Give survivors alien isolation style gameplay

Imagine if you stripped all the guns and defenses from survivor, but gave them unique toys to try and stealth around xeno players, with the goal of surviving rather than killing the xenomorphs. Here’s my idea to do so.

To start off with, Guns should be much more heavily restricted, with very limited ammo or much less damage, and they get no building materials but to compensate, survivors get a unique mechanical ability to scare xenos off temporarily with incindiaries. This has reduced returns as quickly xenos learn to get over the fear of fire to assault the target.

Secondly, add large vents to certain urban areas of the map that only survivors can cross, think the vents newt or ellen ripley hide in. They can close after a certain period of time to prevent them from being used after the marines properly arrive. While inside a vent the survivor’s thermal signature is blocked, and they can use the vents to teleport to others nearby. Xenos can attack a vent to capture a survivor hiding inside, so you can’t rely on them if you’ve already been caught.

Craftable items: Allow survivors to craft a collection of rudimentary items to misdirect xenos. These devices should be easy to acquire resources for, but limited on how many you can carry at once

Noise maker: throw it to generate a noise, like gunfire, or a scream, or some such. Useful to buy you enough time to find a hiding place if you were about to be spotted, or make a xeno think you’ve gone a different way when trying to escape.

Flare: Xenos that witness flares are temporarily distracted by it, restricting their vision everywhere except for where the flare is, like a tropical storm but more powerful, and wears off over a short period of time

Smoke grenade: a large cloud of smoke to obscure survivors, will block all outbound chat messages which require sight like climbing tables or entering vents

Steam charge: an improvised explosive placed on an airlock or machine, when a xenomorph gets within one tile or opens the airlock, the steam charge detonates, forcing the xeno back for a moment, to buy time to think of something else.

Lastly, let survivors hide inside lockers, under tables, etc in places that would obscure them from sight. While hidden they do not appear to ghosts to prevent metagaming.

If a xeno stays near a hidden survivor long enough, they will start to breath heavier, and must hold their breath, dealing incremental stamina damage, until the xenomorph leaves, or be potentially discovered

I wrote this while very sleep deprived, I understand this would be a huge endeavor but it would probably weed out the worst surv players toxicity wise and turn it from a frag fest to a stealth experience.

5 Likes

The big issue with that idea are the maps mostly, our maps currently have way tok big rooms corridors, almost no side rooms to hide in etc. and we would need dedicated alien isolation esque maps for events mostly really, the issue is also the player count, we can expect more than 100 players during events and it would be very hard to make a lien isolation with so many players

2 Likes

Sadly as cool as this would be, maps just aren’t designed for this. Since they’ve been designed around the same gameplay for years.

I do think some of this stuff could be implemented though, Noise Maker for example. More craft able stuff rather, I’d rather there be less guns available if survivors had access to craft able gadgets and improvised explosives, things like that more so.

2 Likes

the hard part about stealth mechanics imo is that designing stealth in games is entirely about how many concessions you can make for the player before the idea of you being successfully sneaky becomes inauthentic. You really can’t do that for player to player interactions without making the sneakers invisible (like scout/pred)

2 Likes

On top of reducing guns and mats, simply make survs invisible for xeno thermals (till few minutes after marines drop), let them easly craft makeshift MDs that run on power cells and give them like four tiles NVG. Then maybe let them craft stuff (noisemakers and such) that projects an imagine of a surv as a distraction (TGMC mirage nade, but one mirage instead of a couple) and it stops working till few minutes after marines drop.

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Any tool has to be made such that marines wouldn’t want to use it. Like that flare though, it sounds pretty good for marines during an unga push.

Overall anything to get survs away from the fob life strats and xeno hunting party strats sounds great.

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I feel like this could be adapted lore wise. (Survivors not appearing on thermal.)

Could be explained that the hive mind hasn’t become “tuned” to their signatures until the actively hostile marine force arrives. I really like the idea of the proximity a xeno is to a survivor increasing their stress. Causing them to have shrieks or crying out after a duration of proximity to a xeno searching for them.

Chat message could be given from hivemind at or immediately after marine deployment.

“Your senses have been heightened due to the impending threat to the hive! You can now sense hosts through cover and concealment.”

Very cool sounding concept suffering from WYCI

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Yes Sir, CO surv sir, dropping the entire req armoury on your cords now.

This idea sounds fun though, little worried about how it’ll mesh into the wider gameplay (smoke specifically) but it might give options beyond fortress.

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I have a feeling this would just result in surv becomeing locker hide sim.

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