Onos/Skulk Hybrid
Acadi
Join Date: 2008-03-04 Member: 63795Members
<div class="IPBDescription">Giving Skulk some minor support capabilities</div>I was thinking in terms of mid to late game for aliens, when you're beginning to see your first few onos with only 2 hives, that skulk could have a new option to support, rather than block, an Onos. Parasiting is all good and well but for the most part at this stage during a game, a skulk is just target practice for marines with motion, even when aliens attack as a group in my opinion.
Well what I had in mind was a skulk could walk up to an Onos, and upon using his build key, can become a hybrid with that Onos. The skulk would have absolutely no control over any of the Onos actions, but the benefit to the hybrid could possibly unlock a new Onos ability. Now as to what that unique ability could be, I've tried thinking of something that wouldn't be crazily overpowered, but to be honest could not come up with anything and was hoping for other members of the community to build on my idea, if it is well-liked.
As far as the hybrid details, I thought maybe it could slightly change the color of the Onos and add an additional hump on top of the Onos. While the skulk would maybe gain slightly increased armor/health and would be watching from the Onos first person view, he can still be targeted by smart marines recognizing that the Onos was currently a hybrid and can be killed while the Onos remains alive and able to escape. Since this is a somewhat difficult snipe shot to make, marines would recieve double or triple the res for killing a skulk in hybrid with an Onos. Marines could try concentrating their fire to kill the skulk part of the hybrid, but I imagined since this hump is on top of the Onos, several rounds would miss also making it slightly easier for the Onos to attack in general.
I don't know, I just thought this could add a new aspect of the game to NS2 while still being the same NS we all love. Any thoughts?
Well what I had in mind was a skulk could walk up to an Onos, and upon using his build key, can become a hybrid with that Onos. The skulk would have absolutely no control over any of the Onos actions, but the benefit to the hybrid could possibly unlock a new Onos ability. Now as to what that unique ability could be, I've tried thinking of something that wouldn't be crazily overpowered, but to be honest could not come up with anything and was hoping for other members of the community to build on my idea, if it is well-liked.
As far as the hybrid details, I thought maybe it could slightly change the color of the Onos and add an additional hump on top of the Onos. While the skulk would maybe gain slightly increased armor/health and would be watching from the Onos first person view, he can still be targeted by smart marines recognizing that the Onos was currently a hybrid and can be killed while the Onos remains alive and able to escape. Since this is a somewhat difficult snipe shot to make, marines would recieve double or triple the res for killing a skulk in hybrid with an Onos. Marines could try concentrating their fire to kill the skulk part of the hybrid, but I imagined since this hump is on top of the Onos, several rounds would miss also making it slightly easier for the Onos to attack in general.
I don't know, I just thought this could add a new aspect of the game to NS2 while still being the same NS we all love. Any thoughts?
Comments
its simply boring when you do nothing
I like that you're trying to figure out a way to make skulks more useful late game, but I don't think this is the answer. Besides, I've seen late game skulks still pwn with one Hive, it's a matter of patience and ambushing to get the edge.
As far as a hybrid idea, combining with an Onos seems pretty weak. I could see two skulks combining, or even a Lerk and skulk combo, but an Onos would probably gain very little. Not much HP, and giving it speed or leap wouldn't seem right either logically.
Hybrid idea is interesting, but this doesn't feel quite fleshed out yet.
It would be kinda a weird implementation, though, for this style of game. Perhaps the hybrider (who ever initiates the hybrid into another player)) controls auxiliary abilities which the hybridee (whoever the other hybrided into) will maintain the control of movement and some basic firepower.
And that's <i>exactly</i> what I was thinking. And that's <i>exactly</i> why it's such a bad idea. It's just <b>boring</b>. It's not worthwhile.
If the onos would loose some abilities or change his style of play only because a skulk wants to hybrid on him and have benefits from it, than it's a bit irritaiting for the onos, isn't it?
Benefit: Pleasure
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103538" target="_blank">That's</a> been a <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=52537&b=1&st=0&p=0&#entry0" target="_blank">popular</a> topic in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=37969&hl=" target="_blank">past</a>.
There's even an NSPaint <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103362&st=20" target="_blank">version</a>.
Give Onos 6 transport slots. Skulks/Lerks take 2, Gorges take 4. Hop off any time, take 1/2 damage while sitting on the Onos. No real bonuses or speed drawbacks, but anything that hops off in a marine base is liable to hit a mine ANYWAYS, and grenades will likely pop the passengers at any rate.
PARTY BUS!!!!!
no, wait
PARTY ONOS!
Rather than hybrid the aliens, have them each have a higher form for each type
Skulk --> (Some name) Skulk
Lerk --> (Some name) Lerk
etc
you can have the basic, Sent of fear, Carapace, Focus,...... and you can have these.
