Tons of tips and ideas :)
FuzioNda1337
Join Date: 2009-11-02 Member: 69234Members
<div class="IPBDescription">Tons of tips and ideas :)</div>
First out is marines!
....::::: MARINES :::::......
Electric JK47 field laser: Expensive endgame protective gate, Its basicly buildable in just "some" parts of the map and its EXPENSIVE,
It should be 3 modes for it.
1 mode(standard mode for it) is automode opens when marine goes close and lits on again after walking in.
2 mode is use mode, they have to up to the fingerprint pad or somthing click use "E" binded and it opens and closes again after some sec. or clicking on other side.
Marines can walk thru it but they will die, Same with skulks and fades they cant even blink thru it.
how to counter it? skulks! vents to get inside the base and hit the powersupply you build first a certain building inside to make it active with power, If it gets knocked on it gets disabled, 1 skulk hit or so.
So its really fragile, Keep in mind its EXPENSIVE! but very good to keep defence at the bases/nods
Falcon x37 Assault Heavy support:
<a href="http://www.youtube.com/watch?v=WRyOH9avLS4" target="_blank">http://www.youtube.com/watch?v=WRyOH9avLS4</a> looking maybe like this with a "glass" in center or somthing to jump in maybe even make it usable for 2 players?
It has diffrent from the marines that they cant "carry" cuz of the heavy weight, Plasma laser and rockets and napalm flame maybe.
No boring minigun been used to much and we got the assault rifles on the marines allready and it gotta have a some weaknes the "rate" of fire if it chooses equiped with maybe lets say the napalm it does 0 dmg on onos but very effective on skulks and small species.
But has high rate of fire so it cannot equip both napalm flame and rockets.
Weakness? well the weakness is that it has 2 ways to get knocked "out" 1 is getting crushed by onos or so "destroy" it second its new cool feature might be able to add?
skulk can run behind it ( if they get there and no marines defending its rear, They can use "e" hold it in and while holding it in you see animation when you jump up with your jaw and bites and crashes its electric parts to malfunction it, it can be repaired or the speci can destroy it efter the battle.
its kind of fast forward, but its has Veeery slow turning rate.
3th suggestion for marines:
the commander could healed in battle wich in my eyes where really retarded since, how are he going to project it? i know we shouldnt talk about realistic stuff, But instead of commander maybe add first aid or somthing.
4th suggestion wouild be adding new feature to the game this would be somthing to add to the game "to make it easier and give aswell specimen advantage, This would be around the map there will be power centrals that can be repaired/destroyed wich makes some rooms become dark wich forces marines to use their flashlight to see well and enemies.
Maybe the light would work like the "l4d" ones, also this would add a new element to the game and not only be about care about economy but holding the light on for marines would be important.
So this would make games more intressting since it opens up new tactical measures.
.:::: KHARAA ::::::..
New specimen: Pofetus
abilities hooking grip, Bite and venemous spit.
Hooking grip he shoots out a hookling grip that grabs the oponents and he can hook himself to the location aswell to move faster or get to high object or even be hanging in the cealing to suprise the marines when entering the room,
He aint fast but he deal devestating damaging when close with his bite, and also disables the marines, speci ive been thinking of a specimen like "pudge" in dota to be common but with a own twist, he can hook to walls etc aswell, His hook will maybe have some sort of cooldown how long etc thats a question of balance.
His venemous spit besicly works like spit that dmg and slows his oponent , but it also makes them hard to see since it aims for the face so the "screen" should be green slimey if they get hit. so its hard to see but you can see still but its harder and in dark places this could be fragile.
Here is how he looks like in dota/hon and to see the hook, i know this is an RTS but in an fps it might work with the own costumized hl2 engine selfmade, But i dunno would be cool thou.
Maybe make some sort of spider instead?
<a href="http://www.youtube.com/watch?v=6xLsSecfgag" target="_blank">http://www.youtube.com/watch?v=6xLsSecfgag</a>
2th suggestion for KHARA
Slime nets
slime nets gorges can build slimey nets that is cheaper but less expensive than the marines laser, they can build up a slimey net wich only can be cut down with knife/axe not shot down, they can move thru it but they would move 99% slower wich maybe takes them 8 sec to pass it and gorges can make more than one so if stacked with many they pretty screwed if a khara shows up :)
IM SORRY FOR REALLY BAD SPELLING i did this in a hurry i will improve the spelling in this thread while its up, post other suggestions and thoughts about own suggestion, keep in mind this is suggestions and balancing is in the focus aswell!
And keep the game still in "same" way as it was before with some new cool improvements.
First out is marines!
....::::: MARINES :::::......
Electric JK47 field laser: Expensive endgame protective gate, Its basicly buildable in just "some" parts of the map and its EXPENSIVE,
It should be 3 modes for it.
1 mode(standard mode for it) is automode opens when marine goes close and lits on again after walking in.
2 mode is use mode, they have to up to the fingerprint pad or somthing click use "E" binded and it opens and closes again after some sec. or clicking on other side.
Marines can walk thru it but they will die, Same with skulks and fades they cant even blink thru it.
how to counter it? skulks! vents to get inside the base and hit the powersupply you build first a certain building inside to make it active with power, If it gets knocked on it gets disabled, 1 skulk hit or so.
So its really fragile, Keep in mind its EXPENSIVE! but very good to keep defence at the bases/nods
Falcon x37 Assault Heavy support:
<a href="http://www.youtube.com/watch?v=WRyOH9avLS4" target="_blank">http://www.youtube.com/watch?v=WRyOH9avLS4</a> looking maybe like this with a "glass" in center or somthing to jump in maybe even make it usable for 2 players?
