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Nicking Aliens from Colonial Marines


jackfractal

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Just gonna put in my 2 cents. The aliens were for a FIGHTING server. We are a RP server. All this will do is make xeno rounds a hell of a lot shorter, as we'll be swarmed by xenos that not even 30 armed and armoured marines can't take down, with grenades, rockets, turrets, and landmines.

 

Then for what it's worth, I'll say this.


There is more RP on Colonial Marines than there is on Aurora, with or without Stable xenomorphs.

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There is more RP on Colonial Marines than there is on Aurora, with or without Stable xenomorphs.

 

This is actually very, very true. Depressingly so. Not that it is in any way directly linked to the code for their aliens, mind you, but there is exponentially more roleplay on their server despite these aliens being "too strong" for roleplay purposes.


And frankly, in regards to aliens, the roleplay that is had there is the right kind of roleplay. It's not all gung-ho snowflakes, unflinching in the face of gore and death, but honestly terrified soldiers with morale, fears, and shortcomings.


Contrast this to how our server deals with aliens, or really any round type, and you'll see exactly what Delta means. I'm not saying that this code will fix the issue that's been plaguing this server for a long while now, but having a nebulous foe that the crew and likely even the ERT cannot overcome would definitely be a step in the right direction.


For a long, long time, the grand ideal I heard touted about this server was that it's not about winning or losing, it's about roleplay. So then, why all the concern about having an enemy that, more often than not, cannot be overcome? We're not a competitive server.

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There is more RP on Colonial Marines than there is on Aurora, with or without Stable xenomorphs.

 

This is actually very, very true. Depressingly so. Not that it is in any way directly linked to the code for their aliens, mind you, but there is exponentially more roleplay on their server despite these aliens being "too strong" for roleplay purposes.


And frankly, in regards to aliens, the roleplay that is had there is the right kind of roleplay. It's not all gung-ho snowflakes, unflinching in the face of gore and death, but honestly terrified soldiers with morale, fears, and shortcomings.


Contrast this to how our server deals with aliens, or really any round type, and you'll see exactly what Delta means. I'm not saying that this code will fix the issue that's been plaguing this server for a long while now, but having a nebulous foe that the crew and likely even the ERT cannot overcome would definitely be a step in the right direction.


For a long, long time, the grand ideal I heard touted about this server was that it's not about winning or losing, it's about roleplay. So then, why all the concern about having an enemy that, more often than not, cannot be overcome? We're not a competitive server.

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Why all the concern about having an enemy that, more often than not, cannot be overcome?

 

788cc9d82fd634c11b5041bd914cf8e8.gif

Context sums is up pretty accurately. Except for the part where we say we aren't a competitive server. That'd be false advertising, whoever stated that.


We /NEED/ something shocking, because we're way too competitive. Something that makes us forget about anything but the will to survive on our own. There's something I've rarely felt on Aurora that was always, ALWAYS on my mind on Archangel. It was fear. Behind every door could be a genestealer that could hit a single binded key and I'm knocked out for thirty seconds from three tiles away, or a Khorne Bezerker with a one-hit-kill chainaxe and a bolter that kills in two shots, where my puny lasgun doesn't even dent their armor.


We need that kind of feeling in our events. Something that has a healthbar so that it's realistic, physical and much more engaging, unlike Narsie, but with such powerful abilities that any attempts to bring down that healthbar are considered fruitless.

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Why all the concern about having an enemy that, more often than not, cannot be overcome?

 

788cc9d82fd634c11b5041bd914cf8e8.gif

Context sums is up pretty accurately. Except for the part where we say we aren't a competitive server. That'd be false advertising, whoever stated that.


We /NEED/ something shocking, because we're way too competitive. Something that makes us forget about anything but the will to survive on our own. There's something I've rarely felt on Aurora that was always, ALWAYS on my mind on Archangel. It was fear. Behind every door could be a genestealer that could hit a single binded key and I'm knocked out for thirty seconds from three tiles away, or a Khorne Bezerker with a one-hit-kill chainaxe and a bolter that kills in two shots, where my puny lasgun doesn't even dent their armor.


