Xenos, are functionally a network of humans, not actual xenos, or insects, each player is an individual personality-node of a hivemind you could say. Players can enjoy playing as a xeno more by adding round continuity, and personality which help a humanâs identity, communication, and roleplay. Humans simply donât remember or develop attachments to generic names. Instead of âA Catâ or âFF-125-Uâ, people remember Jones, and âWARâ or âMAGEâ. Then, when these personalities do something notable they are remembered, when they die, Xenos can be sad and have fun saying RP things like 'NOOO, NOT WAR". When these players meet in another round, they can form long term memories, just like marines remembering each otherâs names.
- Most importantly, allow Xenos, including the Queen to have full latin character nicknames/callsigns (like in TGMC, mine is Coals and just like with human names, Iâve not seen abuse of xeno names , just lots of cool or silly call-signs.) Itâs for the same reason the âxeno hivemindâ is actually just humans chatting to each other, itâs in order to accommodate that itâs just humans operating roleplaying, and to make it memorable and engaging for humans players. You can try and hide the names to non-xenos. If you have to, you could lore interpret the nicknames of each xeno the same way as the titles of Ravager, or Queen, as identifiers made by humanity.
Additionally, if itâs not a pain, implement a xeno flavor text viewable to other xenos only, although I donât think it matters as much. For example, âYou know Coals reminds you of the smell of lavender, and enjoys long walks on the beach, as well as ripping the feet off of ape-like creatures.â
Xeno names could also extend to player controlled facehuggers and lesser drones unless you want to keep them nameless. Thereby further making each xeno player a âhivemind split-personality-nodeâ which does not die, but ârespawnsâ to control a different unit of the hive-mind, be it the Queen, Ravager, etc.
Remove the xeno numbers added in the name. Then if able, have the number be the order of the xenos spawned in. If I am âCoals - 6â it would mean I am the 6th spawned xeno of that round. This can indicate theyâve been alive for a long time. Then fellow xenos can say âWow, impressive.â and have seniority and such. Or the number could be how many times theyâve respawned as a xeno that game.
Other identifying marks could also be interesting such as a different colored name.
-
Grant the roundstart and late joining xenos a free respawn as a marine, in order to stop punishing and discouraging a xeno roundstart or late joining as a xeno. Since it is very rare to respawn as a marine if you die as a xeno, but you can rather simply become a xeno if you die as a marine, players are incentivized to join as a marine first, and are punished if they join as a xeno. (Granting the respawn also increases player participation and reduces idling as a ghost. I read that not being able to play again easily, or having a long downtime, disengages players, from games.)
-
Have capping hosts reward the capper and thereby discouraging slashing, by giving you some sort of a stackable buff that is kept through your xeno lives that game. Maybe you can get evolve points and healthpoints/speed or something? (could also add a roundend mention.)
-
Xeno Profiles?, a xeno can right click on another or maybe thereâs a xeno records-console like a medical records or something, and see their ârecordsâ which has the numbers of people theyâve capped all-time pasted in it, and various stats.
-
After the xenos chase away the marines from the planet; instead of always hijacking every game, the marines can go have their mutinies and award ceremonies, while the xenos and coders can develop their own roleplay things in their own base. (Maybe some sort of xeno-furniture or xeno-food offering to Queen like ants, or xeno-minigame or royal-jelly ceremony.) Therefore a separate pre-built âunderground xeno-headquartersâ like the Alamayer is for the marines should be built, this Headquarters could have like a âHive Heartâ and a âQueen Mother fax messagerâ and stuff.
Xenos can choose to teleport or are auto-teleported to this Headquarters after marine command presses the âEnd the Mission.â button, which disables the dropships. (maybe you can have the button break the dropships if itâs hard to do?).
This then unlocks 2 new buttons. The round can end when marine command gives up and presses the âReturn Voyageâ button, which ends the round after like 15 minutes (or enough time for a mutiny and RPing). Or they can press the âNuke the Planet (Warning: Could make the xenos desperate.)â button instead. Where xenos are then given the option to hijack from their cave-base.
If they press yes, a barrier wall breaks open and they can enter and launch a âxeno-dropshipâ (which is a xeno filled projectile launched from the ground) and crash on the Alamayer, but if the xenos refuse the prompt, the xeno-dropshipâs entrance is not revealed and the round ends after some 15 minutes or so. The end-round text can say that after the nuke, the xenos survived deep in the cave systems unbeknownst to the marines.
Later on, the player-base if they wanted, could implement this xeno-base as an optional invade for the marines if they win on the surface like a reverse hijack.If the xenoâs accept, when the marines enter, the entrance text says it âcaves inâ so they canât escape. But the xenos can refuse the invasion, and the text says it âcaved inâ the entrance before the marines enter and the round ends after like 10 minutes for post-roleplay, mutinies, etc.
- Lastly instead of just equipping for 20+ minutes every game and saying a few words about squads going somewhere (very long downtime), we could definitely streamline getting equipped more, and implement some sort of schedule or squad teambuilding exercise thing instead.