Here's my xenomorph rework, in a past post, I mentioned a few ideas from it

Please provide feedback, opinions, complaints or better ideas, all I'm trying to do is make a good xenomorph rework that feels lore accurate, balanced and fun and interactive for both sides

Xenomorph:

Hive hunters:

The Xenomorph has two main modes: 

Patrol Mode and Assault Mode.

Patrol Mode (Out of Power):

Movement speed: 4.4 m/s.

Terror Radius: 32 meters.

Turrets can detect the Xenomorph while undetectable or when Survivors are oblivious, they can hear the beeping

Assault Mode (in power):

Movement speed: 4.6 m/s.

Terror Radius: 24 meters.

Tail Strike (Special Attack):

6.8m range.

Can be held for 5s before automatically canceled.

Can curve to angle/change the tail attack direction mid tail strike to hit Survivors over obstacles, like crouching behind pallets or obstacles, for better skill expression

When tail strike isn't in use, the tail is lowered to the ground for the Survivors pov, requiring them to look back to keep an eye on the killer, instead of a loud audio cue (audio cue is reduced in how Loud it is)

Power Loss Mechanic: If "burned," the Xenomorph is stunned for 2s, and afterwards, gains 10% hindered

Interactive Objects: Flame Turrets & Tunnels

Flame Turrets:

4 spawn globally, respawnable and only respawn once all are taken out of the control stations.

Functionality:

36m motion tracking range

If a Survivor is carrying a turret, their speed is reduced (Hindered 20%, was 35%).

Addons are adjusted to reduce the increased heat generation

Control Tunnels:

Used for fast map traversal (nothing changes).

When entering and exiting tunnels a total of 3 times within 25s, the tunnels get locked down for 6s total

When exiting a tunnel, the player xenomorph keeps undetectable for 8s and gains 6% haste for the same duration

Minor increase to entry/exit times.

Infection Mechanic and removal: 

Facehugger: Ovomorphs are planted around the map manually by the Xenomorph, when within 8 meters a facehugger hatches immediately and attacks and requires the Survivor to go through a 6s mini game or get impregnated with no way to remove it

Ovomorphs cannot be placed within 10 meters of a hook, gate or generator

When survivors enter a 4m radius proximity, it hatches immediately and goes to latch onto the closest Survivor 

Crouching doesn't cause it to hatch unless directly in 4m of its location, the max range it'll hatch to a running or walking Survivor is 8 meters

If carrying a flame turret, the ovomorph refuses to hatch while giving a hissing noise

Setting the flame turret near a Ovomorph, prevents it from hatching until the flame turret is removed by any means

Infection System: Embryo & AI Companion

Facehugger Attack: Triggers a short mini-game to remove it.

Embryo Growth: Takes 5s to implant if failed the mini game, then 30s to hatch into a Chestburster.

Chestburster/AI Companion/newborn: 

Is mainly a resource drainer to destroy breakable walls, pallets (downed ones) and turrets (if not burned too much before doing so) and damage generators

The hatched chestburster becomes a companion that acts as a chaser that only reveals Survivors and destroys their resources, but takes 30s to fully grow after hatching and gives the Survivor killer instinct for 4s and broken for 30s, or mini moris them if they are on death hook, by having the chestburster cause the Survivor to fall on the ground and the chestburster to burst out of them and then screech loudly, and then proceed with the growth stage

Has no terror radius, but does get picked up on the motion tracker within the flame turret

4.6m/s

Can use tunnels but only to go to a location that had a loud noise notification and continue its patrol from there (will not go to the killer player if it was caused by, or directly near the player killer of 12m)

If the newborn cannot reveal the chased Survivor (line of sight chase only), then it will decide to continue patrolling generators to damage or to find and destroy resources or until finding another Survivor, once survivors are in a 12m radius within its line of sight, killer instinct will go off for 4s and the newborn will then patrol for resources and will not reveal another Survivor for 45s, it will continue a chase for 3-4s if line of sight is broken before continuing its patrol

The AI is removed by the entity when the exit gates are powered or 2 Survivors left in the trial.

The newborn patrols the whole map, from generator to generator

The newborn still follows the same killer-survivor loop, pallet and vaulting rules

If the newborn is burned by the turrets before it can destroy it, it'll hide for 30s

Only 1 Patrol drone can exist per match

Once a Survivor is infected, all other Ovomorphs are immediately refunded back to the Xenomorph and unable to be used

Addons:

Acid blood: breaks the pallet that the Survivor uses to stun the xenomorph

Once acid blood is used, it'll deactivate until exiting a tunnel again, stays active for 30s (was 20s) it also provides a special acid splash effect when its successfully used to break a pallet

Emergency Helmet: increases stagger and heat protection from 15% to 20%

Cattlepod: increased the timer from 15s to 20s

Molten skin: reworked: reduces tail strikes range from 6.8 to 6 meters, in return, you can recover 10% faster from tail strike successfully hits and misses 

Cat carrier: now a rare addon and decreases undetectable by 5s (25s total, was 30s)

Brett's cap: (reworked) causes the Survivor who placed the turret to scream to reveal their location and gain obvious and blindness for 20s, doesn't apply to the infected Survivor

New addons:

Emergency Siren (ultra rare): While in tunnels, if a Survivor picks up a flame turret, it gives off a loud noise notification at that control station and see the aura of the Survivor for 3s, this has a 40s cooldown, however, this addon will not trigger if a Survivor is infected

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