We need that kind of feeling in our events. Something that has a healthbar so that it's realistic, physical and much more engaging, unlike Narsie, but with such powerful abilities that any attempts to bring down that healthbar are considered fruitless.

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Why all the concern about having an enemy that, more often than not, cannot be overcome?

We /NEED/ something shocking, because we're way too competitive. Something that makes us forget about anything but the will to survive on our own. (...)

We need that kind of feeling in our events. Something that has a healthbar so that it's realistic, physical and much more engaging, unlike Narsie, but with such powerful abilities that any attempts to bring down that healthbar are considered fruitless.

Yes. This^. Yes.

I still see those "nurses with welders", security officers that do not fear anything, people disregarding that perfect killer traitor, or a changeling and just rushing them, and other stuff, you get the idea. Basically, no fear-rp.

 

(...) It would be a lot more realistic and immersive that way. The aliens would be what they really are, powerful and scary, and the crew wouldn't even dare to step foot near the nest, for they know it would lead to certain death. (...)

This, too. Last event I took part in, I was picked to play a deadly killing machine, a night-black creature that should be feared. People were also killed by those creatures. What the crew did? A female, puny, little lesbian (not joking) just started shooting at me with her laser gun, ignoring the fact that I just almost killed her (probably) co-lesbian. Fear rp? Nope.


Also, all of you against this idea really think that these aliens will just rush the station, powergaming the layout, killing everyone in the first five minutes? IMHO that's not how it should happen, aliens should slowly infest the station, killing only those that directly attacking them, or being a threat. The crew, should barricade and fortify their shit, and maybe even do some guerrilla warfare. I would love to see a medbay raid, with the crew reclaiming it with flamethrowers, burning weeds and maybe even one of the attackers dying in the process. Doesn't it sound better than powergaming crew burning under-powered aliens with welders and other stuff?



Edit: Yes, I was talking about the event Tenenza's talking about, under my post.

Edited by Guest
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Why all the concern about having an enemy that, more often than not, cannot be overcome?

We /NEED/ something shocking, because we're way too competitive. Something that makes us forget about anything but the will to survive on our own. (...)

We need that kind of feeling in our events. Something that has a healthbar so that it's realistic, physical and much more engaging, unlike Narsie, but with such powerful abilities that any attempts to bring down that healthbar are considered fruitless.

Yes. This^. Yes.

I still see those "nurses with welders", security officers that do not fear anything, people disregarding that perfect killer traitor, or a changeling and just rushing them, and other stuff, you get the idea. Basically, no fear-rp.

 

(...) It would be a lot more realistic and immersive that way. The aliens would be what they really are, powerful and scary, and the crew wouldn't even dare to step foot near the nest, for they know it would lead to certain death. (...)

This, too. Last event I took part in, I was picked to play a deadly killing machine, a night-black creature that should be feared. People were also killed by those creatures. What the crew did? A female, puny, little lesbian (not joking) just started shooting at me with her laser gun, ignoring the fact that I just almost killed her (probably) co-lesbian. Fear rp? Nope.


Also, all of you against this idea really think that these aliens will just rush the station, powergaming the layout, killing everyone in the first five minutes? IMHO that's not how it should happen, aliens should slowly infest the station, killing only those that directly attacking them, or being a threat. The crew, should barricade and fortify their shit, and maybe even do some guerrilla warfare. I would love to see a medbay raid, with the crew reclaiming it with flamethrowers, burning weeds and maybe even one of the attackers dying in the process. Doesn't it sound better than powergaming crew burning under-powered aliens with welders and other stuff?



Edit: Yes, I was talking about the event Tenenza's talking about, under my post.

