Aliens evolving and Fun Gunz
Frox
Join Date: 2007-08-27 Member: 62034Members
<div class="IPBDescription">Prepare yourself, it's freakin long</div>I always thought it would be cool if aliens could evolve in tiers and have different stages in their lifeforms.
A Onos for example at tier one would be maybe a little smaller and faster then your standard onos and look like they do now only without the thick looking carapace on their head, at tier two he gets a little bigger and slightly slower much quiet a bit strong, now he has thick carapace on him and a bigger horn and a more aggressive look to him and a tail or something. At tier the he grows slightly larger again, he has carapace covering not just his head in the original bug his back and sides and his tail grows spikes witch when turning around quickly can club marines and cause damage.
For the sake of avoiding some newb who mooches team resources the whole game and just goes straight for this massive beast you can also make it so that you must work your way up. ie: you must make X number of kills before you can tier up, obviously a onos will need more kills to tier up then smaller lifeforms.
When it comes to marines, i personally find that a large arsenal of weapons is very important in a game. You gotta have some toys that do cool stuff to play with. Keep in mind i got a million ideas but to get all of them i would have to sit down and write it on a piece of paper, in doing this rather quickly.
Plasma Grenades: I don't know about you, find i never found hand grenades that useful really in ns, sometimes they were useful for clearing a vent or the next room, or throw em at your feel so when that berserk jumpy skulk comes and bits you, blammo. But i want grenades that have a little zing to them so their not useless vs larger lifeforms. I picture a grenade that looks more like a grenade and less like a tampon, when it explodes a large blueish explosion and a a nice shockwave. Naturally a grenade that looks so cool can't to some wussy damage. However as for balance don't make it a upgrade in witch afterwards every marine gets 1 at spawn, the commander has to hand them out or something. (I dunno if it's just me but the word plasma in a weapon sounds bad ass)
Shrapnel Grenades: The same yadda yadda as plasma grenades with some exceptions. Because shrapnel grenades would be physical kenetic based weaponry i feel it should do more damage then the plasma, however since it's not a actual explosion it will have a chance to miss, especially smaller lifeforms.
(to help balance heavy arsenals i fell friendly fire should be standard for some things)
Elastic Rifle:( i know the name sux no need to flame) I remember when i was younger playing turok, i don't remember wich one but that games has got some neat guns. anyways in one of them theres this shotgun, and the bullets freakin bounce off walls. I loved that gun. This rifle follows the same concept with the exception that i felt it might be cheap for it to be a shotgun, its kinda easy to hit something around the corner when you fire out 20 pellets. This rifle should be a energy like weapon that fires a greenish beam, if you will, not a solid beam though just a long looking bullet. anyways it would have very high damage and be quiet accurate, however due to it's cooling time a low rate of fire making it a suitable weapon for the larger lifeforms.
Plasma Upgrade(for grenade launcher) same deal as the hand grenades, and same concept as the original grenade launcher with the exception that the grenades are about 1/2 the strength and 3/5 the explosive radius. and 6 shots in a clip.
Swords: ok although it was pretty gradifying when you knifed something especially cause you got to boast in the noobs face if you wanted, I think thats maybe your last resort to surviving should be a little more then this pansy lookin knife. Since carrying a sword around is pretty inconvenient, this sword kind of deploys outwards and because i hate those starwards lightsabers and beamsword crap if this sword is gonna have a energy based blade, have it so that the "beam" is contained only on the edge/blade of the sword. So yeh swords could be like some sorta upgrade i guess. Cause i don't care what you say, swords own.
Cloaked mines: I have always found above ground land mines kinda defeated the purpose for mines, especially since all they do 95% of the time is kill the retarded skulk anyways. So i feel that mines should be cloaked. Or if this seems unfair then maybe as a alternative Dropdown Mines: These are mines that are deployed on the ceiling instead of the conventional method of the ground and drop onto your enemy. I thought this was a better way to keep them from being seen as most aliens will have little reason to watch the ceiling. I know you can't bury mines since most of these fights are on large ships or stations.
Auto Cannon: Its a alien FPS game, comon when your fighting onos you need to be packing heat. This is pretty much a mounted machine gun with the little difference in that it's not a machine gun it's a cannon that shoots fast. no comon no little marine could stand the recoil of such a gun so he has to deploy it and he can't move, or run away while in use.
Infrared Goggles: why? cause cloaking aliens piss me off sometimes, and scare the crap outa me when i'm caught off guard. Comon we have them now I would assume it's available to these marine goofs.
Well i do have more but i think thats enough for now, ill give more ideas another time, remember these are just brainstorms. Take what you want modify what you want> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> -------* <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
A Onos for example at tier one would be maybe a little smaller and faster then your standard onos and look like they do now only without the thick looking carapace on their head, at tier two he gets a little bigger and slightly slower much quiet a bit strong, now he has thick carapace on him and a bigger horn and a more aggressive look to him and a tail or something. At tier the he grows slightly larger again, he has carapace covering not just his head in the original bug his back and sides and his tail grows spikes witch when turning around quickly can club marines and cause damage.
