A better model for FF, and many other suggestions

Gorgeous GorgeGorgeous Gorge Join Date: 2009-08-26 Member: 68603Members
ALIENS:

1: The skulk's "alternate attack" should be leap. In other words, a person playing a skulk should only have to hit the RMB to leap and the LMB to bite, instead of fumbling with the number keys to switch back and forth between them while fighting a marine.

2: The fade's "alternate attack" should be blink, for the same reason as is described above.

3: If skulks are always going to have the leap ability, skulks should be able to leap faster/further when more hives are up.

4: Jumping should take energy for aliens to perform. No energy -> no jump.

5: If Onos has stomp ability, every time it lands from a jump it should automatically have a stomp effect.

6: If Onos lands on a marine, that should crush it to death.

7: Multiple upgrades: kharaa should be able to purchase multiple upgrades for their lifeforms within the same upgrade chamber type. Alien players could unlock these upgrades by surviving and killing lots of marines. So if their skulk killed 5 marines without dying, it could get a 2nd movement upgrade. If a fade got 15 kills without dying, it could get a 2nd movement upgrade. This would reward aliens who can keep their lifeforms alive and help skilled aliens to be stronger in long games. This is kind of like "veterancy" that you find in some games. In fact, it would be really spiffy if the alien's skin would change a little depending on the amount of veterancy.

8: Location-based damage and damage effects. Being shot in the head disorients. Being shot in the legs slows the alien down (but does not affect blink).

MARINES:

1: Location-based damage and damage effects. Getting bitten in the head should disorient. Being bitten in the ankles should slow the marine down and prevent him from jumping. Being bitten in the arm should temporarily prevent the marine from using a 2-handed weapon.

2: Marines should not be able to drop their handguns (unless there is some alternate sidearm that marines can get).

3: The LMG model from NS1: it needs to go. It does not need to be "updated" a little for NS2. It needs to be thrown away, and you need to start over. For example, look at how freaking awesome the shotgun model is. Make it look like that.

4: FF Grenades: if a grenade lands near a marine or marine structure, it should simply not go off. This will prevent marines from "grenading" themselves as a defensive strategy.

5: Recoil: should be like CS, or even better, like in DOD. Having a "cone" of accuracy that never changes, whether you are carefully crouching or bunnyhopping, is lame.

6: FF Bullets: when a marine points his gun at another marine, or at a marine structure, (with no alien in between) and pulls the trigger, no bullet should come out. This is a better way to handle FF for a few reasons: first, you don't have to explain away why it doesn't hurt for a marine to get shot. Second, if you have recoil (especially DOD style recoil) then when the gun DOESN'T fire, there is no recoil, even if the marine was expecting it.

7: If a heavy armor has less than 100 armor, he should be vulnerable to lerk gas. Broken armor should not provide protection against spores. This would also encourage marines to weld more.

8: Handguns should not be more accurate, or do more DPS, than LMG. I don't care if handguns are 99% as good as the LMG, but handguns should never be BETTER. If NS2 guns have proper recoil, then the LMG will be very accurate when you aim it carefully, so I'm not saying the handgun should be inaccurate.

9: Heavy Armor should have less recoil when firing automatic weapons. The HMG should have lots of recoil for a light armor or JPer, but the HA should be able to use it to provide very accurate fire support from long distance.

Comments

  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
  • ValcienValcien Join Date: 2007-07-22 Member: 61650Members
    edited August 2009
    I think the shotgun that comes out of the Skulks mouth should have <i><b>four</i></b> barrels.

    No seriously though, stomp every time it jumps? Insta-kill jumping? That would make the Onos unstoppable.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->3: If skulks are always going to have the leap ability, skulks should be able to leap faster/further when more hives are up.<!--QuoteEnd--></div><!--QuoteEEnd-->

    good idea

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->8: Location-based damage and damage effects. Being shot in the head disorients. Being shot in the legs slows the alien down (but does not affect blink).

    MARINES:

    1: Location-based damage and damage effects. Getting bitten in the head should disorient. Being bitten in the ankles should slow the marine down and prevent him from jumping. Being bitten in the arm should temporarily prevent the marine from using a 2-handed weapon.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yes, why not

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->7: If a heavy armor has less than 100 armor, he should be vulnerable to lerk gas. Broken armor should not provide protection against spores. This would also encourage marines to weld more.<!--QuoteEnd--></div><!--QuoteEEnd-->

    if HA and spores will remain in NS, I would like to see this

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->9: Heavy Armor should have less recoil when firing automatic weapons. The HMG should have lots of recoil for a light armor or JPer, but the HA should be able to use it to provide very accurate fire support from long distance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yo, if we have recoil, i would be a good idea. The more options you have to balance the game, the better
Sign In or Register to comment.