Edited by Guest
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So, last event I ran, was the Mysteries Uncovered Event with the Maze and the Maze Dwellers, which I guess some of you might remember.

The maze dwellers were these horrifying, grotesque Amnestia-style shambling creatures that were almost literally invincible.

There were maybe five ways to kill them, and all of them required some serious creativity to deduce (none of which, by the way, anyone figured out, which is fine, because I didn't really expect anyone to).

So, these things, which could just shake off laser fire like it was literally nothing, but were pretty slow moving (although they could teleport when people weren't looking, to places people weren't looking at), would chase people around the darkly lit maze, and if they ever caught someone, they would give them a few slashes before disappearing.

I ended up telling them just to stab people to death halfway through because I ended up having people just charge the things with airtanks and bone saws or try to beat them with their empty guns.

Even after they realized that being caught by the Maze Dwellers would result in a bloody and violent death, people kept trying to fight them instead of run. Seriously. What the fuck.

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So, last event I ran, was the Mysteries Uncovered Event with the Maze and the Maze Dwellers, which I guess some of you might remember.

The maze dwellers were these horrifying, grotesque Amnestia-style shambling creatures that were almost literally invincible.

There were maybe five ways to kill them, and all of them required some serious creativity to deduce (none of which, by the way, anyone figured out, which is fine, because I didn't really expect anyone to).

So, these things, which could just shake off laser fire like it was literally nothing, but were pretty slow moving (although they could teleport when people weren't looking, to places people weren't looking at), would chase people around the darkly lit maze, and if they ever caught someone, they would give them a few slashes before disappearing.

I ended up telling them just to stab people to death halfway through because I ended up having people just charge the things with airtanks and bone saws or try to beat them with their empty guns.

Even after they realized that being caught by the Maze Dwellers would result in a bloody and violent death, people kept trying to fight them instead of run. Seriously. What the fuck.

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Even after they realized that being caught by the Maze Dwellers would result in a bloody and violent death, people kept trying to fight them instead of run. Seriously. What the fuck.

 

That's depressing... but not especially surprising. Beating antags to death has a loooong history of working overly well, and people aren't always that quick to adapt to changes in firmly established patterns.

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Even after they realized that being caught by the Maze Dwellers would result in a bloody and violent death, people kept trying to fight them instead of run. Seriously. What the fuck.

 

That's depressing... but not especially surprising. Beating antags to death has a loooong history of working overly well, and people aren't always that quick to adapt to changes in firmly established patterns.

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Guest Marlon Phoenix
So, last event I ran, was the Mysteries Uncovered Event with the Maze and the Maze Dwellers, which I guess some of you might remember.

The maze dwellers were these horrifying, grotesque Amnestia-style shambling creatures that were almost literally invincible.

There were maybe five ways to kill them, and all of them required some serious creativity to deduce (none of which, by the way, anyone figured out, which is fine, because I didn't really expect anyone to).

So, these things, which could just shake off laser fire like it was literally nothing, but were pretty slow moving (although they could teleport when people weren't looking, to places people weren't looking at), would chase people around the darkly lit maze, and if they ever caught someone, they would give them a few slashes before disappearing.

I ended up telling them just to stab people to death halfway through because I ended up having people just charge the things with airtanks and bone saws or try to beat them with their empty guns.

Even after they realized that being caught by the Maze Dwellers would result in a bloody and violent death, people kept trying to fight them instead of run. Seriously. What the fuck.

 

I keep saying. Murder the robust without mercy. Scorched earth policy. Leave behind only the cowards and the interesting. Wipe out the robust, and then descend with glorious fun on those that played along.

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Guest Marlon Phoenix
So, last event I ran, was the Mysteries Uncovered Event with the Maze and the Maze Dwellers, which I guess some of you might remember.

The maze dwellers were these horrifying, grotesque Amnestia-style shambling creatures that were almost literally invincible.

