Suggestion to incubation and growth time of larvas

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Steelpoint
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Re: Suggestion to incubation and growth time of larvas

Post by Steelpoint » 29 Jul 2016, 09:05

Even taking the Alien Death screeches into account you can barely count ten or so dead Aliens at all. A shooting gallery does not imply its a shooting ducks in a barrel, but that there's a shit ton of shooting going on and ammo going down range.

I did a quick count and I think in total less then 40 Aliens die all together in the entire film. At least from what we can see from Aliens dying and we can hear Alien death screeches.

Anything else is conjecture and unreliable.
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Re: Suggestion to incubation and growth time of larvas

Post by Recounted » 14 Aug 2016, 20:49

+1 I can feel this
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Re: Suggestion to incubation and growth time of larvas

Post by Biolock » 18 Aug 2016, 21:43

Aliens are cannon fodder to the marine's 10mm pulse rifles according to the film, it's their powers of replication that make them such a threat. But, as APOP has oh so eloquently stated, that doesn't quite work here.
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Re: Suggestion to incubation and growth time of larvas

Post by Joe4444 » 22 Aug 2016, 15:16

Steelpoint wrote:Even taking the Alien Death screeches into account you can barely count ten or so dead Aliens at all. A shooting gallery does not imply its a shooting ducks in a barrel, but that there's a shit ton of shooting going on and ammo going down range.

I did a quick count and I think in total less then 40 Aliens die all together in the entire film. At least from what we can see from Aliens dying and we can hear Alien death screeches.

Anything else is conjecture and unreliable.
60 aliens die to the marines in the movie.


Here's the proof:https://www.youtube.com/watch?v=SZYkBbB9cEA
(yes I know they all get the kills for the sentries.But hell Vasquez kills that amount when she blows herself up)

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Re: Suggestion to incubation and growth time of larvas

Post by apophis775 » 26 Aug 2016, 18:40

There's no gurantee that exactly 10 rounds killed each xeno. It's conceivable that some took many more, or took less, or that the turrets missed some.
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Re: Suggestion to incubation and growth time of larvas

Post by Casany » 06 Sep 2016, 08:46

apophis775 wrote:There's no gurantee that exactly 10 rounds killed each xeno. It's conceivable that some took many more, or took less, or that the turrets missed some.
Recently watched the movie again, and I have to disagree with you there. Hudson was able to kill ATLEAST 9 xenos, with three bullets each. Turrets have a much higher caliber, so I'd say that if a xeno can be killed with three 10 millimeter bullets it should take 1 bullet from a turret to realistically kill a xeno. Now, granted a lot of those bullets probably missed due to the speed xenos move but I'd estimate at least 2/4 or half of the xenos died to marines, based on the turrets, fight scene and Vasquez's explosion. It's an estimate, and it might be wrong.
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Re: Suggestion to incubation and growth time of larvas

Post by qDan » 25 Sep 2016, 19:45

Getting new balance ideas always great but Im 100% sure that balance shouldnt be changed like that. First of all, aluems always in minority, its the point of BYOND version of CM. Another problem - if you was infected as mehrin and running to the pods for extraction - you will unfairly die sooner then you should, both in terms of cinema realism and gameplay balance thats not good at all. Moreover if you was captured when hoards of aluems roaming planet - you wont be able to escape anyway, but it will take eternity for you and possible ghost player to actually do something instead of idling while waiting for larva.

And no thanks, no encouraging of hurr-durr rushing t1 aluems as well. Lone xeno in 'Alien' never rushed, preferring to kill humans one by one, while main point of rush in 'Aliens'- that runners and hunters think they can actually outrun and outsmart humans and their weapons while operate at home turf and partly defending Hive, its not about banzai attacking without reason.
Point of rush in CM - to get fresh hosts for a Hive (normally) or to play game CoD style and die in 30 seconds or even sabotage xeno numbers in favor of mehrinz. Usually on every map except snow planet solo runners and hunters can easily capture at least two-three hosts by their own and knowing it, sudden death of major quantity of t1 xenos meaning only incompetence, not a bad luck, and incompetence not a thing that need to be fixed by balance changings, its a problem of skill less players only. -1

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Re: Suggestion to incubation and growth time of larvas

Post by TheMusician321 » 02 Oct 2016, 09:09

Steelpoint wrote:If you re watch the entire sentry gun scene then only about eight (8) Aliens are killed on screen by the sentry guns despite the massive ammo expenditure.

was just on screen though, and they used a metric-ton of ammo, must've hit more than just 8 aliens unless they kept on shooting at the dead bodies.
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Re: Suggestion to incubation and growth time of larvas

Post by Dogar » 27 Dec 2016, 18:40

-1 Aliens are already super powerful. If they fail, they deserve to fail some more.

