jackfractal Posted August 31, 2015 Posted August 31, 2015 I had a few hours today so I ported the Aliens from Colonial Marines. I mostly did it to use them as a template for another project, but they work so why not take them? I'm pretty sure they're fully functional, but I'm not completely sure because don't play Colonial Marines. They compile and you can play as them and everything looks like it's working but I wouldn't know if something were borked. I need someone who regularly plays there to help me test. I also need an idea what to do when facehuggers attach themselves to IPC's or Dionea, as neither of those species have conventional animal biology. Any ideas?
Guest Posted August 31, 2015 Posted August 31, 2015 *raises a hand* They SHOULD be functional, the code from Nostromo CM was very stable. Contact me via PM, I'll go through alien abilities with you if you got the time. Also, note this is the 'old' Nostromo code, so stuff like crushers, pheromones, boilers, tunnels, headbites, tailstrikes and stuff aren't open sourced yet. A:CM are practically a whole new mob to begin with, they're built from the ground up.
Tenenza Posted August 31, 2015 Posted August 31, 2015 I believe someone is already working on seeing if we can incorporate some of CM's alium code in a more unique Aurora way.
jackfractal Posted August 31, 2015 Author Posted August 31, 2015 *raises a hand* They SHOULD be functional, the code from Nostromo CM was very stable. Contact me via PM, I'll go through alien abilities with you if you got the time. Also, note this is the 'old' Nostromo code, so stuff like crushers, pheromones, boilers, tunnels, headbites, tailstrikes and stuff aren't open sourced yet. Yeah, this is apparently from two weeks ago. Sounds like Apop is moving pretty fast. I believe someone is already working on seeing if we can incorporate some of CM's alium code in a more unique Aurora way. Really? Who?
Guest Posted August 31, 2015 Posted August 31, 2015 AFAIK for the solutions for IPCs or diona, I suppose they can just get outright immunity to embryo implantation. Or just make it so that facehuggers don't aggro on them. ...Hmm. Kinda gives me a weird idea for diona chestbursters, though.
Guest Posted August 31, 2015 Posted August 31, 2015 I believe someone is already working on seeing if we can incorporate some of CM's alium code in a more unique Aurora way. Really? Who? You and Sue? Remember the Skype chats you have been having? I will not accept both projects.
jackfractal Posted August 31, 2015 Author Posted August 31, 2015 Wait, what? Why not? We already have xenomorphs in the code, and we sometimes do xenomorph random events. These are just straight up better xenomorphs. The thing that Sue and I are talking about is adjacent to that, tangentially similar perhaps but discrete. Why wouldn't we just do both? The CM aliens are basically free. This wouldn't be a game mode, it's just the mobs. When we decide to have xeno's, we get better ones. There's literally no downside.
Guest Posted August 31, 2015 Posted August 31, 2015 I believe someone is already working on seeing if we can incorporate some of CM's alium code in a more unique Aurora way. Really? Who? You and Sue? Remember the Skype chats you have been having? I will not accept both projects. que. What on earth is so bad about adding mobs into the code that'll be used for occasional events from time to time? As Jack has already said, A:CM Stable Xenomorphs are straight up better than the current ones. Stable is open source, I highly doubt the developers over at CM would have problems with their code, which is again, open sourced, to be used on another server as a replacement for the old xenomorphs. Stable aliens are just that, stable, and not inherently broken by design. Facehuggers actually work for once.
Guest Posted August 31, 2015 Posted August 31, 2015 Because they will be rarely used, and we are having something that Sue has been working on that needed this. I have already spoken to Sue about her project, and I said that I will not accept both projects, or will I make us CM v2.0
jackfractal Posted August 31, 2015 Author Posted August 31, 2015 Sorry... what? I literally do not understand. They're free, and they're better. Why not take them? This is, to me, like someone trying to give you a new, free, nicer picnic table and you going "I rarely use my old busted picnic table, and besides, sometime this year I might be getting a new coffee table." Like, it doesn't make sense! Just take the picnic table. Where is the downside?
