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EmanTheAlmighty

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    emanthealmighty

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  1. As of now, the uplink items are loaded based on the current gamemode. I have tried two times to change this, and make it so it is based upon the type of uplink you're using instead, but I've always failed. Does anybody else think it'd be a good idea? The uplinks themselves already have a variable to say which type of uplink it is (so traitor, nuclear, etc), so you'd think it would be fairly easy to do. I would like if it this happened because this way, if an admin decides they want to spawn nuclear operatives on a traitor round, their uplinks can have the actual nuclear ops items while the traitors will still be limited to the traitor items, and viceversa. If the items weren't generated based on the gamemode but rather on the uplink itself, it would give admins more possibilities for events.
  2. I intend the runners to be a step below the normal aliens we know. I would only allow them to hide as their "ability". Their speed wouldn't be super high either. They would die really easily with a few good shots. In addition, I should add that they should not be able to: 1) Hold huggers. I don't see how they could, so that means that they can't be used to easily run into crew and mass infect them either. 2) Spread weeds. That would probably become annoying real fast. However, I can see them being used to help deal with exosuits. Perhaps once a runner reaches the ability to evolve they could become slightly stronger too for those who want to stay as a runner for the reason above.
  3. Runners are fast, small, red xenomorphs, and I think that they should be added to paradise station, but not because "they're cool", they would be good to balance a small thing out. Currently, xenomorphs can EASILY snatch a bunch of monkeys from the usual places and increase their population in no time and especially unnoticed. Monkeys don't have sensors and don't scream on comms. My idea is to make monkeys produce runners. The larva that would come from a monkey would be a stronger version of the normal larva, which would appearence-wise be bigger and have four legs, like a runner. This more aggressive larva will however take longer to grow, and when it can evolve, it will only be able to evolve into a runner. This means that you CAN use a weak host that doesn't even fight back and has no mind, but the alien that will grow from it will be initially weaker, and take longer to reach its full potential. (So it goes monkey>runner larva>runner) Runners are still capable of hiding like larvas, and do not have any special ability except for their decent speed. Runners can evolve into a drone, hunter or sentinel by waiting the same time it took to evolve into a runner or eating someone. They have to either WAIT a lot, or devour someone and let them die inside of them. Once this happens the person they devoured will be regurgitated as a husk and the runner will be able to evolve right away. Inevitably, this will mean that the starting xenomorph that hunts for prey will more likely decide to go for actual humans rather than monkeys, since they need strong aliens to defend the queen as soon as possible.
  4. When you try to make a slime or a monkey sentient, it says they are too intelligent for it, but I think that if it were possible it would make for some really interesting situations. What do you think?
  5. I'm not saying that all of them would be player controlled from the start (nor would they be aggressive from the start, either), just have them be the actual ones rather than the simpler versions, that's all I ask. Right now, it's dull, while it could be awesome. Keep in mind that player controlled xenobiology creatures would actually only be able to start outbreaks if the owner is a traitor, which doesn't happen often. Any creature created through a xenobiology player controlled creature would count as owned by the xenobiologist, so they wouldn't do anything either. IF a xenobiologist had made some player controlled xenos / terror spiders earlier and an actual outbreak happens as a random event, then the player controlled creatures would break out of their "debt" and give the outbreak a small headstart, turning against their creators. It would add a lot of danger and actual important to xenobiology. As it stands, I see way too many xenobiologists make lots of mobs through gold slimes, sometimes even letting them roam outside the cells, too. Also, with this, I'd suggest giving the other creatures (mega space carps, panthers, space bears, normal spiders, ect) an overhaul as well for when they're player controlled. This is mostly for those abilities that are observed being done by their AI counterparts (like making webs, crawling through vents, ect) that can't be done once you start controlling them. They should also be able to regenerate health overtime. I know this would take a lot of work and time to add, but it would definitely be worth it, in my opinion.
  6. When for example a xenomorph or a terror spider is created through xenobiology, they should be the more advanced versions rather than the simple mobs. What this means is that for example, xenos created through xenobiology can be effortlessly used to extract their abilities. If a terror spider or an alien drone is given intelligence by a traitor, it could actually start a threat, since they can use their abilities. (alien drone could evolve into a queen and start havoc, all of this thanks to the xenobiologist) I just don't see why the simpler versions used for the AI controlled ones would spawn rather than the real deal, it would add much more depth to what you can do with them.
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