If you allow the King to be spawnable even if Marines evacuate early, or they are all killed, you tacitly encourage Xenos to delay starting hijack until they hit the ~2 hour mark. (This is what we use currently)
If you do not allow the King to be spawned if Marines evacuate early. You then tacitly encourage Marines to evacuate the map before the 2 hour mark to deny the Xenos the ability to spawn a King.
(No one cares if a hijack is technically a xeno minor in most circumstances. People care about who won the last fight).
IMO. The elegant solution to all this, is that if the Xenos spawn a King, they surrender the right to hijack. Thus, you completely avoid these above issues. This furthermore also reinforces the notion that the King is the xeno nuke, since now it actually speeds up the conclusion of the round akin to the Marine nuke.
Code wise. I would suggest that as soon as a cocoon is spawned, this immediately triggers it that the Xeno queen can no longer hijack the Dropship, and that once the Queen locks it down, the game just ends without her being able to hijack.
Please stop perpetuating a discussion that has already been decided on.
Some notable mentions at least remotely related:
Its not that King can hijack
Steelpoint is just somereason hyperfixated on a King boarding the almayer at all.
Regarding hijack. We aren’t skipping it. Marines can skip hijack by killing the xeno threat groundside. King going shipside should mean that cading up shipside won’t do much. But King likely needs buffs. I haven’t seen how it is with the buffs Nivrak gave it today. I just didn’t want the King so op marines don’t bother trying to fight it. The leap attack greatly damages structures or it’s supposed to. So landing on cades should get them into a critical health and then it’s just a few more slashes and breached.
The only way I’m skipping hijack is if marines kill the xenos groundside.
So the anti hijack group, a common complaint is how that hijack just prolongs the game; and I think in good hands the destroyer if they manage to bring one up will then help break that siege quickly and allow the round to end quicker.
And already marines have been shown that if they just keep firing it will die. But both of these deaths have been because of positioning and really just lack of ability use.
I’m inclined to disable destroyer cocoon spawning if theres <= 5 marines groundside though; but I then also fear once destroyer is in good hands marines will just always evac watching the round timer; and I’m not sure what better to mitigate that.
Pitched and denied many different times yet it still constantly brought up