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Thread: Strain Ideas/Suggestions

  1. #41
    Whitelisted Predator MattAtlas's Avatar
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    Quote Originally Posted by kooarbiter View Post
    Queen- Overlord

    Queen loses screech, but gains the ability Dominate, when used on an adjacient viable target, will initiate a 30 second timer, after which, the target is permanently converted to the hive, and has some distinctive sprite change to note it as such. Viable targets would have to be weak willed to be dominated, so the queen could not dominate: normal preds, synthetics, CO/XO/CMP, Other faction leaders, The hive's xenos (because they're already dominated), Queens from other hives, Admirals+, etc.

    so most humans, bad blood preds, xenos from other hives, maaaaaaybe malf synths, and anyone else I forgot to mention could be dominated. The domination would end when the target dies and if they can be revived they revert to their former alliance. The queen's psychic presence would make them unable to hear anything but the deafening noise of the hivemind, preventing them from doing translating or spying through radios. Hive status/hud would indicate that they are a member of the hive, any xeno embryos currently inside them when dominated die, and they can only be face hugged by the queen that dominated them, a drone/carrer/etc would see a message saying: The queen would be angry if you infected one of your hive mates! Bad bloods, as they lack the discipline to follow the honor code, are likely weak of will, enough to have another will forcibly imposed on them. Faction leaders have dedicated their lives to their cause, and believe in it so much that they couldn't possibly be swayed of any other cause. Most marines while being fiercly loyal to the corps, are not mindshielded (perhaps some remedy for the mind control for the MPs/Command to utilize) or disciplined enough to resist the forcible entry of the queen's will. Synths by nature don't really have a will, instead forcibly adhereing to their program, but if said program was wiped or corrupted... Other hives have hiveminds of their own, and the xenos under the queen have already subjugated, so it shouldn't be too difficult for a queen to overwrite their loyalty.

    In exchange of course the queen loses her ability to screech, as they have to allocate their concentration on maintaining control of not only her chitinous children, but her new ones as well, if this is not enough of a drawback, perhaps removing spits, or losing control of her new children upon crit instead of losing them just on death, and when the queen loses control of them, they lose their allgience to the hive, potentially angering any nearby sisters who sense that they are no longer on their side.

    The dominated target would still be them, just with an undying loyalty to the queen that now controls their mind, so they would maintain memory of their weapons, tactics, friends, etc (perhaps even becoming some sort of black chaplain who convinces their friends that the resin life is best, but as they would not be able to hear anything, it might become difficult)
    This is actually pretty cool.
    Resident ex-punished Junior Developer and Coder, and ex three-time member of the Yautja Council, two-time member of the Synth Council.

    See with your eyes, my army of flies, when no one's alive...

  2. #42
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    Domination sounds cool until you realize how many people hate xenos so much that they would just walk into the marines and wait to be killed so they can be revived instead of helping the xenos out.

  3. #43
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    Quote Originally Posted by MasterShakeEZ View Post
    Domination sounds cool until you realize how many people hate xenos so much that they would just walk into the marines and wait to be killed so they can be revived instead of helping the xenos out.
    have queen give them orders, if they break it they get bannu like any other xeno

  4. #44
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    STRAIN: Lurker - Pretender
    You [INSERT NERF], but gain the ability to imitate tallhost speech/radio(?)/noises to attract them to your location or mislead them. I dunno.

    STRAIN: Lurker - Ambusher
    You lose your cloak, but gain the ability to burrow into the ground/"crawl" into the walls for extended periods of time (Maybe only on weeded locations). When the enemy passes by your ambush location, you auto-attack them depending on your intent and un-hide. Maybe stun them. idk. Heck.

  5. #45
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    Sentinel: "Knocker" - Trade neurospit for a Knock Spit. Knock Spit deals no damage or stun, but knocks whatever was in Marines hand 1-2 tiles away. Does not remove weapon if it has mag harness. -1 to Spit Range. Increased accuracy correction.

    Lurker: "Knocker" - Trade Pounce for Knock Off. Knock off pushes Lurker forward 4 tiles and, if bumps them into a marine, activates. Knock off deals no damage or stun, but knocks whatever was in Marines hand 1-2 tiles away. Does not remove weapon if it has mag harness. If used while cloaking, knocks down target and has increased cooldown.

    two variants of same-ish ability
    Last edited by reuben owen; 03-13-2019 at 07:32 PM.

  6. #46
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    Perhaps allow queen to sacrifice a hive mutator to select a xeno traitor. Xenos are supposed to be psychic and able to influence the mind of their enemies.

  7. #47
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    Replace queen's screech with psionic shock - deafen all planetside humans for 2 minutes once per 5 minutes

  8. #48
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    Quote Originally Posted by NethIafins View Post
    Replace queen's screech with psionic shock - deafen all planetside humans for 2 minutes once per 5 minutes
    I wouldnt take that as queen, screech is way better. Now if it had a low chance to cause brute damage from hurting their brain and a really low chance to give them brain damage then it might be pretty cool.
    Last edited by MasterShakeEZ; 03-13-2019 at 02:59 PM.

  9. #49
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    dealing damage without limits and sight is iffy

    Maybe blind all marines in addition to the deafen, but only for like 10 seconds

  10. #50
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    Quote Originally Posted by Renomaki View Post
    ravagers used to have 2 tile range back in the old days. However, this turned out to be buggy due to how ravagers could attack people through walls.

    Also, is it just me, or are we getting repeats for strains? Maybe that is a sign of what the community would love to see?
    We have a bigger/better dev team working on this game, maybe they could make it so the fun- I mean problems don't happen with it.

    And as for repeats, it's just easier to borrow something than make something up entirely new.

    Burrower: "Pool" - Trades the ability to tunnel to make a pool of acid. Acid pool is 3x3 tiles and can be placed anywhere on weeds, with adequate spacing. Burrower can only make 1 Acid Pool at a time, attempting to make another will destroy previous. Any Xeno on fire walking into Acid Pool removes fire damage. Acid Pool counts as weeds. Acid Pool counts as sticky resin. Any Xeno resting on Acid Pool is affected by very weak recovery pheromones. Acid pool glows weakly. Any Marine walking over Acid Pool takes very, very slight damage per tick. Acid Pool can be destroyed by C4.

    edit: on further thought it doesn't have to do any damage at all, having a (nearly) unbreakable 3x3 sticky tile area is pretty good alone
    also easy to make spritewise just color some water green

    Praetorian: "Corroder" - Trades the ability to use pheromones and neurotoxin spit for greatly increased Acid Spit damage. Acid Spit range is decreased to 4 tiles.
    Last edited by reuben owen; 03-13-2019 at 07:34 PM.

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