What xenos lose over time? Do they lose their max plasma reserve? To they accumulate organ damage? Xenos lose only ground and numbers. Both of which can be regained fairly easy. Any ground that isn’t lit, populated with marines, or caded is a xeno teritory, with weeds being just their lawn. Any killed xeno can be replaced with caps.
Not true. Individal marines lose ammunition, because over time they shoot it at xenos who just sit on the weeds to heal it, weeds don’t lose their “HP pool”. Individual marines lose medication, they patch their own wounds, they pop their own pills and autoinjectors. Individual marines gain organ damage.
Marines lose materials, any cade destroyed, every bit of metal/plasteel lost is lost forever, with Req price for additional mats increasing. Marines lose heavy weapons, OB, mortar and CAS.
Do xenos lose boiler globs? Do xenos lose Queen Screech charges? Do xenos lose resin to make walls and doors out of it? No.
By being “just engaged in combat”, but not actually dying xenos lose nothing, marines lose their supplies. Sure, it can be replaced, but it takes time and coordination, something xenos don’t require.
When it is 0:25 and you as a marine first stepped out of DS you are fully prepared, all the AP mags you could carry, all the medicine is full, you have no organ damage, perfection.
Over time you lose that, every single marine loses that, thus overall strenght of marines trickles down, no such thing happening in xenos.
When it is 1:00 you no longer have all your AP mags, you might have a frac, or a bit of heart damage, you poped some of your pills, you used some of your bandages, you ate your MRE, you used your C4 to blow a wall, or a tunnel, you used your nades, your belt is no longer full of regular ammo, things like that. Xenos don’t have that.
I want to see those “numerus ways” to deny caps from Queen Screeches, or lone marines fucking around. You can see yourself salt thread about lurker solocapping.
If xenos know what they are doing, they can get a lot of caps. Works both ways, thus is fairly balanced.
What they will do with NVG when they will have at best a pistol with single mag loaded?
That is why I said:
Again, my idea is for survs to have “Alien: Isolation” experience, not “Alien Colonial Marines”. They should be hiding, not roaming. Something in the quote you clearly didn’t read, or couldn’t understand.
Do I have to list every single small change for an idea to be valid? Maybe make so xenos before first drop kill humans in like three slashes, or something, that stuff is not so hard to balance. But no, it is better to act like a buffoon and just pick the singular chunks from an idea and then say it is “outrageous” in a vaccum when applied currently in that state. WHAT? NVG FOR ALL SURVIVORS? WHEN THEY HAVE ACCESS TO SHOTGUNS? WHAT? NO THERMALS FOR XENOS? YOU KNOW HOW SURVIVORS WOULD DUNK ON XENOS? WHAT? KILLING SURVIVOR IN THREE SLASHES? YOU KNOW HOW XENOS WOULD DUNK ON SURVIVORS?
Every single idea that isn’t about one small change can shot down like that.
WHAT? FREE EVO POINTS FOR XENOS? YOU KNOW HOW THEY WOULD DUNK ON MARINES? WHAT? RESTRICTED T2 AND T3 SLOTS? YOU KNOW HOW MARINES WOULD DUNK ON XENOS?
Yup. For some fucking reason Xenomorph in Alien isolation can’t see you trough walls if you stay quiet, you can hide under a stupid bed with him meter away from you and he won’t know if you are there unless it checkes, or hears you.
Colonial marines is just very medicore FPS.