure and the researcher can safely observe any captives/specimens.

Giving the containment unit a kill switch mechanism (hellgas, electrified floor, etc) to remotely terminate unruly specimens, and a disposal input for safely putting things inside it would also be desirable.


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

Minor mapping changes.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by NescauComToddy » 22 Nov 2016, 20:40

1+ I Just brought a beta queen right now in larva stage to the Sulaco at research and she escaped to the armory and after to the mogue....Containment should take longer to get melted with acid by the way
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Surrealistik
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by Surrealistik » 22 Nov 2016, 20:42

I don't think it should be meltable at all; reinforced walls can't be melted. I wouldn't mind having the unit be escapable if it had some kind of kill switch mechanism, allowing a xeno to escape an inattentive/distracted Researcher, albeit at considerable risk.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by NescauComToddy » 22 Nov 2016, 20:45

Surrealistik wrote:I don't think it should be meltable at all; reinforced walls can't be melted.
I kind of agree with you if you are saying that they shouldn't be meltable.At the same time,the xeno deserves a way to escape.not be locked there forever,maybe some kind of verb that he could use but it would need to take a long time to escape-7 Minutes for example.this would make the researchers always monitorate the xeno and use a switch close to the containment to stop the xeno action of breaking out!this would make the researchers mostly don't go afk and have a more important role with the xenos.I Would recommend a vent close to the same room as well to be more fair.
Last edited by NescauComToddy on 22 Nov 2016, 20:56, edited 1 time in total.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by Surrealistik » 22 Nov 2016, 20:48

As above, a way for a Xeno to escape would be fine if and only if there's a killswitch mechanism; either they suicide, or they escape because the Researcher is asleep at the wheel (or is a dick).
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by Polkjm » 22 Nov 2016, 20:49

Sounds awesome but if something like this is to be implemented, there should be:
A: A way to reliably capture xenos
B: A reason to capture live xenomorphs
Perhaps observing a live xenomorph with a stationary scanner of some sort would allow you to print out some free synthetic xeno materials (Blood, chitins, resin) every once in a while, meaning it's a big risk but with a potentially big reward. Perhaps require biomass to be inserted into the machine, then use the console to scan for a live specimen inside the room, then click synthetize to produce 1 unit of the selected material using biomass. Then, the printer requires 1 minute to recharge.

As for capturing them, maybe you could have xeno resin-restraints (Created via the bioprinter inside RnD) that can only be used on downed xenomorphs that are in crit. It stabilises and slowly regenerates their health, but prevents them from running and slashing. It also makes them unable to move when pulled. This would be very risky because restraining the xeno would take the same amount of time as cuffing someone, and in the meantime you could have easily killed it, plus you expose yourself to xeno attacks and you need to slowly drag it back to the ship.

However, if you succeed, you get an awesome reward and awesome rp. Even better when we get more useful bioprinter items.

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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by northcote4 » 23 Nov 2016, 06:57

+1 in favour of a more secure containment area (I believe similar things were suggested in the past, but never got the boot nor approval).

Obviously anti-acid spray is one method, but as it doesn't work on doors and walls it's extremely limited for containment.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by Derpislav » 23 Nov 2016, 06:58

I implement these changes any time Research asks and I'm MT/SE.

+1.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by forwardslashN » 23 Nov 2016, 19:21

I believe this is being worked on for the Sulaco/whatever it's going to be called, including better medical.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by Snypehunter007 » 23 Nov 2016, 20:07

Asking this to be locked until the new ship comes out then.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by mrturkeytoe » 26 Nov 2016, 01:28

Maybe add xenoborgs that require a hunter and makes like a slow hulking tank for the marines at the cost of high danger an lots of materials?

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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by Snypehunter007 » 26 Nov 2016, 10:28

mrturkeytoe wrote:Maybe add xenoborgs that require a hunter and makes like a slow hulking tank for the marines at the cost of high danger an lots of materials?
That is a separate research suggestron.

Asking this to be locked, once again.
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Re: Make Research Containment Not Retarded/Dangerously Insecure

Post by forwardslashN » 15 Feb 2017, 13:41

Resolved in the future.
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