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Re: Suggestion to incubation and growth time of larvas

Post by Lucius Jones » 05 Jan 2017, 07:19

+1 love me some balance please
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Re: Suggestion to incubation and growth time of larvas

Post by Dravis » 13 Jan 2017, 05:47

yeah that would be really helpful because people tend to be inpatient like me soow about decreasing incubation time..

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Re: Suggestion to incubation and growth time of larvas

Post by adamkad2 » 19 Feb 2017, 13:13

A great idea, i totally want it. +1
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Re: Suggestion to incubation and growth time of larvas

Post by Dravis » 10 Mar 2017, 23:20

+1 decreasing incubation can really balance the game.

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Re: Suggestion to incubation and growth time of larvas

Post by spicemoron » 12 Mar 2017, 04:11

apophis775 wrote:See, the thing is, I want to ENCOURAGE T1 Suicide rushes. That's what they did in the movies/Games. They literally run directly AT the enemy into gunfire as distractions/to soak up bullets.

That's not gonna happen unless you rework the evolution system since xenos will always be encouraged to play it safe; Why make an all-in attack while you're (relatively) easy to kill when you can wait and become harder to kill?


Also this change is just gonna make marine pushes harder while xenos' only disadvantage is they'll have to make sure one of them is one guard duty (which they already do most of the time).

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Re: Suggestion to incubation and growth time of larvas

Post by genjufens » 30 Mar 2017, 16:19

+1 the idea. I think we need to see more balance in this regard. The only thing though Apop, is that while I wish that t1's could afford to rush attack kamikazi style every now and then. That tactic is a HUGE mistake on this server as every system and dynamic set in place encourages the opposite attitude of gameplay. Xenos are the least expendable thing on the map if they want to actually win. And every marine is already killing themself at the first or second sign of being nested, anything to lower the numbers of aliens. it just comes back to the numbers of aliens means EVERYTHING esp. since they will always be outnumbered by the marines until they succeed in a Sulaco invasion.

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Re: Suggestion to incubation and growth time of larvas

Post by Cupcakes_n_Hacksaws » 29 Apr 2017, 17:01

-1 it's already a pain in the ass to try and make it back before you burst, no need to make that worse.

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Re: Suggestion to incubation and growth time of larvas

Post by WD-Andrew » 06 May 2017, 07:46

I'm pretty late to the party, but why not simply add Royal Facehuggers? Royal Facehuggers can implant a queen Embryo or two Embryos in one organism.
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Re: Suggestion to incubation and growth time of larvas

Post by TJ3003 » 08 May 2017, 22:59

+1
This would increase the movie feel that the server is attempting to achieve, hordes of Aliens attacking and storming the gates to distract for the larger Xenos, hell it already happens with Runners but when they do it theres either not enough of them or the trade off isnt significant enough for other runners to join the horde. Additionally this would allow Aliens to bounce back much quicker from large failures or damaging assaults that would otherwise end the game completely, this implementation self balances its self when theres more aliens so it would just keep the aliens at consistent numbers rather then a continuously growing horde.

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Re: Suggestion to incubation and growth time of larvas

Post by misto » 28 May 2017, 12:00

consider also giving speed buff to larva to help them escape from the buddies of marines they pop out of
blease upvote to help demand that ice colony be made consistent between its levels. https://gitlab.com/cmdevs/ColonialMarines/issues/2688 blease upvote

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Re: Suggestion to incubation and growth time of larvas

Post by Habalabam » 05 Jun 2017, 03:54

I know that the movies troubled establishing how long the hugger stays attached and how long until burst. Compare "Alien" xeno to the first burster in "Aliens". There is a also a cut scene from Aliens where Ripley finds Burke nested, but they cut it. Also because the hugger period would be too quick.

The marines and sentry guns caused critical damage to the hive. That's why there were only a few in the hive when Ripley went down. Also may have motivated the queen to abandon it. When a hive is starved, you follow your prey to the new hunting grounds.

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Re: Suggestion to incubation and growth time of larvas

Post by Sallan » 16 Jun 2017, 00:20

+1 nice balance idea.

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