There were maybe five ways to kill them, and all of them required some serious creativity to deduce (none of which, by the way, anyone figured out, which is fine, because I didn't really expect anyone to).

So, these things, which could just shake off laser fire like it was literally nothing, but were pretty slow moving (although they could teleport when people weren't looking, to places people weren't looking at), would chase people around the darkly lit maze, and if they ever caught someone, they would give them a few slashes before disappearing.

I ended up telling them just to stab people to death halfway through because I ended up having people just charge the things with airtanks and bone saws or try to beat them with their empty guns.

Even after they realized that being caught by the Maze Dwellers would result in a bloody and violent death, people kept trying to fight them instead of run. Seriously. What the fuck.

 

I keep saying. Murder the robust without mercy. Scorched earth policy. Leave behind only the cowards and the interesting. Wipe out the robust, and then descend with glorious fun on those that played along.

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How about instead of killing people, which only addresses the behavior itself and not the cause of it, we actually try and deal with this in a more concrete and mature manner, like you know, actually addressing what would be the appropriate bar for fear-RP, and powergaming, and trying to both live up to those standards and ahelp when you see them being broken. Plus, just murdering people is kinda shitty.

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How about instead of killing people, which only addresses the behavior itself and not the cause of it, we actually try and deal with this in a more concrete and mature manner, like you know, actually addressing what would be the appropriate bar for fear-RP, and powergaming, and trying to both live up to those standards and ahelp when you see them being broken. Plus, just murdering people is kinda shitty.

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Guest Marlon Phoenix

People who don't fear-rp aren't going to play along. Adding more rules will frustrate only those who have good intentions. If someone is trying to murder what is established as a serious threat they shouldn't try to robust, they should themselves be robusted.


CM xenos are amazingly good at this. Marines cannot rambo successfully 90% of the time.

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Guest Marlon Phoenix

People who don't fear-rp aren't going to play along. Adding more rules will frustrate only those who have good intentions. If someone is trying to murder what is established as a serious threat they shouldn't try to robust, they should themselves be robusted.


CM xenos are amazingly good at this. Marines cannot rambo successfully 90% of the time.

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I'm afraid I'm with Jakebot on this one, Tenz. The reason behind the rampant robusting is an inability to separate IC from OOC; painful as it is to say, I think you're giving them way too much credit, simply because their characters are an idealized version of themselves, and they never want to lose. On the other hand, the very manner in which SS13 typically plays favors quick action and aggression - the best defense is a good offense, so it may benefit an event to establish the invulnerability of the creature beforehand through a bit of micromanaging.


And by "micromanaging," I mean have a robust player volunteer to get gibbed with a powerful weapon on their body. This generally indicates that the someone or something that's attacking them should not be fucked with. If they don't get the hint after that, well, they should've known better.

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I'm afraid I'm with Jakebot on this one, Tenz. The reason behind the rampant robusting is an inability to separate IC from OOC; painful as it is to say, I think you're giving them way too much credit, simply because their characters are an idealized version of themselves, and they never want to lose. On the other hand, the very manner in which SS13 typically plays favors quick action and aggression - the best defense is a good offense, so it may benefit an event to establish the invulnerability of the creature beforehand through a bit of micromanaging.


And by "micromanaging," I mean have a robust player volunteer to get gibbed with a powerful weapon on their body. This generally indicates that the someone or something that's attacking them should not be fucked with. If they don't get the hint after that, well, they should've known better.

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You don't actually have to do that with Stable Xenomorphs.


Tier 3s are extremely deadly and they take a lot of firepower. They slash for tons, and the most armor we have in this game in terms of protection is riot armor.


You can just spawn one queen and one drone in and watch it escalate.

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You don't actually have to do that with Stable Xenomorphs.


Tier 3s are extremely deadly and they take a lot of firepower. They slash for tons, and the most armor we have in this game in terms of protection is riot armor.


You can just spawn one queen and one drone in and watch it escalate.

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