Colonial marines mode
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Colonial marines mode
Before the freeze/before he vanished Oldman had vague plans for CM.
My vague ideas on this are
-Alien base/hive template is loaded in the far corner of lavaland. It will be an area that teleportation doesnt work in
-Aliens have to kill crew/escape from lavaland. Crew has to retrieve to macguffin from the alien hive and escape with it (otherwise they'd just BoH bomb or maxcap the hive)
-Aliens are storm proof because aliens in the dark while you are pinned down would be spooky.
-Alternatively them not being storm proof might be fun so the aliens are also building bases.
Potential problems
-CM already did this pretty well, why bother?
-CM is built around military squads vs aliens, ss13 has civillians
-Megafauna
-Lavaland map might not be great for this
-People will suicide to be alien
-Someone will touch RD down the line and wreck the mode. CM has a much more tightly controlled design geared around their TDM, we have assholes adding gatling guns or infinite money machines to cargo
-CM only functions because of ooc rules preventing marines metagaming and wrecking the aliens. Our community hates such rules.
Anyway, worth exploring further or no?
DEEP LORE:
A secret research ship was studying captive xenomorphs and had just created a bioweapon/virus to wipe them out en masse. Unfortunatley some hivemind cajoling convinved WJ/Amy Lessen to let the queen out of containment, which results in the ship crashing/everyone getting facehugged. Now the crew of SS13 must recover the virus while the aliens want nothing more than to escape the shitty planet (and stop them getting the virus obviously, WJ told them about it before he died).
Various victory levels depending on which side is still alive/who has the virus at the end.
My vague ideas on this are
-Alien base/hive template is loaded in the far corner of lavaland. It will be an area that teleportation doesnt work in
-Aliens have to kill crew/escape from lavaland. Crew has to retrieve to macguffin from the alien hive and escape with it (otherwise they'd just BoH bomb or maxcap the hive)
-Aliens are storm proof because aliens in the dark while you are pinned down would be spooky.
-Alternatively them not being storm proof might be fun so the aliens are also building bases.
Potential problems
-CM already did this pretty well, why bother?
-CM is built around military squads vs aliens, ss13 has civillians
-Megafauna
-Lavaland map might not be great for this
-People will suicide to be alien
-Someone will touch RD down the line and wreck the mode. CM has a much more tightly controlled design geared around their TDM, we have assholes adding gatling guns or infinite money machines to cargo
-CM only functions because of ooc rules preventing marines metagaming and wrecking the aliens. Our community hates such rules.
Anyway, worth exploring further or no?
DEEP LORE:
A secret research ship was studying captive xenomorphs and had just created a bioweapon/virus to wipe them out en masse. Unfortunatley some hivemind cajoling convinved WJ/Amy Lessen to let the queen out of containment, which results in the ship crashing/everyone getting facehugged. Now the crew of SS13 must recover the virus while the aliens want nothing more than to escape the shitty planet (and stop them getting the virus obviously, WJ told them about it before he died).
Various victory levels depending on which side is still alive/who has the virus at the end.
- PKPenguin321
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Re: Colonial marines mode
a macguffin objective might be cool but i always thought a xeno mode might work well like meteor where the crew wins if it manages to survive or whatever
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- InsaneHyena
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Re: Colonial marines mode
CM is balanced where both sides have anti-meta game rules
Marines dont know about aliens at round start
Misc Jobs can't use certain weapons
Marines cant fortify the sulaco
Aliens cant stack huggers
Aliens cant stack gear
Aliens cant disobey the queen
Remove all the metagame rules and you have a shittier version of the lore intensive colonial marines.
still pretty neat though, maybe add a side central command team that consists of marines, and port over some of the CM code.
Marines dont know about aliens at round start
Misc Jobs can't use certain weapons
Marines cant fortify the sulaco
Aliens cant stack huggers
Aliens cant stack gear
Aliens cant disobey the queen
Remove all the metagame rules and you have a shittier version of the lore intensive colonial marines.
still pretty neat though, maybe add a side central command team that consists of marines, and port over some of the CM code.
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- Wyzack
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Re: Colonial marines mode
Kor conformed for AAA game dev
We need to get the colonial marines audience!
We need to get the colonial marines audience!
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Re: Colonial marines mode
haha tdm am i right gamers
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Re: Colonial marines mode
you say this like we don't already have xenosTechnoAlchemist wrote:haha tdm am i right gamers
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Lumbermancer
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Re: Colonial marines mode
Why not make Xeno mode on the station instead of copying CM?
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Re: Colonial marines mode
We already have that though.Lumbermancer wrote:Why not make Xeno mode on the station instead of copying CM?
- ShadowDimentio
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Re: Colonial marines mode
How hard is it to just have a regular alien mode.
Alien larva spawn above some vent in a vacant location and have to grow and kill the station. If they escape on the shuttle they win, if they don't they lose.
