Parasite Inclusion for NS2

radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
edited August 2009 in Ideas and Suggestions
<div class="IPBDescription">Small, simple, effective.</div><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Simple Alt-Fire or Parasite Alternative/Inclusion</b><!--sizec--></span><!--/sizec-->

Instead of a permanent marker, ala NS1, since you're expecting the alien commander to do you scouting, have a skulk parasite ability mark a target (human/tech) for 15 seconds. With every additional parasite within the current parasite's lifetime, it increases the time by additional 10-15 seconds. To make it tactical, maybe if 5 parasites are shot into the same structure/marine, it becomes permanent.

<b>Benefits:</b>
<ul><li> Give Skulks a distance taunt of minor damage. </li><li> It's a temporary marker, so it'll cause the marine to do two things. Chase the attacker, or hold position until the parasite disappears. Secondarily, if s/he holds position, s/he runs the risk of getting hit by more parasites, making it longer lasting/permanent.</li><li> Can be used if a skulk spots a lone marine in a tactically poor situation. If the skulk feels they'll die before they can kill him/her, a temporary tracker to follow the marine until a tactical advantage presents itself.</li><li>When marines have forward bases, Heavy armor, fast moving marines (jetpacks), it gives a quick temporary to permanent tracking device. If a skulk encounters a JP in a vent on the way to a key point, a 15 second tag can help the other aliens track it. If they manage to hit an HA with 5 parasite, they'll always know his/her movements.</li></ul>
Thoughts?

Originally posted <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107131&view=findpost&p=1721273" target="_blank">here</a>

Comments

  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited August 2009
    As I'm thinking of this, I see how it could play into the NS2 world.

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Marine Perspective</b><!--sizec--></span><!--/sizec-->

    The TSA have adapted their technology to combat the Kharaa's organic weaponry.
    <ul><li> A lone parasite in the system of TSA hardware is easily destroyed, it only takes about 15 seconds to do so.</li><li> However, with each additional parasite, the anit-viral nanotechnology takes an additional 10 seconds to dissolve it.</li><li> Once 5 parasites have infected the armor of a marine or building, it's a critical mass in which the parasite's defense systems are strong enough to block the TSA anti-viral application.</li><li> The HUD for marines could show " X Parasite Detected - XX seconds to disinfection..." until 5 are in the system at the same time. It could then read on the Marine HUD "Warning: Unable to Remove Parasitic Infection".</li><li>Commanders could have a small notification on the health bar of their buildings and marines, maybe a colored band, showing any infected status' (Yellow outline on the HP circle if infected temporarily, fading to green as it is resolved, orange for permanent).</li></ul>
    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Alien Perspective</b><!--sizec--></span><!--/sizec-->

    The alien HUD could have one sprite for the level of parasitic infection.
    <ul><li> <b>One Parasite:</b> One hit shows a basic tracking sprite that does not have a very long range on Hive Sight. As the TSA technology dissolves the parasite, it's signal fades, possibly with a smaller and smaller and dimmer and dimmer Hive sight sprite.</li><li> <b>Two to Four Parasites:</b> Each additional parasite tagged to a marine of structure within a short period of time increases the intensity of its signal. The target will have a more complex/stronger sprite with a greater visual range for the aliens. </li><li> <b>Five Parasites:</b> Five sumultaneous parasite infections creates a permanent infection in the TSA hardware. Its notification and range to the Kharaa works like the NS1 parasite sprite, visible at all ranges, and easy to recognize as it has a different sprite/marker signifying it's permanent.</li></ul>
    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Balance Thoughts</b><!--sizec--></span><!--/sizec-->

    Depending on how balanced/advanced you want to get with this system, you could limit its permanence by having 5 ACTIVE parasites at a time.

    <b>Example:</b> A marine is hit with three parasites with a few seconds. His HUD states: <i>3 Parasites Detected - 35 Seconds to DisInfection</i>. After 15 seconds of infection, the initial parasite is removed, and the count goes to "2 Parasites Detected", then after ten more seconds, it drops to "1" and so forth. That way, in order to have a permanent parasite, they have to be inflicted on the marine/structure in a relatively small amount of time.
  • Dead-InsideDead-Inside Join Date: 2004-09-22 Member: 31862Members
    Very nice. Should make the marine info be noninstrusive but easy to look at if when you want to know your parasite status.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    edited August 2009
    Good idea.

    The hud message could be a bit like the parasites simbol with 5 cell phone signal bars which drain down. And nearby a seconds counter which shows how many seconds left of infection.

    EDIT: Next to this flashing words "Removing Infection!" and the whole thing only visible when infected.
  • General_WarhammerGeneral_Warhammer Join Date: 2009-02-14 Member: 66414Members
    This sounds like a really good idea. I personally am a little dissapointed that they want to remove parasite. In NS1, Skulking is what I spend most of my time doing. I also liked how it took skill to para bite bite a marine to kill. Now it would just be like bite bite or something.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I just feel it's such an intuitive and natural scouting tool for skulks, and given their bait and attack nature (have you noticed good skulks ambus in groups, with one luring in the marines?), parasite plays a role in it as well.

    I'd love for a dev's opinion, but in the meantime, maybe if enough people for their support for it, it might get seen.
  • schumacher343schumacher343 Join Date: 2008-07-21 Member: 64673Members
    what about just having the marine able to take the parasite out? causing the marine to have to stop and dig into his arm or w/e to pull it out.
  • AlaskaAlaska Join Date: 2006-10-11 Member: 58067Members
    Digging around in his arm? yuk. That sounds disgusting.

    But I like the idea of the technical countermesasure to parasite.
Sign In or Register to comment.