Guest Posted August 31, 2015 Posted August 31, 2015 Because they will be rarely used, and we are having something that Sue has been working on that needed this.I have already spoken to Sue about her project, and I said that I will not accept both projects, or will I make us CM v2.0 Could you give an actual reason as to why not? I don't believe you when you say that they'll 'rarely be used' considering we have an active administration staff willing to do events every couple days. I, and several other people, would be down for occasional xeno events maybe once every week. And you've not said or commented anything on what is currently in circulation for code development, so you saying all of a sudden that 'this is potentially redundant' doesn't make sense either. So, again, why not?
LordFowl Posted August 31, 2015 Posted August 31, 2015 I think SoundScopes is leery of borrowing too heavily from other server's code, perhaps?
monkeysfist101 Posted August 31, 2015 Posted August 31, 2015 While I feel that having one nigh unstoppable xeno with no option for ERT would make more sense given the setting, I'd rather have CM's hive xenos over the DerpFest 2457 that we currently have.
hivefleetchicken Posted August 31, 2015 Posted August 31, 2015 N e w a l i u m s o r r i o t In all seriousness, I think dedicating Sue and Scopes (two people) to keeping their own alien project updated from now on just seems like a ridiculously tedious effort, while we can just have a team (A:CM's staff) that's dedicated to coding open source working aliens. And I don't know how finished Sue is with her aliens, but we already have working (and possibly better) aliens finished and accessible right here! Why don't we just paste them in and not have to wait any longer for any one person to code them?
CrunchyCHEEZIT Posted August 31, 2015 Posted August 31, 2015 As someone who frequently plays Colonial Marines, I actually feel like this is somewhat of a risky idea, gameplay wise. You see, the A:CM aliens are specifically balanced and designed to go up against marines-- players who all have easy and free access to lethal guns, armor, grenades and are generally armed to the teeth. Unlike in Aurora, where most everyone is a citizen and our best weapons are lasers, very rarely only wielding by security officers. And unless we are still going to keep the "SCIENTISTS HAVE LASER CANNONS" excuse, I fear the alium system from CM might be too OP for the toolbox wielding plebians of Aurora Station, without proper stat changes and re-balancing to accommodate for the change. Also, if we wanna look at the fluff side, a lot of the later castes for the xeno's in CM are designed for all-out warfare with humans who have big scary guns; not really something to use on a small civilian research station. Ravagers, Crushers and the newly-added Boilers are namely examples-- perhaps removing some castes would help fit with the setting, some downsized "station-class" aliens.
monkeysfist101 Posted August 31, 2015 Posted August 31, 2015 perhaps removing some castes would help fit with the setting, some downsized "station-class" aliens. As in all of them except for one lone ultimate badass xeno. Until the end of Alien: Isolation, every time we've seen aliens on a space ship/station (Aliens 4: Resurection Boogaloo didn't exist) there has been but one. If we go with the Isolation route where he Alien is immune to small arms, disable ERT and extend the shuttle arrival time, it would add a feel that, in space, no one can hear you scream.
CrunchyCHEEZIT Posted August 31, 2015 Posted August 31, 2015 perhaps removing some castes would help fit with the setting, some downsized "station-class" aliens. As in all of them except for one lone ultimate badass xeno. Until the end of Alien: Isolation, every time we've seen aliens on a space ship/station (Aliens 4: Resurection Boogaloo didn't exist) there has been but one. If we go with the Isolation route where he Alien is immune to small arms, disable ERT and extend the shuttle arrival time, it would add a feel that, in space, no one can hear you scream. I suppose we could do that, and use some CM code to spice it up, if we wanted to go for same feel as Alien: Isolation or the original Alien movie. Alternatively, we can always go for the action route if people want it, with multiple castes with weaker aliens, ala the second Alien movie or Colonial Marines itself.