For the sake of avoiding some newb who mooches team resources the whole game and just goes straight for this massive beast you can also make it so that you must work your way up. ie: you must make X number of kills before you can tier up, obviously a onos will need more kills to tier up then smaller lifeforms.
When it comes to marines, i personally find that a large arsenal of weapons is very important in a game. You gotta have some toys that do cool stuff to play with. Keep in mind i got a million ideas but to get all of them i would have to sit down and write it on a piece of paper, in doing this rather quickly.
Plasma Grenades: I don't know about you, find i never found hand grenades that useful really in ns, sometimes they were useful for clearing a vent or the next room, or throw em at your feel so when that berserk jumpy skulk comes and bits you, blammo. But i want grenades that have a little zing to them so their not useless vs larger lifeforms. I picture a grenade that looks more like a grenade and less like a tampon, when it explodes a large blueish explosion and a a nice shockwave. Naturally a grenade that looks so cool can't to some wussy damage. However as for balance don't make it a upgrade in witch afterwards every marine gets 1 at spawn, the commander has to hand them out or something. (I dunno if it's just me but the word plasma in a weapon sounds bad ass)
Shrapnel Grenades: The same yadda yadda as plasma grenades with some exceptions. Because shrapnel grenades would be physical kenetic based weaponry i feel it should do more damage then the plasma, however since it's not a actual explosion it will have a chance to miss, especially smaller lifeforms.
(to help balance heavy arsenals i fell friendly fire should be standard for some things)
Elastic Rifle:( i know the name sux no need to flame) I remember when i was younger playing turok, i don't remember wich one but that games has got some neat guns. anyways in one of them theres this shotgun, and the bullets freakin bounce off walls. I loved that gun. This rifle follows the same concept with the exception that i felt it might be cheap for it to be a shotgun, its kinda easy to hit something around the corner when you fire out 20 pellets. This rifle should be a energy like weapon that fires a greenish beam, if you will, not a solid beam though just a long looking bullet. anyways it would have very high damage and be quiet accurate, however due to it's cooling time a low rate of fire making it a suitable weapon for the larger lifeforms.
Plasma Upgrade(for grenade launcher) same deal as the hand grenades, and same concept as the original grenade launcher with the exception that the grenades are about 1/2 the strength and 3/5 the explosive radius. and 6 shots in a clip.
Swords: ok although it was pretty gradifying when you knifed something especially cause you got to boast in the noobs face if you wanted, I think thats maybe your last resort to surviving should be a little more then this pansy lookin knife. Since carrying a sword around is pretty inconvenient, this sword kind of deploys outwards and because i hate those starwards lightsabers and beamsword crap if this sword is gonna have a energy based blade, have it so that the "beam" is contained only on the edge/blade of the sword. So yeh swords could be like some sorta upgrade i guess. Cause i don't care what you say, swords own.
Cloaked mines: I have always found above ground land mines kinda defeated the purpose for mines, especially since all they do 95% of the time is kill the retarded skulk anyways. So i feel that mines should be cloaked. Or if this seems unfair then maybe as a alternative Dropdown Mines: These are mines that are deployed on the ceiling instead of the conventional method of the ground and drop onto your enemy. I thought this was a better way to keep them from being seen as most aliens will have little reason to watch the ceiling. I know you can't bury mines since most of these fights are on large ships or stations.
Auto Cannon: Its a alien FPS game, comon when your fighting onos you need to be packing heat. This is pretty much a mounted machine gun with the little difference in that it's not a machine gun it's a cannon that shoots fast. no comon no little marine could stand the recoil of such a gun so he has to deploy it and he can't move, or run away while in use.
Infrared Goggles: why? cause cloaking aliens piss me off sometimes, and scare the crap outa me when i'm caught off guard. Comon we have them now I would assume it's available to these marine goofs.
Well i do have more but i think thats enough for now, ill give more ideas another time, remember these are just brainstorms. Take what you want modify what you want> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> -------* <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
Comments
Plasma grenades: Meh. Not very original, just more powerful.
Shrapnel grenades: I like the idea of a nade that deals more damage to a higher life form due to size, but I think it takes a little more than some scraps of metal to hurt an alien significantly.
Elastic rifle: This isn't so bad, but perhaps it would have to be pinpoint-accurate to hit, as you seem to give the impression that this thing would hurt like crap.
Plasma launcher upgrade: Umm...why did the damage get weaker when the plasma 'nades were supposed to be stronger? Anyways, This isn't really needed.
Swords: Swords are cool. But not for NS. Perhaps a longer, energy-style knife could be implemented, however, as the marines are used to fighting aliens that fight on a close-range basis.
Cloaked mines: No. The ceiling hanging mines are cool. But mines needn't be cloaked. What are the chances they're going to kill a fade / lerk, anyways?
Auto Cannon: The onos already has a hard life. Auto cannons are not needed to add to marine firepower.
infrared goggles: It's called scan area / telling your comm to scan a suspicious area. Not needed, at all.
I am well aware that NS2 will be a whole new ball game than NS. As for the whole re-use thing, I apologize, but I hate re-using ideas. Seems like plagarism to me. That, and since this is commercial, NS2 might not get the attention it deserves if people accuse it of "borrowing" concepts from other games.