Bam done
Alien larva spawn above some vent in a vacant location and have to grow and kill the station. If they escape on the shuttle they win, if they don't they lose.
Bam done
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- Falamazeer
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Re: Colonial marines mode
Consider me enticed, This is inspired, and I give my full support.
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- Lumbermancer
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Re: Colonial marines mode
Right. I meant proper mode not just "spawn xeno and let it roll".Kor wrote:We already have that though.Lumbermancer wrote:Why not make Xeno mode on the station instead of copying CM?
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Re: Colonial marines mode
yeah this p muchShadowDimentio wrote:How hard is it to just have a regular alien mode.
Alien larva spawn above some vent in a vacant location and have to grow and kill the station. If they escape on the shuttle they win, if they don't they lose.
Bam done
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Colonial marines mode
That's basically every mode aside from nuke works.Lumbermancer wrote:Right. I meant proper mode not just "spawn xeno and let it roll".Kor wrote:We already have that though.Lumbermancer wrote:Why not make Xeno mode on the station instead of copying CM?
- paprika
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Re: Colonial marines mode
>more TDM cancer
>this time flavored with melee stun disarm spam gameplay
ah yes the "design lead" kor really fostering good discussion & ideas
>this time flavored with melee stun disarm spam gameplay
ah yes the "design lead" kor really fostering good discussion & ideas
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Colonial marines mode
Edit: Actually I change my mind, xenos will just never work as a mode and this would be awful
Though yeah RnD can and will destroy the balance of this thing. Gatling lasers in particular need to be temporarily removed until they're fixed because they're just OP as hell. Would break this in half.
Though yeah RnD can and will destroy the balance of this thing. Gatling lasers in particular need to be temporarily removed until they're fixed because they're just OP as hell. Would break this in half.
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- ShadowDimentio
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Re: Colonial marines mode
Just make a proper alien mode. Everyone likes aliens, it'll be great.
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Re: Colonial marines mode
No bully. Nothing wrong with throwing ideas out before they get anywhere near the code.paprika wrote:>more TDM cancer
>this time flavored with melee stun disarm spam gameplay
ah yes the "design lead" kor really fostering good discussion & ideas
- paprika
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Re: Colonial marines mode
You're right, my idea is to throw aliens in the garbage and leave the movie reenactment to autistic roleplay servers where it belongs
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- ShadowDimentio
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Re: Colonial marines mode
>Paprika hates aliens
Add another fun thing that Paprika hates for an inane reason to the pile
Add another fun thing that Paprika hates for an inane reason to the pile
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- paprika
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Re: Colonial marines mode
Paprika hating something is a meme guys xD
P-please buy my t-shirts! Paprika hates this thing!!!
Everyone hates xenos, they've always been shit, they're only less shit now because the event pool has been oversaturated and a newfag like you doesn't have to deal with them every round spamming disarm to gg no re you while being unstunnable and running faster than your mother to the abortion clinic in an alternate reality where she can see what a fucking disappointment you're going to be
P-please buy my t-shirts! Paprika hates this thing!!!
Everyone hates xenos, they've always been shit, they're only less shit now because the event pool has been oversaturated and a newfag like you doesn't have to deal with them every round spamming disarm to gg no re you while being unstunnable and running faster than your mother to the abortion clinic in an alternate reality where she can see what a fucking disappointment you're going to be
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Colonial marines mode
make it an admin only mode like monkey so we don't have to maintain it
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Steelpoint
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Re: Colonial marines mode
The only way I think a Alien game mode for our server will work if it's based around a singular antagonist Alien ala Alien Isolation.
ACM gets away with a aliens game mode because they have a entire military platoon with real weapons fighting the aliens.
I think if we want a genuine alien game mode it has to be unique instead of just spawning a queen on lava land and saying to get them
ACM gets away with a aliens game mode because they have a entire military platoon with real weapons fighting the aliens.
I think if we want a genuine alien game mode it has to be unique instead of just spawning a queen on lava land and saying to get them
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Re: Colonial marines mode
christpaprika wrote:running faster than your mother to the abortion clinic in an alternate reality where she can see what a fucking disappointment you're going to be
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- ShadowDimentio
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Re: Colonial marines mode
>I don't like it so everyone hates it memespaprika wrote:Everyone hates xenos, they've always been shit, they're only less shit now because the event pool has been oversaturated and a newfag like you doesn't have to deal with them every round spamming disarm to gg no re you while being unstunnable and running faster than you
Not very fresh, last I checked pretty much everyone actually likes aliens. They're a rare treat.
>M-muh oldfag experiences with aliens gave me PTSD, fucking normie get out
Nigga I signed up on the forums like ten days after you and have played for ages even before that, I'm just as old if not older than you
>B-B-BALANCE!!
