A new xenomorph caste :
The lone alien, Big Chungus(trademark) specifically, was a jack of all trades type alien. Sure the drone can fulfill a lot of important tasks including the one seen in movies : capturing hosts. However I would like to think this is short sighted or at the very least not fully realized. A well put together break down of my idea for a new xenomorph caste was broken down by the eviliest sister of mine:
HP 450
Plasma 300
Armor 20
Slash 30
so this is basically vampire lurker
Abilities : can carry two eggs or two huggers
carrier lite
can not spread weeds but can construct special hive structures(hive clusters, morphers, etc.)
kinda meh
Is slightly slower than runner
basically acider speed?
a nerfed pounce that only jumps 3 tiles
runner lite
drone pheromones
powercreep
idk how i feel about this
While this is a simple break down I would like to expand on these four core abilities I think would be necessary, if not game changing for a young hive waiting for Queen maturity.
Tuning the xenomorph caste “Hopper” down:
So until further revisions the caste is now called “Hopper” to give it a distinctly different look to other speed based caste such as Runner or Lurker. It will be paired with the new ability it takes it name from “Hop”.
Hop
-3 tile leap
-3 second cooldown (potentially bring it down as low as 2 seconds)
-does not knock down however like the Knight leap it can not be blocked by anything but a wall or a barbed wire cade
A 3 tile leap with no slow down, accounting for the movement on cast in the direction of the movement when the ability is finished casting. The cooldown will be 3 seconds making it an outstanding escape ability for a desperate weak hive. You can’t kill the xenomorph unless you can catch the xenomorph and its basically a kangaroo so good luck.
This ability is crucial to an early xenomorph hive due to its high mobility, convenience, & making evolving into a Drone even more valuable.
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“Special Weed Construction”
Now that I have put some attention on this idea I think I finally realize what the Hoppers second ability will be able to place TEMPORARY resin nodes that last 5 or so minutes. Their second ability is gonna be :
Weak Resin Node
-unusual fast spreading resin node that only last 5 minutes before decaying.
-spreadings normal resin creep across ground that can be supporting by regular resin nodes
-spreads resin creep to a 5 x 5 area within 2 seconds of casting making it an exceptional fast at weeding
I feel this is essential to the early game when capturing survivors. Targeting fresh resin nodes that haven’t made any resin creep is the strat when fighting a bunch of Drones and T1 xenos. This would make targeting resin nodes incredibly less effective as they have already spread their resin creep within the 3 or 4 tiles a survivor, or marine, might cover to destroy a resin node.
This is an overseen gift from Queen Mother deemed “inferior” due to its lack to be invigorated to immortality by Queen Mother, however she has seen the horrors this gift can create.
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“Carrier Lite”
Upon further introspection of what the xenomorphs ACTUALLY need is not another Carrier. However they need something much eviler : A xenomorph that can safely carrier two hosts. The Hopper will have another unique ability called “Strap” :
Strap
-the xenomorph can STRAP a host to the inside of a pouch that Queen Mother gifted her
-Similar to a resin wall nest except you can UN-STRAP a host with a cast not an interaction making dropping similar to regurgitate
-this thick(C) resin pouch is the in-game reason why Hopper will be the second xenomorph with 30 armor
-Each host STRAPPED into the Hopper’s resin pouches will give a buff to their armor of 3 to 5 (testing needed) per host
Another ability that is paired with a justification for a high Armor value on a Tier 2 xenomorph. Armor is so essential that Tall Queen Mother (Marine Developers) removed Ancient Queens 65 armor. Removed Crushers 55 armor. Removed Defenders 40 Armor. Reduced all other xenomorphs with armor values to 25 or below. Its why the King has 45 Armor. Armor value is incredibly important and this makes capturing hosts as Hopper even more beneficial to the xenomorph in a TEMPORARY way, which is the main design quirk of this caste.
An evil ability. A grand ability. A gift of resin beyond comprehension and the security in risking your xenomorph exoskeleton to capture hosts. Praise Queen Mother.
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“Drone Lite”
Another criticism is Drone Pheromones. However I will double down on this essential ability for Hopper (testing required), it will have access to Pheromones comparable to a three Lesser Drones at least. Pheromones are lacking in the xenomorph hive most of the time even with many drones. However a hive with more than two drones is a rare blessing. Those two drones spread out across a front provide little necessary coverage of pheromones for any xenomorph hive. Power Creep this, Power Creep that. How about something new.
Fragrance
-A castable ability that spread pheromones to xenomorphs around the Hopper that provides all pheromones simultaneously for 5 to 10 seconds
-May need to be an AOE cast to balance how powerful this pheromone injection will be similar to Valkyrie
-It will have a cool down equal to time those pheromones are active, no longer than 3 or 4 seconds more than ability
-It will not be exactly 33%/33%/33% of a Drone regular Pheromone release, I would advise it be high in Warding & Frenzy while lacking in Recovery
Another temporary ability; needed buffer of the xenomorph hive. Making this caste even more essential to a hive short term. It helps reduce the “power creep” claims by jumping the shark and saying “its temporary”. I believe these are essential to moving the gameplay meta forward by adding niche & unique xenomorph castes.
Boilers gas bares no comparison to the heavy Fragrance of a Hopper. This gift from Queen Mother ensures her daughters are invigorated with all her gifts without having to pray to Queen Mother for them.
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“Basically a Vampire Lurker”
Now onto the nitty gritty data statistics of the xenomorph for all those to consider. After much consideration, we don’t need another slasher. We need another 2 to 5 tackle 40% to 50% tackle chance xenomorph capture class. That being said, we can do two things at once with this Time based Temporary, Hopper, Xenomorph caste. Give it a fighting chance while removing a xenomorphs key trait “Tail Stab”
Removing Tail Stab
Now before you smite me Queen Mother lets talk it out :
Health Pool : 400 to 500 (testing needed)
Armor : 30 (non-negotiable)
Plasma : 300 to 600 (testing needed)
Plasma Regen : Comparable to a Carrier or Burrower (kinda shite)
Slash : 20 to 30 (no tail stab)
Claw Strength : 2 (maybe 3 for RWalls)
Speed : Drone to Slightly Slower than a Lurker or Runner (testing needed)
While Hopper will still have a tail it will be too short for combat. Hopper will be the only tier 2 xenomorph you can not evolve into once the Queen has reached maturity. Leave your thoughts below and I want to get around to adding an image or two about how it should look (gonna go play Arc Raiders now).
Queen Mother did not make this sister for killing. However she can, she WILL proliferate the hive with her strong muscles and unique resin gifts.
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