Commanders Spells

invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
<div class="IPBDescription">interactive actions for the comm</div>Its been mentioned in one of the slightly older pod casts that the comm would have a series of "spells" that he can cast to influence the game. An example of a "spell" or action from ns1 would be issueing a scan or a beacon from the observatory. In ns2 presumably there will be more of these "spells". I was woundering what ideas people had for different "spells". Mnay ideas have cropt up on other threads that will relate to this but i dont think this idea has had its own thread yet.

Ive got a few to start off:

Infa red sweep. high res cost a sweep lasting 5 secs illuminates everything on the map that generates heat in thermal vision. Lasts about 3 secs. Aliens with their alternative view switched on can also see the sweep and thus all the rines on the map. So its a gamble for the comm to use it.

Gammer radiation stike. Comm calls an orbital saterlite to blast a map area with gamma radiation. HAs are immune to the radiation but its hazardous to unarmoured rines and aliens causing (a balance amount of damage im not sure how much maybe 30hp). When fired at a target set by the comm it has an inaccuracy factor. meaning if the comm clicks an area of the map for it to hit, it will randomly hit some where withing about a 12m radius of that point, and it will ahve about 10m radius effect area. Theres also a limtied chance that it would cause the rines guns to jam say each gun has a 20% chance of jamming, and then needs reloding. - this spell would be used to accompany HA rushes

Power surge. comm selects an area to divert power too in the map. In that area, any lights become very bright and all the doors spring open for about 5 secs - this one maybe hard to program in to maps.

Sheild- mentioned else where in the forum - comm draws a line across a corridor and activates the spell - the line becomes a semi transparent force field that inhibts but doesnt prevent movement through it. meaning that players could move through it but at 1/3 normal speed making them easy to attack. is expensive on res and lasts 7secs.

Any how comment on these spells and how to balance them, and suggest your own, all the numbers for times res cost and damage would need to be tweeked alot

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited November 2007
    For reference, the podcast mentioned is podcast 7 and the bit about spells is sometime not to long after 8 minutes into the podcast.

    I don't think infrared sweep would be used unless it replaces scanner sweep. Or if scanner sweep can only be done in non kahraa controlled areas and infra can. That would be a balancing feature and not a necessity though.

    Instead of Gamma radiation it could be electrification, since I think that fits in the universe a little better. I would be a little surprised if the comm didn't have a direct damage dealing area of effect ability of some type. It would probably have to be ineffective in infested areas.

    Power surge sounds good, or maybe it could be a nanite flood. Something that brightens lights and blocks infestation temporarily, freeing up areas that had been blocked by infestation. I envision the commander being the one trying to control the spread of the infestation, and flamethrowers are used for spot applications.

    Shield or maybe a lockdown would be good. Preventing infestation and/or players from entering the room temporarily. Again this would be in marine controlled/neutral rooms.

    Edit:

    What do people think of ideas like a morale boost that temporarily increases dmg and/or armor?
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1660491:date=Nov 13 2007, 09:55 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 13 2007, 09:55 PM) <a href="index.php?act=findpost&pid=1660491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do people think of ideas like a morale boost that temporarily increases dmg and/or armor?<!--QuoteEnd--></div><!--QuoteEEnd-->
    i think catalyst packs are good enough.

    remember "spells" dont have to be area effect weapons, or auras etc. it could be something that only effects an individual marine (personal electrify for an individual HA?), the entire team regardless of their location (everyone's knifes become energy charged for 30sec?) or even structures (TF gets armor plating briefly?)

    those examples are just ideas off the top of my head, and really shouldnt be taken too seriously...
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    another "spell"

    area effect spell that disrupts all chambers in its range for ? no. of secs visually i could look like some kind of nerve gas or radiation
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    Purge: Kills off DI within a certain radius
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    have to be careful allowing the comm to cast destructive spells outside marine los or over DI. perhaps destructive spells need a late game building and can only be cast in range of it, or over non-DI. Environment spells could be pretty nifty, ie breaking welds, jamming elevators, creating a nanite fog, purging DI, changing the lighting, evaporating water or whatever else. There's also a lot of room for buff spells, i've already put down a few of my ideas in this <a href="http://www.unknownworlds.com/forums/index.php?showtopic=103094" target="_blank">thread</a>.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    mirror - comm draws it across corridor in the same way as the shield suggested above. Creates a mirror image of corridor, or an illusion. any rines or aliens on the other side of it can see them selves and a reflection of any thing else behind them just like a mirror texture would show. They cannot see anything on the other side of the mirror. Rines however will be informed that its there on their HUD but some warning (maybe on the mini map). Mirror lasts for a preset time and costs a significant amount of res.

    This isnt a cloak but it could conceal rine movements and defences, it should be fairly expensive to prevent the comm using it to protect every ninja that wants cover. And because the aliens can see their reflection in it, it shouldnt be too hard for them to detect. Any aliens or rines on the alternate side of the mirror could either see another mirror, or a hazy view of whats really there. If they got a prestine view it would be too powerful in my opinion as cover from the aliens.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    things like gamma radiation blast seem a little "super weapony" and really should do ALOT more than 30hp <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (most destructive radiation known to man?) anywho, it kinda seems unfit for the NS world, its too destructive
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    edited November 2007
    The commander should have a 'hand' spell with which he can interact with the environment around his marines. For example, if you use your hand spell on an elevator, it would cause it to lock/unlock. When you use it on a light switch, lights should jam on/off. etc..
  • tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
    I wish we would have mabie 2 or 3 different scans, but I think the COm should be the leader and be more concerened with tech instead of spending time scanning 8 different ways.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    I prefer things that are simple and yet provide unique, tactical choices.

    The Railcannon, Pys strike, and invader Zim's gammer radiation all seem like ultimate abilities: They kill everything in a place and then prevent everyone from going through it for a time. It seems a bit overpowered as well as not particularly fun: "Onos runs through a corridor - BOOM! - he's dead." For the same reason I fundamentally dislike any instant direct damage spells. Now, spells that discourage/deny use of an area, similar to lerk's gas, are a different story. Here you actually have a choice: do i risk and continue through the area at cost of health or do i wait for the effect to expire?

    Many ideas have to do with DI, something that isn't fleshed out yet. I don't really want to comment on those, because it's unclear what DI will do and how important it will be to spread/remove it. Even if you come up with awesome ideas about DI, it will likely work differently and then these ideas will have to be modified. Environment spell ideas, such as closing/opening all doors have similar problem, because it's unclear how the welding system will work. Btw, did you know that NS comm could control switches? Did you ever use it? - i know i didn't, because besides it being very difficult to click them, it doesn't do much at all. I certainly hope this is going to be improved in NS2!

    Simple changes to stats, such as the suggested moral boost would work well. It depends on the details though: is it drop-able, single-target package like catalyst pack, temporary buff to all marines, temporary buff in area of effect, or something completely different? Catalyst packs don't work well, because they require a lot of micro management. AoE buff, on the other hand, would encourage marines to stick together so they all benefit from it.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    :/ why did you revive this thread? what was wrong with the new thread that you made?
    edit: and not just the one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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