Aliens have never had an actual roundtype where it's the crew VS them, only ever random game/admin events which are both rare and often happen where shit's already fucked so the aliens get to do what they want. There's never been a proper testing of aliens VS crew balance or potential lack thereof, so you can sit around and screech about how 2GUD they are but until the boat has been dropped in the water you can't tell me if it'll sink or float.
tl;dr test it and ignore Papsmear
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Re: Colonial marines mode
For years people have known that rounds where there are only xenos are terrible because xenos have had a really shit designer. They're designed at such a level of terribleness to be overpowered as fuck in some areas and dying like nothing in others which is astounding to me.
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Re: Colonial marines mode
I can't see this working as a game mode.
Until the aliens get onto the station or the crew metas that it's a CM round, nothing exciting will happen - not even to the miners, who will just get ggnore tackle spam pounced on.
Once the xenos are on board, it will just be like your everyday random xeno side antag round.
And if they don't make it onto the station proper and everyone rushes to the asteroid to fight... let's just say the game should be played on the station, not on some lava-themed TDM arena (see: why gateway missions were removed).
Don't make this a random lavaland 'opt-in-as-ghost' occurence either. We don't need more free lavaland antags.
You could make this an admin event, though. Maybe. Admin events are known for never working out the way they're meant to.
Until the aliens get onto the station or the crew metas that it's a CM round, nothing exciting will happen - not even to the miners, who will just get ggnore tackle spam pounced on.
Once the xenos are on board, it will just be like your everyday random xeno side antag round.
And if they don't make it onto the station proper and everyone rushes to the asteroid to fight... let's just say the game should be played on the station, not on some lava-themed TDM arena (see: why gateway missions were removed).
Don't make this a random lavaland 'opt-in-as-ghost' occurence either. We don't need more free lavaland antags.
You could make this an admin event, though. Maybe. Admin events are known for never working out the way they're meant to.
I would so totally buy that shirt.P-please buy my t-shirts! Paprika hates this thing!!!
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Re: Colonial marines mode
only if I get the colonist uniforms from CM those look really good I have considered swapping my jumpsuit armor and err pee for the colonist suit just because it looks fucking great.
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Re: Colonial marines mode
If you want a proper alien mode, then we need to throw out the early game trash that people are suggesting. Spawn two adult drones together in a secluded part of maintenance. This is to make it so the more experienced one can get things off the ground by going queen. They can then choose their location and immediately start nesting without the 5 minutes of terror where they're still growing and can be instantly shut down. Having an extra xeno on hand also makes you *much* more offensive, rather than just tanking damage endlessly you have a drone to try and stun some people and do some nesting job for you so you can focus on eggs and not dying.
Besides that I have more buffs and nerfs and rebalancing coming anyway so we'll see how this could even turn out.
Besides that I have more buffs and nerfs and rebalancing coming anyway so we'll see how this could even turn out.
Apparently I was an director or something.
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Re: Colonial marines mode
Zilenan91 wrote:For years people have known that rounds where there are only xenos are terrible because xenos have had a really shit design. They're designed at such a level of terribleness to be overpowered as fuck in some areas and dying like nothing in others which is astounding to me.
Restating just how terrible xeno rounds are. They manage to be frustrating and then in the next instant all dying to one mech.
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Re: Colonial marines mode
Shadow i wouldnt get into an oldfag Epeen measuring contest with pap, i think you will lose. Not that it matters even a little bit.
One the cornerstones of Xeno development over the years has been "Lol yeah they are OP as fuck but it doesnt matter they exist only as a round ender" and this has been said about a billion times any time someone complains they are OP
I have not seen one of these discussions in a while so maybe they are in a better place but they have always been designed to be snowballing rapemonsters
One the cornerstones of Xeno development over the years has been "Lol yeah they are OP as fuck but it doesnt matter they exist only as a round ender" and this has been said about a billion times any time someone complains they are OP
I have not seen one of these discussions in a while so maybe they are in a better place but they have always been designed to be snowballing rapemonsters
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- Steelpoint
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Re: Colonial marines mode
As I've said a hundred times! Make a actual Xenomorph game mode based around a SINGULAR Alien with unique sprites.
Leave the CM to CM, if your going to make a Alien game mode base it around one or two Aliens.
Leave the CM to CM, if your going to make a Alien game mode base it around one or two Aliens.
- DemonFiren
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Re: Colonial marines mode
Xenos as solo antags gives you two options: stealthy and overtSteelpoint wrote:As I've said a hundred times! Make a actual Xenomorph game mode based around a SINGULAR Alien with unique sprites.
Leave the CM to CM, if your going to make a Alien game mode base it around one or two Aliens.
Stealthy solo antag was to be ninja, and we know how this one worked out.
Overt solo antag is wizard, and we know how this one works out.
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Re: Colonial marines mode
A single hunter is plenty capable of taking on the whole crew with it's max speed and all access.
It's obvious there is not much interest in what I proposed, and I don't really have an interest in trying to make aliens work as a mode on station, so this thread is probably done.
It's obvious there is not much interest in what I proposed, and I don't really have an interest in trying to make aliens work as a mode on station, so this thread is probably done.
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