Kinda wish NS allowed for more custom mapping. Well, I guess it's also my ineptitude to do the trigger system properly and stuff, but more access to stuff like weapon loadouts or combat upgrades and stuff could make for some cool alternative NS modes.
Heavy Skulk- Sounds like a good idea. Allow for more survivability late-game.
Cloaker Skulk- "Subglow" is a stupid name. Any cloaking ability... is either going to be incredibly overpowered, or pointless.
Big Lerk- IDK. Possible balance issues, but having skulk + lerk strike teams swooping in WOULD be cool. I cant see anything else being done with that, except maybe a gorge. Fade and Onos..... no. Again with the stupid name.
AOE lerk- Good for defense and breaking sieges maybe. Good name.
Melee/range Fade- IDK, Fade will probably be a balancing act as it is. Against a squad, 4 seconds will mean death, and the melee-spec looks like a combination of overpowered and sitting duck. However, a range-specced fade could be interesting in a fire-support role, or just to pop out and piss off marines.
Onos APC- Eh. Whats a good number of skulks to carry? I'd lean more towards one/two and let them jump off at high speed, with no onos-death penalty. And more and you have some prepubescent kiddie whining "I WENT APC ONOS EVERYONE GET ON ME NOW!! GET ON ME!! GET ON ME!!"... And having onos zip in, drop off skulks, and run off would affect the balance too. Not sure HOW though.
Heavy onos- too slow to catch anything? too big to miss? Deathtrap. I'd rather have a super-charger onos with a enhanced rush attack and no devour attack and a little less health/size.
So yeah, about half of those are questionable. Maybe give each form an optional enhanced version. Heavy Skulk AOE Lerk Ranged Fade Charger Onos
...and for that matter, let the normal onos carry a single skulk that he can fling at marines. Maybe two, depends on how that affects balance. And maybe let lerks carry skulks, or have that require an upgrade.
<!--quoteo(post=1674391:date=Mar 27 2008, 02:56 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Mar 27 2008, 02:56 AM) <a href="index.php?act=findpost&pid=1674391"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have no idea how that's relevant but LOL great video.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Big Lerk- IDK. Possible balance issues, but having skulk + lerk strike teams swooping in WOULD be cool. I cant see anything else being done with that, except maybe a gorge. Fade and Onos..... no. Again with the stupid name.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, no fade or onos, original lerks cant pick up gorges, or your 'heavy' skulk, while this guy can pick up all the small aliens
i actually liked some of the ideas but the poisonous lerk and the carrier onos were cool but i was thinking about the heavy skulk and the ''hybrid'' i was thinking, instead of two fusing in one, one new class like, one tiny onos, less cost, a bit bigger than an skulk, lower capability to climb walls, but heavy and with good carapace i was thinking in this: <a href="http://www.unknownworlds.com/images/ns/concept/ns1-ancient1.jpg" target="_blank">http://www.unknownworlds.com/images/ns/con...s1-ancient1.jpg</a> or in this <a href="http://www.unknownworlds.com/images/ns/concept/skulk-concept2.jpg" target="_blank">http://www.unknownworlds.com/images/ns/con...lk-concept2.jpg</a> i know theyre just concepts but, the first one is pretty cool i hope it becomes one new class on NS2
that second one might make for a good noob-skulk/gorge. edit: <img src="http://www.unknownworlds.com/images/ns/concept/skulk-concept2.jpg" border="0" class="linked-image" />
<!--quoteo(post=1678076:date=May 8 2008, 12:13 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ May 8 2008, 12:13 PM) <a href="index.php?act=findpost&pid=1678076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about you mix a gorge with a battlecruiser and call it the GORGE CRUISER?<!--QuoteEnd--></div><!--QuoteEEnd-->
what the hell!?
also i dont get what exactly you said about my concept skulk idea
<!--quoteo(post=1672130:date=Mar 4 2008, 11:10 PM:name=Acadi)--><div class='quotetop'>QUOTE(Acadi @ Mar 4 2008, 11:10 PM) <a href="index.php?act=findpost&pid=1672130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->
i got it the skulk can move around under the onos's skin an somehow pop out ar a rine trying to sneek by?
<!--quoteo(post=1672154:date=Mar 5 2008, 03:21 AM:name=Wyattx3)--><div class='quotetop'>QUOTE(Wyattx3 @ Mar 5 2008, 03:21 AM) <a href="index.php?act=findpost&pid=1672154"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always thought it would be interesting to have skulks ride on the onos, and be a kind of 'meatshield' to take damage. But in reality, skulks riding the onos are highly impractical. You could get much more uses out of that skulk by simply chasing marines with the onos and biting their ankles.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe it would be a good idea if the skulks gestate on the onos and when it hatches, the small skulk "SEEN in natural selection one" would become this new skulk seen in the concept design for Natural Selection 2". <img src="http://www.unknownworlds.com/images/ns2/screenshots/envconcept11.jpg" border="0" class="linked-image" />
This much heavier, and larger skulk could have unique features that could help to take down "heavies".
