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Everything posted by Xeno
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Well something I want to stress is that the entity would be extremely weak early game so the AI would basically be feeding it, and people would be discovering the AI is rogue before they find the entity
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I’m not expecting a full on copy and paste if TG as they tend to make it easy to cheat death (look at the shit they are working on in Xenobiology some cool some literally cheat death). But I am really against the current system. Some may argue that genetics is suppose to do cloning, but have you ever seen genetics do that?
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Xeno replied to Trololiver112's topic in Civilian's Days
I'll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda. -
Should rounds with traitors and syndicate only be on blue?
Xeno replied to Xeno's topic in General Discussion
Perhaps there could be a timer and if some command doesn’t swipe after a certain time then it drops to blue. Command would get a leer when this timer is almost up, as I believe command forgets that the station is code red -
Hold the ID picture up to the Kidan and realize it’s the same person
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Xeno replied to Trololiver112's topic in Civilian's Days
Potato -
Should rounds with traitors and syndicate only be on blue?
Xeno posted a topic in General Discussion
Ok so recently a feature was added basically increasing the chance of something bad happing while the station is on red. I personally like this sense it keeps the round alive a bit more and makes it so people don’t stay on red 24/7. Now the problem is that changelings and syndies result in the station being on red for the entire round sense there’s no way to be sure they station is clear of syndies. So I think it would be better to have syndies and Lings classified as code blue. -
So one thing that peaked my interest in the old Xenos gamemode was the Borg assuring Xenos in their early stages. Obviously this basically made the Xenos gamemode way worse due to allowing them to snowball even faster. what I do think would be a intresting idea would be an AI trying to help some psychic entity that had leaked into our world from blue space. NT decided that the entity was valuable enough to risk crew harm or station expenses so they add a secret law zero to the AI. The entity would obviously start off very weak to the point that it needs the AIs help or it will die. In my opinion the entity would be very intelligent and would feed of people’s brain to grow in strength. Also as it evolves it may let out the occasional EMP so it won’t hide in the AI sat. in later stages from feeding it would grow to a self sufficient then to a eventual notable danger to the entire station. This would obviously take a lot of coding
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Xeno replied to Mrs Dobbins's topic in Civilian's Days
Nukies -
Genetics in my opinion is not a fun job, sure you can get powers but the process is tedious at best and enraging at worst. The average shift of a geneticist goes like this, role the dice till you get a number higher then 800, test it on your self if it gives a defect great on to the next one if it doesn’t role the dice till you get a higher and harder number to reach, if it works great on to the next one if it doesn’t role till you get even higher, if it doesn’t work you have to try the same syringe again because of the failure rate. Sense theres so few blank genes odds are your unlucky so wait for a syringe to recharge again again and again. I personally suggest replacing it with /tg/‘s genetic system. I haven’t had a chance to try /tg/‘s system yet but from what i read on the wiki it definitely seems a lot less luck based and more puzzle based and takes on a more interactive role with players being able to run around scanning people for more genes to finish the puzzle As far as i know this would take a LOT of coding
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well the one thing about the Xenos event thats on the wiki that interests me is the idea of a borg or even AI assisting the Xenos in their early stages but obviously this would not be balanced.
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Here’s some ideas i had off the top of my head to hopefully balance and flesh out xenos a bit more Xenos can no longer throw the facehuggers due to it being the equivalent of yeeting a child (some comic shows that queens dont care as much for drones but when eggs where burned freaked the fuck out) Facehuggers can be controlled but are slightly slower then players and ghosts can choose to leave the facehuggers body at anytime due to limited gameplay Facehuggers can vent crawl, leap at a limited distance (at most from 2 tiles away) Facehuggers not being controlled will automatically leap at anyone from two tiles away weather being held or not After evolving from larva Xenos automatically become drones and must evolve again to gain a more favorable form Sentinels can become praetorians if the green does something to them Only the queen larva can evolve in to queen with out being a praetorian A queen uses a fair amount of plasma to turn a sentinel into a praetorian Only praetorians can evolve into queens Larva no longer start on the station instead a queen facehuggers does, which is notably faster and can jump farther and players MUST forget they where impregnated otherwise no infestation would start and queen facehuggers are more advanced and some other lore shit Facehuggers have a internal plasma supply that slowly depleates the more they move, when it hits zero they die (apparently facehuggers have some sort of internal chemical battery and if it runs out welp rip) New Xeno class that can store multiple facehuggers on its back and recharges there plasma slowly (in some wiki cant find it though)(looks like it has spikes coming out of its back with face huggers feeding off them) Only queens and praetorians can acid spit but xenos can “Self Sacrifice” if another Xeno is nearby splashing its acidic blood on everything nearby, and rendering it in crit MASSIVE debuff to xenos stunning (time is reduced, and cannot be used on a person already stunned to reset the timer(cause stun locking is a bitch and your already stunned when ya got a hugger on ya)) Hunters now move 1.5 times the speed of a player Sentinels move 0.75 time player speed Praetorians move half the speed of players Queen moves same speed as praetorians Facehugger holders speed depends on the amount of huggers they are holding (full load makes you VERY slow) the facehugger holders are fragile but passively regenerate with the speed varying on the amount of huggers Facehugger holders cannot vent crawl due to the spikes that the huggers feed off unless it has no huggers and then can fold them into its back and vent crawl Facehugger holders have the default disarm due with increased efficientcy the less huggers due to the drain of feeding the huggers Edit: the queen facehugger starts on Lavaland and miners who get affected feel the urge to return to the station or something else to get the to return to the cyberiad (not so sure about this one)
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All right i guess ill go get some ideas for a Xeno rewrite if any one ever wants to take on the task.
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Perhaps they could be hit with a notable disadvantage at round start IE: instead of being larva its a few facehuggers, or the players get something to tip them off before the xenos show up
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If you cannot tell I’m a big fan of Xenos. I rather enjoy the few times the xenos come out to play on the station but its not exactly common in my experience. I was hoping the Xenos game mode might get fixed. Not many people get much experience with Xenos, making a shortish round when ever they show up. As far as I’m aware they dont have a assigned objective so here’s my idea for two: Infest (number) of tiles grow the hive to (number) of Xenos i honestly have no idea how much coding would go into this, but i dont think it will require more than anyone could handle with a fair amount of time.
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those who have played IPC may have found them selves in a position where they are not dyeing but cannot move, talk, see, the whole suffering package. I would like to suggest a way for IPCs to die and retain respawnability as when this happens no tends to fix you as usually its a emergency situation. By doing said suicide it would shut off the brain and a player would have to turn it back on in order for you to get revived. Codeing size: small