Xeno Research Armor

Question, what resource would it go into, and what resource is actually scarce enough (cept maybe intel) to make it so you won’t just do it eveery time you make greenos for an obvious buff to them. Like, if you made it bio points or whatever, then its worth nothing unless you make the costs like 10k a piece. If its research credits, you’d need to make it about 40 per, or maybe even 45. Steel or plasteel? Steel is so numerous there is no point in making it a resource to use for this, and plasteel is either too lucrative or too scarce to be used that way.

And this is just spitballing what the cost would be to not make it too numerous.

Yeah, its a bit missunderstood how many biomater points research gets. Its not as many as you would think. At the end of a normal round you can expect research to have about 30-40k points. When you cant spend em anymore. So, having 10k would be way to high for every armor. Factor into it, that biomatter points are only able to be gotten if xenoplayers get killed.

In general i would make the price fitting for each xeno. So about, a runner armor is 2-3 times the price of what a runner can give. Ravanger armor 2-3 times what ravs can give. Making the item xeno specific will absolutly be needed to balance it properly. That would also allow the metal cost the be scaled for each casts armor. Goal would be that research can equip about 4 xenos with armor each greeno round.
But you also need to count in all the other stuff research will spend bio matter on. Like chem points, the autodoc upgrades, the armor plates.
Or the anti xeno armor i made a pr for.
No queen armor though. That would be straigth up dumb balance wise. Queen needs to be vunrabel.

And i would make it a combination of recources.
Basicly being able to print a kit with biomass. Then you need to ad matal and such to it to finish it up.
Maybe some hard to make chems as well, just to take up some chem making time.

medical was fine (well, fine ish) before the autodoc upgrades, we’ll be fine without em.

imagine playing a job and getting mad someone else doesn’t upgrade a machine to do your job for you. I specifically play surgeon because i find medbay shit fun.

The only three things greenos need on top of what they already have:

  1. Wearable light source. Just glue flashlight, rail flashlight, or even whole marine armor on a xeno so it has a light, might make it toggleable for them, if not, just don’t put that on green lurkers and burrowers.
  2. Cameras. Just glue regular marine helmet to them, not necessarly on their head.
  3. A way to transport equipment, so they can become ammo carriers akin to mythologised Wojtek bear.

we can put bags on greenos not that useful tho too slow.

THIS IS FUCKING MUCH, its not that crazy buff of the greeno but make so much less FF.

Eh, they can already do semi ammo carrying, with being able to carry about 6 mags with runner speed. Being able to attack the IMP on greenos is probably a bit too much.

If you want greenos carrying things being actually useful…

Make it they can wear a magazine/bullet box with a very obvious sprite. So marines can click them to get a fresh mag or refill a empty one