I havne't thought about any specifics really, but what comes to mind first about this idea..."would the heavier skills be too overpowered"??
The downside to this, could be this: The maximum health of the onos is reduced each time a skulk gestates on it... so the team would sort of be trading in an onos for these new upgraded skulks. (when the onos heals, it healths to its' new lower max hp)
Comments
Kinda wish NS allowed for more custom mapping. Well, I guess it's also my ineptitude to do the trigger system properly and stuff, but more access to stuff like weapon loadouts or combat upgrades and stuff could make for some cool alternative NS modes.
Heavy Skulk- Sounds like a good idea. Allow for more survivability late-game.
Cloaker Skulk- "Subglow" is a stupid name. Any cloaking ability... is either going to be incredibly overpowered, or pointless.
Big Lerk- IDK. Possible balance issues, but having skulk + lerk strike teams swooping in WOULD be cool. I cant see anything else being done with that, except maybe a gorge. Fade and Onos..... no. Again with the stupid name.
AOE lerk- Good for defense and breaking sieges maybe. Good name.
Melee/range Fade- IDK, Fade will probably be a balancing act as it is. Against a squad, 4 seconds will mean death, and the melee-spec looks like a combination of overpowered and sitting duck. However, a range-specced fade could be interesting in a fire-support role, or just to pop out and piss off marines.
Onos APC- Eh. Whats a good number of skulks to carry? I'd lean more towards one/two and let them jump off at high speed, with no onos-death penalty. And more and you have some prepubescent kiddie whining "I WENT APC ONOS EVERYONE GET ON ME NOW!! GET ON ME!! GET ON ME!!"... And having onos zip in, drop off skulks, and run off would affect the balance too. Not sure HOW though.
Heavy onos- too slow to catch anything? too big to miss? Deathtrap. I'd rather have a super-charger onos with a enhanced rush attack and no devour attack and a little less health/size.
So yeah, about half of those are questionable. Maybe give each form an optional enhanced version.
Heavy Skulk
AOE Lerk
Ranged Fade
Charger Onos
...and for that matter, let the normal onos carry a single skulk that he can fling at marines. Maybe two, depends on how that affects balance. And maybe let lerks carry skulks, or have that require an upgrade.
Edit: Btw, your idea will never work, sorry.
Look harder - it does.
Yes, no fade or onos, original lerks cant pick up gorges, or your 'heavy' skulk, while this guy can pick up all the small aliens
so fade can fly instead of blinkhow about controling marines body? kind of parasite that take control over marine body?
but the poisonous lerk and the carrier onos were cool
but i was thinking about the heavy skulk and the ''hybrid''
i was thinking, instead of two fusing in one, one new class like, one tiny onos, less cost, a bit bigger than an skulk, lower capability to climb walls, but heavy and with good carapace
i was thinking in this:
<a href="http://www.unknownworlds.com/images/ns/concept/ns1-ancient1.jpg" target="_blank">http://www.unknownworlds.com/images/ns/con...s1-ancient1.jpg</a>
or in this
<a href="http://www.unknownworlds.com/images/ns/concept/skulk-concept2.jpg" target="_blank">http://www.unknownworlds.com/images/ns/con...lk-concept2.jpg</a>
i know theyre just concepts but, the first one is pretty cool
i hope it becomes one new class on NS2
edit:
<img src="http://www.unknownworlds.com/images/ns/concept/skulk-concept2.jpg" border="0" class="linked-image" />
what the hell!?
also i dont get what exactly you said about my concept skulk idea
--
Mr.Bubbles: he was actually being sarcastic.
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?<!--QuoteEnd--></div><!--QuoteEEnd-->
i got it the skulk can move around under the onos's skin an somehow pop out ar a rine trying to sneek by?
Maybe it would be a good idea if the skulks gestate on the onos and when it hatches, the small skulk "SEEN in natural selection one" would become this new skulk seen in the concept design for Natural Selection 2".
<img src="http://www.unknownworlds.com/images/ns2/screenshots/envconcept11.jpg" border="0" class="linked-image" />
This much heavier, and larger skulk could have unique features that could help to take down "heavies".
I havne't thought about any specifics really, but what comes to mind first about this idea..."would the heavier skills be too overpowered"??
The downside to this, could be this: The maximum health of the onos is reduced each time a skulk gestates on it... so the team would sort of be trading in an onos for these new upgraded skulks. (when the onos heals, it healths to its' new lower max hp)
And I never noticed the size of the skulks in that image, good find.