Guest Posted August 31, 2015 Posted August 31, 2015 As someone who frequently plays Colonial Marines, I actually feel like this is somewhat of a risky idea, gameplay wise. You see, the A:CM aliens are specifically balanced and designed to go up against marines-- players who all have easy and free access to lethal guns, armor, grenades and are generally armed to the teeth. Unlike in Aurora, where most everyone is a citizen and our best weapons are lasers, very rarely only wielding by security officers. And unless we are still going to keep the "SCIENTISTS HAVE LASER CANNONS" excuse, I fear the alium system from CM might be too OP for the toolbox wielding plebians of Aurora Station, without proper stat changes and re-balancing to accommodate for the change. Also, if we wanna look at the fluff side, a lot of the later castes for the xeno's in CM are designed for all-out warfare with humans who have big scary guns; not really something to use on a small civilian research station. Ravagers, Crushers and the newly-added Boilers are namely examples-- perhaps removing some castes would help fit with the setting, some downsized "station-class" aliens. That's kinda the point though, in retrospect, which is why the events are going to be moderated rather heavily by the event hosts. Aliens have much sharper teeth with this code. It is very easy for the aliens to roll over the mostly unarmed opposition, but that's if and only if we stick to light RP standards and a 'shoot-on-sight' policy without any #fearRP whatsoever. Alternatively, it's also very easy for the crew to blitzkrieg into the hive and to roast everything on sight with maximum facehugger protection. It's kind of up to the moderators/admins to enforce the expectations of how the event host wants the event to go, but not only that, either. Despite this super awesome unique code, roleplay is still priority one.
Guest Marlon Phoenix Posted August 31, 2015 Posted August 31, 2015 Let them be op. We dont have anything that scares the crew. Last few times security just waltzed into nests and chased down hunters. Let the robust die off and leave everyone else feel real fear as they are picked off by the perfect killing machines.
CrunchyCHEEZIT Posted September 1, 2015 Posted September 1, 2015 That is indeed true; Xenomorphs are no fucking joke, and it takes some big balls and bigger guns to take down even one; weed out the light-rp "i kno ow 2 robust ))" die off so we can actually roleplay. And, of course, Xenomorphs would be expected to follow this rule as well and actually try to be spooky, scary and vicious. As evidenced by Specimen 6, Xenomorphs sometimes like to toy with their pray before killing/harvesting them; that shit could make for some fun ass horror RP in the right hands, and it wouldn't even matter if we were going the "single alien isolation" route or the "actiony hive-based" route.
Guest Posted September 1, 2015 Posted September 1, 2015 Question, what roleplay would you get from this? Fear? Action? Death? From what I have seen during my time here when aliens get involved, RP goes out the window for robustness. As I have already said, I gave Sue the go ahead to work on something similar which uses this code as a base/ Oh and Delta is you think event hosts are moderators then think again. Most event hosts are too busy dealing with the event to make sure people are following the rules or are not moderators to start with.
jackfractal Posted September 1, 2015 Author Posted September 1, 2015 Errr... well I'd guess that the roleplay you'd get from better Alien mechanics would be similar to the roleplay you get from existing alien mechanics... just you'd be having it with working mechanics. I mean, do you want to pull the existing xenomorphs out of the game? Comment out the part of the staff of change that can create them? Disable all the admin features that can spawn them? If so, that's... a bit of an odd decision, but more power too you. That's a creative decision that can be assessed and defended. If not, if you want to keep the existing aliens for those rare occasions that they show up, that's where I get just completely baffled. These aliens are better. Objectively better. Like, they work. So in the event that we have any aliens in the code, why not these ones?
LordFowl Posted September 1, 2015 Posted September 1, 2015 It is possible that SoundScopes ultimately plans to replace the xenomorphs with Sue's project entirely. Including pulling xenomorphs from the code.
jackfractal Posted September 1, 2015 Author Posted September 1, 2015 Yeah, that's why I'm asking if that's what he plans.
Guest Posted September 1, 2015 Posted September 1, 2015 Question, what roleplay would you get from this? Fear? Action? Death? From what I have seen during my time here when aliens get involved, RP goes out the window for robustness. So is that an event problem or a playerbase problem?
Recommended Posts