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Posted (edited)

 

This is a series of suggestions for ways the crew could take nasty xenomorphs and put them to some Nanotrasen-approved productive use. I will list them in descending order, and will attempt to write them modularly so the prior ones can be implemented without the following ones.

 

 

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First, the capture.

 

As one might guess, the hardest part of getting your hands on a xeno is capturing one.

 

Suggestion: Ability to detain a xenomorph somehow, possibly through increasingly robust restraints (possibly energy based) with the size of the xenomorph, to allow for experimentation and surgeries and the like without risk of mauling. The xenomorph probably has to be immobilized or injured first.

 

Possibly: Some sort of draggable emitter or stasis field, or restraining buckles or the like.

 

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Second, the dead.

 

Suggestion: A way to revive the dead xenomorphs through chemical means, in case they've up and died on you or the living weren't available.

 

Possibly: The xenomorph retains all changes made to their corpse before reviving, and if it was an NPC it sucks a ghost up that's signed up for xeno too.

 

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Third, the surgery.

 

Suggestion: Assuming you have a restrained enough (or dead enough) xenomorph, you should be able to accomplish surgery on them. This can allow you to selectively damage or remove any part of the xenomorph's abilities.

 

Possibly: When surgerying their various parts, you have the option to damage or remove their various organs. You can use this to "tame" the xenomorph into being less dangerous.

Damaging their plasma gland or arm ligaments or leg ligaments might just limit or prevent them from doing advanced xenomorph things, while removing them might prevent a majority of xenomorph things or outright kill them. Robotic replacements might be able to be used here, but wouldn't be very effective (but maybe that's intentional). Removing their brains could prove useful too, I guess.

 

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Fourth, A series of modifications

 

Suggestion: A number of objects that can be printed from R&D that can directly improve a xenomorph into a productive NT asset.

 

Possibly: Vocabulator collar, loyalty override, and a servo-muscle rig.

 

The vocabulator collar would be equippable onto the xeno, and would serve two purposes: As a comms headset and a translator.

 

Loyalty override: An implant that must be carefully and surgically attached to specific neurons in the brain of a Xenomorph. This dampens the effect of a queen (if applicable) and enforces loyalty directives as an NT asset instead. Suspiciously effective.

If the implanted subject *IS* a queen, the implant passes on the directives to her offspring as well. This and the directives can be reversed by removing said implant. (or replacing it with something else like a mindslave implant)

Loyalty overrides show up on sechuds.

 

Servo-muscle rig: This invasive cybernetic rig contains a series of mechanical tendons and ligaments, precision servos, and is controlled by a smart computer interface. It was originally designed to help the disabled but ended up being far too harmful. Xenomorphs, however, are just sturdy enough to accept it fine. (after an anti-corrosive plasma coating, anyways)

 

It requires some doing, but you can implant one into a Xenomorph using surgery. Due to the sheer invasiveness, this is a one way procedure. It severely affects what the xenomorph could do with their original skeletal muscles, and slows their running speed down a bit, but has some benefits as well.

 

A xenomorph implanted with this rig gains an ID slot, a hat slot, a back slot, a belt slot, and dexterity. The computer can intelligently detect and blacklist/prevent certain actions, though (like performing surgery, or arming a nuke, or changing laws, for instance)

 

A xenomorph with a servomuscle rig is obvious without even examining them. They'd look like they've been integrated with some machinery. They also might not be able to morph into a new form.

 

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Fifth, The Use

 

Suggestion: Port over a few things to enhance the use of above operations.

 

Possibly: Currently, this sort of situation would mostly be roleplay/subjective. Some use cases would be neat.

 

Examples:

Xeno ant farm - https://github.com/tgstation/-tg-station/pull/10870

Generating power via treadmill - https://github.com/d3athrow/vgstation13/pull/5540

 

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Sixth, The Karma Job

 

Suggestion: The ability to play as a round start XSP, as a working drone that's severely hampered but fully rigged and implanted. Show those NT technicians how powerful the hi-*%^23 Nanotrasen is!

 

Possibly: Some sort of job similar to cyborg, but costs like 60 karma or something. You spawn in all pre-gimped and everything. Possibly have basic access to Mining and Science wing, and are expected to help with either material gathering and monster fighting off, and further research.

 

You can also go to medical and beg humans to remove some of your restrictions cause you're totally loyal, totes, won't come back and bite them literally nope.

 

Alt Edit: Maybe you get a choice of 'roles' when you spawn in, and it gives you id access and changes how you're gimped based on it. Chose 'science' to become a xenobio helper and test subject, choose 'mining' to have some combat ability and digging, choose 'security' to be basically security's attack dog. Etc

 

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Seventh: The mutations

 

Suggestion: Crazy nanotrasen-made mutated xenomorphs from slime toxin and chemistry.

 

Possible: Take one part slime toxin, mix in some high end chemistry chems, and inject directly into a slime core with some plasma. THEN, syringe the contents back out, and inject into an unhatched xenomorph egg. Depending on what color slime core you used, you could possibly mutate the xenomicrobes the facehugger is carrying, and thus use them to create a whole new breed.

 

You could make an alien with crazy scythe arms, or one that has a drill nose, or one that eats gold and poops silver, or a really tiny one that fits better in some old lady's purse. The science is expansive!

 

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Posted

 

Sixth, The Karma Job

 

Suggestion: The ability to play as a round start XSP, as a working drone that's severely hampered but fully rigged and implanted. Show those NT technicians how powerful the hi-*%^23 Nanotrasen is!

 

Possibly: Some sort of job similar to cyborg, but costs like 60 karma or something. You spawn in all pre-gimped and everything. Possibly have basic access to Mining and Security wing, and are expected to help with either material gathering and monster fighting off, and further research.

 

You can also go to medical and beg humans to remove some of your restrictions cause you're totally loyal, totes, won't come back and bite them literally nope.

 

 

 

They should definiately spawn with maid uniform.

 

Posted

 

Well though it sounds cool, there's too many bald people that will treat them like the slimes and scream "MUH VALIDZ" and start toolboxing them to death.

Said theoretical bald person shoudlnt be surprised then if they get banana peel slipped and eaten.

 

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