Each would have a disadvantage, and advantage, say Glandel Lerk, his glands are bigger, meaning he pumps out pore acid, he gets a new ability to replace spikes. But he is slower, and uses more adrenaline.
then you can have a Enlarged(or sumthin else) Lerk, with the ability to pick up fades and a onos with the cost of speed nd more adrenaline used. He could lose gas, but umbira could be better, he's a better support lerk
or keep the simple Lerk
thats my idea, You can have simple Onos, or a special one that, lets say, looses health to gain speed, r sumthing useful.
comments, thoughts?
LMG:
AP Rounds-The AP rounds tear through the alien armor, causing massive health loss on small targets only, the bigger the less, with slight armor loss. Do to the higher velocity, the bullets are less accurate, the gun's Cone of Fire is greatly increased to a shotgun sized radius.
HE Rounds-The HE rounds are very volatile, the bullets aren't as good at ripping armor as the AP, and doesn't do damage to health while armor is still there, but it does do a higher damage. It does massive damage to health, decent to armor. The rounds are of a higher caliber, meaning more room taken up in the clip. The HE clips are 12 rounds shorter than the 50 bullet clip average. To make the matters worse, the HE rounds make the gun have a slower rate of fire.
G2 Grenade Launcher-After purchasing the grenades ability, if you own a Light Machine Gun, instead of the traditional 'pull pin and throw' grenades, you get an under slung launcher. You have 2 grenades, each detonate on impact, and the launcher sends the grenades farther. If you own a different gun, you get the simple pull pin grenades.
Shotty:
14 Gauge Slugs-The 14 gauge slug does massively more damage due to there is twice the amount of pellets shot. This causes 2 problems; the kick makes the rate of fire slower, and a slight increase of a pellet cone due to the more pellets packed into the slug.
HE Bullet Slugs-This slug doesn't use pellets, instead uses a single HE '<i>bullet</i>' is stabilized by fins, making it spin. This allows the slug to go farther and more accurate. One disadvantage is it has no spread, it's a single projectile, it is as good, and better, than the LMG's HE rounds.
HMG:
External Additional Clip-A small clip attached to the main canister. This allows 75(or)100 extra bullets per clip. Its disadvantages are an extra second required to reload, and you have a slight, not much, rate of fire loss.
GL:
Nerve Gassed Grenades-These grenades use nerve gas, a gas that slows, and damages, opponents. It is used as a counter-part of the Lerks gas. Sadly, it's weakness is it does less damage and Lerks are immune.
Pistol:
Stun Zap Bullets-Bullets that give a shocking after hit. It constantly shocks the enemy, slowing it down, making it lose 1/4 of its attack power, and does a total of 50 damage straight to the health(5 damage per second), these affects last 10 seconds.
Hollow Point Bullets-Bullets that crumble on impact, these bullets are meant to be armor killers, making quick work of armor. The bullets bad effect is it has little to no effect on medium to big unarmored targets, making the skulk the only only other target if unarmored. Carapace protects the skulk from even them, making the pistol worthless after killing all the armor.
these are some of my gun ideas to go with some alien extras
Except it would make more sense to make AP bullets cause less damage to armor (piercing effect) and more damage to health.
Add hollow point ammunition which has the opposite effect, but most overall damage (armor absorbs more kinetic energy due to lower piercing value) and regular metal jacketed rounds which do equal amounts of damage to everything.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->HE Rounds-The HE rounds are very volatile, the bullets aren't as good at ripping armor as the AP, and doesn't do damage to health while armor is still there, but it does do a higher damage. It does massive damage to health, decent to armor. The rounds are of a higher caliber, meaning more room taken up in the clip. The HE clips are 12 rounds shorter than the 50 bullet clip average. To make the matters worse, the HE rounds make the gun have a slower rate of fire.<!--QuoteEnd--></div><!--QuoteEEnd-->
Anti-tank rounds? For the HMG I presume?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Shotty:
14 Gauge Slugs-The 14 gauge slug does massively more damage due to there is twice the amount of pellets shot. This causes 2 problems; the kick makes the rate of fire slower, and a slight increase of a pellet cone due to the more pellets packed into the slug.<!--QuoteEnd--></div><!--QuoteEEnd-->
slug =! shot
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Nerve Gassed Grenades-These grenades use nerve gas, a gas that slows, and damages, opponents. It is used as a counter-part of the Lerks gas. Sadly, it's weakness is it does less damage and Lerks are immune.<!--QuoteEnd--></div><!--QuoteEEnd-->
What? Alien nervous system works on the same principles as that of the animals? And what ever happened to Geneva conventions?
no, LMG, they arnt anti take, they are High Explosive
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->slug =! shot<!--QuoteEnd--></div><!--QuoteEEnd-->
you get 8 slugs, just like a normal shotgun, but you got more kick, less rate of fire, more damage, wider spread
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What? Alien nervous system works on the same principles as that of the animals? And what ever happened to Geneva conventions?<!--QuoteEnd--></div><!--QuoteEEnd-->
wtf? 1st off, idk the alien nerves, it was a easy grenade to add, 2nd, i dont think humans care if the gas is used against a race that tears you by your lims and lets you slowly die, then they eat u, one person at a time.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Except it would make more sense to make AP bullets cause less damage to armor (piercing effect) and more damage to health.<!--QuoteEnd--></div><!--QuoteEEnd-->
ok, ill swich that.
