Spying tactics
Highno
Join Date: 2004-01-29 Member: 25706Members
<div class="IPBDescription">Informations have a huge value</div>I was thinking about some techniques about more spying tactics.
A good information management about your enemy can be a great advantage and is a basic element of strategic gameplay.
- marines get a cloak engine, but have to drop all the weapons to pick it up. This engine creates a cloak sphere around the marine so it does not uncloak when it touches other objects, but can not sustain attacks without decloaking to a certain amount. It reduces the sound output a bit. While cloaked, marines cannot build. And it should take about one minute before the decloaking is finished so he can begin to build. Maybe it would be nice if a cloaked player gets next to a hive, so he can "attach" to it, and download a player list and a map to report it to the commander.
- marines get a module to attach them to chambers, so they work as an obs to detect aliens around that chamber. Which is visible but not easy to figure out, so aliens have to destroy such a module or even a whole chamber
- The observatory or the sensory chambers can catch the enemies chat in range (but i think that is hard to code)
- aliens get a very small lifeform that does not cost much and is just a small insect. (just a small hitbox)
It does not make a sound and floats thorugh the air like there is no gravity. It can use marine buildings to spy out their upgrades, a marine map or a player list with their weapons and upgrades and report this to the team.
Oh, and female marines <3
Now you can add your "No they should all have cloak and can build and put a red dot on hive to abomb and stuff" cool thing postings
A good information management about your enemy can be a great advantage and is a basic element of strategic gameplay.
- marines get a cloak engine, but have to drop all the weapons to pick it up. This engine creates a cloak sphere around the marine so it does not uncloak when it touches other objects, but can not sustain attacks without decloaking to a certain amount. It reduces the sound output a bit. While cloaked, marines cannot build. And it should take about one minute before the decloaking is finished so he can begin to build. Maybe it would be nice if a cloaked player gets next to a hive, so he can "attach" to it, and download a player list and a map to report it to the commander.
- marines get a module to attach them to chambers, so they work as an obs to detect aliens around that chamber. Which is visible but not easy to figure out, so aliens have to destroy such a module or even a whole chamber
- The observatory or the sensory chambers can catch the enemies chat in range (but i think that is hard to code)
- aliens get a very small lifeform that does not cost much and is just a small insect. (just a small hitbox)
It does not make a sound and floats thorugh the air like there is no gravity. It can use marine buildings to spy out their upgrades, a marine map or a player list with their weapons and upgrades and report this to the team.
Oh, and female marines <3
Now you can add your "No they should all have cloak and can build and put a red dot on hive to abomb and stuff" cool thing postings
Comments
But pet peeves aside, though I'm not sure about your specific ideas, I do like the overall theme of making intelligence an important part of the game.
- aliens get a very small lifeform that does not cost much and is just a small insect. (just a small hitbox)
It does not make a sound and floats thorugh the air like there is no gravity. It can use marine buildings to spy out their upgrades, a marine map or a player list with their weapons and upgrades and report this to the team.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought of this one a while ago but just never got around to putting it up here lol. I pictured it more like a worm or insect of some kind that can slide along the ground and up walls at a relatively fast pace.
Sorry, but I feel this really breaks a cornerstone of the dynamic differences between marines and aliens in Natural-Selection. Maybe it's just me, but I think it's important for cloaking and silence to be alien upgrades.
<b>vote <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->no<!--colorc--></span><!--/colorc--></b>
<!--quoteo(post=1642683:date=Aug 7 2007, 09:45 PM:name=Highno)--><div class='quotetop'>QUOTE(Highno @ Aug 7 2007, 09:45 PM) [snapback]1642683[/snapback]</div><div class='quotemain'><!--quotec-->- marines get a module to attach them to chambers<!--QuoteEnd--></div><!--QuoteEEnd-->
Kind of like a marine version of parasite? Well then what would scan be used for? Combining this with scan would mean that aliens would be discouraged from putting chambers out in the field to assist with combat, sort of the wrong direction, no?
<b>vote <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->no<!--colorc--></span><!--/colorc--></b>
<!--quoteo(post=1642683:date=Aug 7 2007, 09:45 PM:name=Highno)--><div class='quotetop'>QUOTE(Highno @ Aug 7 2007, 09:45 PM) [snapback]1642683[/snapback]</div><div class='quotemain'><!--quotec-->- The observatory or the sensory chambers can catch the enemies chat in range (but i think that is hard to code)<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh it can be done, it'd primarily be that the server needs to send update bytes to the client of what's in range. I think this is the best of your ideas and I really like it. It'd really add a very intelligent way of covertly tapping enemy communications. Perhaps we could make this a server preference toggle-able cvar?
<b>vote <!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
<!--quoteo(post=1642683:date=Aug 7 2007, 09:45 PM:name=Highno)--><div class='quotetop'>QUOTE(Highno @ Aug 7 2007, 09:45 PM) [snapback]1642683[/snapback]</div><div class='quotemain'><!--quotec-->- aliens get a very small lifeform that does not cost much and is just a small insect.<!--QuoteEnd--></div><!--QuoteEEnd--> (just a small hitbox)
This has suggested before in a thread about making NPCs just like this in NS2, but I'll confirm my vote again.
<b>vote <!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
<!--quoteo(post=1642683:date=Aug 7 2007, 09:45 PM:name=Highno)--><div class='quotetop'>QUOTE(Highno @ Aug 7 2007, 09:45 PM) [snapback]1642683[/snapback]</div><div class='quotemain'><!--quotec-->Oh, and female marines <3<!--QuoteEnd--></div><!--QuoteEEnd-->
Off-topic lol, but yes, <!--coloro:#CC33CC--><span style="color:#CC33CC"><!--/coloro--><3<!--colorc--></span><!--/colorc--> <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1642683:date=Aug 7 2007, 09:45 PM:name=Highno)--><div class='quotetop'>QUOTE(Highno @ Aug 7 2007, 09:45 PM) [snapback]1642683[/snapback]</div><div class='quotemain'><!--quotec-->Now you can add your "No they should all have cloak and can build and put a red dot on hive to abomb and stuff" cool thing postings<!--QuoteEnd--></div><!--QuoteEEnd-->
><
Only if the Kharaa cast a black hole like the Protoss Mothership in StarCraft 2?
[youtube]0vPgIsnbsAo[/youtube]
messing with chat is pointless, people will use voice if theres any risk and competitive teams will use vent
<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed.
One simple NS1-applicable idea that occurred to me a while ago is that the Arms Lab and Prototype Lab should display the icons of upgrades that they're actually researching at the time. An adventurous Skulk leaping through Marine Start could see whether the Marines are heading for Jetpacks or Heavy Armour, and advise Mr 75 Res accordingly.
<!--QuoteEnd--></div><!--QuoteEEnd-->
So servers with voice chat set to zero is bad? In that case you'd hate the Cordorgaming Servers. Hmm, perhaps... but the general idea of new upgrades that give intel on the enemy is a good thing, no?
Indeed.
One simple NS1-applicable idea that occurred to me a while ago is that the Arms Lab and Prototype Lab should display the icons of upgrades that they're actually researching at the time. An adventurous Skulk leaping through Marine Start could see whether the Marines are heading for Jetpacks or Heavy Armour, and advise Mr 75 Res accordingly.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont mind that idea but i personally prefer not knowing and then having to work out a plan to counter ha/jp which ever one they are at the time.
<!--QuoteEnd--></div><!--QuoteEEnd-->Well you make a good point Puzl, it would detract somewhat from the major focus of making NS2 a intensely teamplay oriented game. *nods*