Let me explain, in greater detail, my responses:
Plasma grenades: I was referring more to the fact that it was like a normal grenade with more firepower.
Shrapnel: Pardon the scientific stuff I have in my head. This isn't a bad idea. Just commenting on how if aliens are shot, flying bits of metal from a grenade aren't going to hurt much more.
Plasma GL: This isn't a bad concept, but I think it should work the other way around - less ammo, more power. Just keeps things consistent.
Swords: Self-explanatory. Good thought, but I can't picture marines getting into sword fights with a fade or something like that.
Mine ideas: Cloaked? Not needed. Skulks will land on one eventually, I'm sure. Ceiling? As I said, good idea.
Auto Cannon: My problem with this is that any fast-moving marine with a jetpack or something can use it, and then run away and finish whatever it is off...
infrared goggles: Honestly, You don't need these to detect cloakers. They're not that tough to locate if you're looking out for them. And like I said... motion tracking / scan, and you're set.
Id pay 200$ for a source version of NS, without a single change.
But thats just me.
However i do like the idea about upgrades changing how aliens look - thatd be great... but i think itd be cool if they changed more than just one thing... and you could moreso CUSTOMIZE your upgrades.
Okay, so that probably made no sense to anyone, so ill explain.
Say its just being implemented in NS, for the sake of using DCs as an example.
Youd get 1 "point" for each DC
SO you could say get level 2 carapace, and levl 1 regen.
But thats not all
Each thing would have its own kinda.. tech tree.
--------------Carapace 1--------------
| |
---Carapace 2--- ---Carapace 2----
| | | |
Carapace 3 Carapace 3 Carapace 3 Carapace 3
So there are different types of carapaces, that do different things.
Maybe one could slow you down a lot, but drastically increase armor.
Or even decrease armor to increase speed.
Also weapon specific armor, better against AP rounds, or explosives. But negative effects on other weapons.
So a HMG isnt always the best option against an onos.
I personally think that there should be 3 tiers of weapons in NS...perhaps 3 varieties, if you will.
Type A would be light weaponry. This is your LMG, and other light guns that are accurate and balanced, with little recoil.
Type B would be your weapons that have some recoil, and are less accurate. However, there is more damage per shot, etc...perhaps some 8-round clip rifles or something with moderate accuracy and damage?
Type C would be HMGs and GLs - powerful, and high recoil. Also long reload.
This way, it wouldn't make older weapons "outdated." It would simply vary according to play style, and the types of weapons could be researched in groups. Certain weapons would work well for certain alien forms. Also, there could be another, special class of weaponry that takes the place of your pistol, such as a more powerful, perhaps semi-auto version. People can shoot it that fast anyways.
Plasma grenades: I was referring more to the fact that it was like a normal grenade with more firepower.
Shrapnel: Pardon the scientific stuff I have in my head. This isn't a bad idea. Just commenting on how if aliens are shot, flying bits of metal from a grenade aren't going to hurt much more.<!--QuoteEnd--></div><!--QuoteEEnd-->
OK, on the issue of these two. Perhaps grenades can be balanced a little better as a starting weapon and there is the option to upgrade up a tree to one of several advancements, each with its own merit. Plasma much better for localised damage, shrapnel for anti armour. Now we're talking about the tech ridden future, the shrapnel doesn't have to necessarily be traditional metal shards does it? I like the idea of grenades being able to be tech'd up to marines needs later in the game.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Mine ideas: Cloaked? Not needed. Skulks will land on one eventually, I'm sure. Ceiling? As I said, good idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mines in general that can be used to secure areas because they are powerful enough to seriously damage if not kill anything that triggers them from the other side of a small corridor would be good, but cloaking not so much I agree.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Auto Cannon: My problem with this is that any fast-moving marine with a jetpack or something can use it, and then run away and finish whatever it is off...<!--QuoteEnd--></div><!--QuoteEEnd-->
I too am not sure about this, but something does need to be done to reinvigorate turrets and automatic zonal defence as a tactic.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->infrared goggles: Honestly, You don't need these to detect cloakers. They're not that tough to locate if you're looking out for them. And like I said... motion tracking / scan, and you're set.<!--QuoteEnd--></div><!--QuoteEEnd-->
If we could drop the pretence that this would be exactly the same i'd be great. Combatting sensory is always going to be like that, however why not give a viable alternate upgrade path that does include the goggles? It'd be interesting to see how it would interact with things like umbra or spore that could create it's own heat, etc. NS2 is crying out for a greater diversity of available viable tactics.
ALso on the issue of like an energy knife or something, I like ideas like this that essentially don't change the actual impact of a weapon but can be explained away by not only advancements on the marine side, but the toughness of the kharaa through evolution. (as would higher impact/damaging ammo, which is why I don't agree with this whole "incendiary rounds" thing, the ammo should need to have taken a step up to keep up with the aliens).
And I also agee with Ahnteis, I don't really want to see a garble of different stages of alien life, but seeing the aliens differ by what upgrades they take would be bonza.