<a href="http://en.wikipedia.org/wiki/Lead_shot" target="_blank">http://en.wikipedia.org/wiki/Lead_shot</a>
Skulk:
Vextiousege Skulk Form-This skulk grows in size and bulk, and has heavy carapace. These skulks are slower, but come a with a weaker Focus, this plus the real focus equals a deadly attack. The skulk's health is also higher. The skulk loses its leap ability for more firepower, this evolved form of the skulk is made to hit hard.(The name stands for Heavy Attack)
Subglow Skulk Form-This skulk, lighter, and comes with a pheremone that cloaks it slightly when walking or still. The skulk loses armor, not health, and the skulk is very fast. The skulk gets a new attack for the loss of suicide attack, this ability throws pheremones out in a bubble cone, slighlty cloaking other aliens around him, doing this makes the skulk no longer able to cloak till killed. Getting the cloaking ability enables the ckulk to be fully cloaked while running, his attack power is muh weaker.(The name stands for Under Light)
Lerk:
Exorbitant Fly Lerk Form-This lerk has bigger wings, enabling faster flight, and can pickup bigger aliens. This lerk gives up almost all its armor for such speed. The lerk is also uses no adrenaline to fly. Its spikes are developed more, also being acid dipped, causing more damage and lasting damage. His bite is slightly more damaged.(The name stands for High)
Contagion Lerk Form-This lerk is gifted with more developed glands. This allows more damaging gas for less adrenaline. The lerk's wings are stubed, giving it no lifting power for anything but himself. His umbrea is replaced by a Poison Umbrea cloud, using alot of adrenaline, it damages buildings and covers from bullets at the same time. When killed, he explodes into poison gas. He has no spikes, and looks like a baby or dwarfish lerk.(Name stands for Poison)
Fade:
Hunter Fade Form-This version focuses on close combat. Coming with sent of fear, this fade has enlarged claws. Its blink is increased, but the fade is unarmed ranged wise. Instead, he has a 4 sec hold finish move, which if unarmored and slightly hurt some, the move will bite the marines head off.
Sly Strike Fade Form-The fades close combat form is also backed by a ranged form. This form has the acid sac launcher, and acid spit, a more devistating, but shorter ranged attack. His blink is replaced with the spit. His claws are weaker, so keeping range is nice. He is faster and has more armor.
Gorge:
Drone Form-This gorge, not even called one, looks all so diffrent. He is ment to lay traps, including acid webs, and other acid traps. His bile is replaced by Bile Sacs(mines). His heal spray is twice as good, but his bite is very weak, and his health is low, but his armor makes up for it.
Onos:
Carrier Onos-This onos has 4 skin flaps that can be used as a transport, using the onos as a '<i>meat shield</i>' and charge up to the base. The patchs fully cover skulks and lerks, gorges are slightly exposed and can be shot dead before the onos. If the onos dies while you are in it, you lose all your armor, and 3/4ths your health, making you practically dead. The onos has more armor and is slower the more that hop on. He loses his charge ability and devour.
War Onos-This onos is HUGE. His horn does massive damage, and he can devour 2 marines hole, or one heavy armor. All this comes at a disadvantage, he is slow as hell and takes 2 and 1/2 more times damage from explosives. His attacks use massive amounts of adrenaline. He loses his charge. He has no armor, but alot of health, making anti-health weapons very effective. His stomp does damage rather than stunning the marines.
thats my alien list
I like the LMG-mounted-GL idea - only because it replaces hand grenades. So basically, anyone without an LMG just can't 'throw' their grenades further. It doesn't replace or make-obsolete a regular GL.
As for the shotgun, I want (vertically aligned) double barrels, that are fired alternately, or when the RMB is pressed, fired both at once (slower rate of fire [since you have to wait the full length, rather than the half-length rearming time], double pellets, slightly more spread). Thus, you wouldn't need a different kind of ammunition to achieve the 'double pellets, higher recoil, slower rate of fire' thing. Dunno if you'd need to have it as an upgrade or not. I'd rather it were the default setup.
As for the above alien ideas, well... to be honest..... those are terrible.
the LMG's nade launcher is better and worse than the hand thrown
Hand Thrown: 3 Seconds till detonation, goes at a a very arked aiming, and it bounces and has a high explosion area
LMG Shot: Blows up wen it hits a target/wall/object, flys kinda straight with a slight curve down, minimum explosion but you can make it go forever till it hits a object, it also goes faster