Searching buildings & anti-metarushing

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Abbysynth
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Searching buildings & anti-metarushing

Post by Abbysynth » 24 Nov 2016, 10:32

Summary (a quick, 2-3 sentence summary): Buildings can be searched by marines and in order to allow crossing of the river, each building has to be searched first.

Benefits (How this will benefit the server and game as a whole): Ease up on metarushing, make people actually have to search the colony instead of immediately digging into a defensive position. This of course might mean that they take too long to build up and xenos just immediately wipe them, I dunno. It could lead to xeno rushing, but that's a different problem.

Details (Description of how you think this would work, the benefits, etc): For each building on LV-624, when at least 5 marines have entered the area it starts a search timer of 2 minutes, -10 seconds per extra marine. When the timer is up, objects in the area (crates, closets, racks, tables, vendors) spawn a variety of random items, or even facehuggers, and that building is now permanently considered searched. Only when all buildings have been searched are marines capable of crossing the river.

Implementation (Optional, if you have an idea how to implement it): Each OBP is divided into a mapped area, which keeps track of people inside it and can easily be manipulated for adding a timer when someone's entered and it's unsearched. Have the river turf start out uncrossable during a standard round (obv not hunter games or other future gamemodes), and when all buildings are searched, it's crossable. To stop xeno river shooting or hugger cheesing you could also force xenos to not cross, and make them use tunnels to get back and forth until the complex has been searched.

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Dingle
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Re: Searching buildings & anti-metarushing

Post by Dingle » 24 Nov 2016, 10:42

Maybe have welded/busted lockers that take a minute or so to break open. Then stress the objective being to search absolutely errywhere for hiding survivors.

The last one could spawn some kinda IC clue of where the colonists got taken. Like a dropped tape recorder with some tasti tasti lore.

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Derpislav
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Re: Searching buildings & anti-metarushing

Post by Derpislav » 24 Nov 2016, 10:45

+1 for it being interesting on it's own, but whenever metarushing is brought up, people assume it's only the dumb/munchkin marines doing it. This is not true.

I don't metarush but only because I'm a somewhat better known player and I don't want to set a bad example. But it's hard not to when xenos will abuse the everliving fuck out of the fact marines will be punished for crossing too early. Xenos have entire doctrines centered around baiting marines to the river early and smacking them around because they can't cross without getting airstrike'd.
There is nothing at all to do in the colony, because xenos are sitting up in north and rarely if ever estabilishing forward nests.
There is no IC reason to build elaborate defenses because to your character's knowledge, the xenos are few and cozily sitting in the caves with no intention to ever leave them.
If you do not kill them early on, crushers will evolve and upgrade, becoming huge walking anti-fun zones. And they will play very defensively using the river until they're upgraded enough.
Etc, etc.

The proper fix is to give aliens more incentive to leave their side of the river, or, even better, get rid of the whole "two halves of the map" thing. Random starting hive locations, greater ease of setting up secondary hives, stuff like that.
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LordeKilly
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Re: Searching buildings & anti-metarushing

Post by LordeKilly » 24 Nov 2016, 12:29

Or just randomly spawn documents marines HAVE to get back to command. It's incentive to find the documents before worrying about aliens.
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Snypehunter007
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Re: Searching buildings & anti-metarushing

Post by Snypehunter007 » 09 May 2017, 17:59

Old. No support.

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