It has diffrent from the marines that they cant "carry" cuz of the heavy weight, Plasma laser and rockets and napalm flame maybe.
No boring minigun been used to much and we got the assault rifles on the marines allready and it gotta have a some weaknes the "rate" of fire if it chooses equiped with maybe lets say the napalm it does 0 dmg on onos but very effective on skulks and small species.
But has high rate of fire so it cannot equip both napalm flame and rockets.
Weakness? well the weakness is that it has 2 ways to get knocked "out" 1 is getting crushed by onos or so "destroy" it second its new cool feature might be able to add?
skulk can run behind it ( if they get there and no marines defending its rear, They can use "e" hold it in and while holding it in you see animation when you jump up with your jaw and bites and crashes its electric parts to malfunction it, it can be repaired or the speci can destroy it efter the battle.
its kind of fast forward, but its has Veeery slow turning rate.
3th suggestion for marines:
the commander could healed in battle wich in my eyes where really retarded since, how are he going to project it? i know we shouldnt talk about realistic stuff, But instead of commander maybe add first aid or somthing.
4th suggestion wouild be adding new feature to the game this would be somthing to add to the game "to make it easier and give aswell specimen advantage, This would be around the map there will be power centrals that can be repaired/destroyed wich makes some rooms become dark wich forces marines to use their flashlight to see well and enemies.
Maybe the light would work like the "l4d" ones, also this would add a new element to the game and not only be about care about economy but holding the light on for marines would be important.
So this would make games more intressting since it opens up new tactical measures.
.:::: KHARAA ::::::..
New specimen: Pofetus
abilities hooking grip, Bite and venemous spit.
Hooking grip he shoots out a hookling grip that grabs the oponents and he can hook himself to the location aswell to move faster or get to high object or even be hanging in the cealing to suprise the marines when entering the room,
He aint fast but he deal devestating damaging when close with his bite, and also disables the marines, speci ive been thinking of a specimen like "pudge" in dota to be common but with a own twist, he can hook to walls etc aswell, His hook will maybe have some sort of cooldown how long etc thats a question of balance.
His venemous spit besicly works like spit that dmg and slows his oponent , but it also makes them hard to see since it aims for the face so the "screen" should be green slimey if they get hit. so its hard to see but you can see still but its harder and in dark places this could be fragile.
Here is how he looks like in dota/hon and to see the hook, i know this is an RTS but in an fps it might work with the own costumized hl2 engine selfmade, But i dunno would be cool thou.
Maybe make some sort of spider instead?
<a href="http://www.youtube.com/watch?v=6xLsSecfgag" target="_blank">http://www.youtube.com/watch?v=6xLsSecfgag</a>
2th suggestion for KHARA
Slime nets
slime nets gorges can build slimey nets that is cheaper but less expensive than the marines laser, they can build up a slimey net wich only can be cut down with knife/axe not shot down, they can move thru it but they would move 99% slower wich maybe takes them 8 sec to pass it and gorges can make more than one so if stacked with many they pretty screwed if a khara shows up :)
IM SORRY FOR REALLY BAD SPELLING i did this in a hurry i will improve the spelling in this thread while its up, post other suggestions and thoughts about own suggestion, keep in mind this is suggestions and balancing is in the focus aswell!
And keep the game still in "same" way as it was before with some new cool improvements.
Comments
1st Suggestion: Electric Field, Major Cons are: It requires a map developer to implement and develop work-arounds for Aliens, It encourages camping, It's a passive defense, which doesn't encourage teamplay.
2nd Suggestion: Falcon x37 Heavy Support. Adding vehicle objects seems like an inevitability, but this may be better suited for a different type of game mode. However, perhaps the inclusion of a generic vehicle object type could be developed for the general purpose of custom developments.
3rd Suggestion: First Aid; Do you mean that the marines should have their own individual med kits? Would it be placed in a weapon slot? Can it be used to both self heal, and heal others? is it limited in usage? is it dropable? How quickly would it heal and by how much per usage? Is it anything like L4D's healing system? That is, Does it have an apply timer?
4th Suggestion: Lighting affected by Structures, Flashlight (Spotlighting) Specs; The 'lighting affected' concept/premise seems to be dependent on the map developer, it would certainly have to be implemented by the map developer to appear believeable. For Instance, you could say that if this 'structure' was disabled, if would turn off (change the values of) every light (entity_light) within a certain circumference of the disabled structure, but that would certainly hinder map developments and designs. What would actually have to happen is the map developer would have to set which light entities would be affected, individually. This could be done by adding a value field to each light entity where the value corresponds with the 'unqiue' value field of the said structure. It's a bit arbitrary in nature, but it would allow for the flexability of such a design. If the value = -1 or less, -1 would be the default value, than the light won't be affected by the enabled or disabled state of of the structure. you would define that value field type of the structure to be an unsigned integer and the value field type of the light entities to be a signed structure. Than it would come down to writing a function with a passing parameter that affects the rendering of the light entities throughout the entire map that have that passed value in that particular value field. The function would be called whenever the state of the structure is changed, or is called upon by custom developments. This same function can be used with admin abuse.. haha
As far as the Flashlight suggestion, it's already included. I believe you can thank vertex shader technology for that.
Regarding Kharra:
1st Suggestion: Cost of New Species (Res)? Speed (compare to skulk, gorge)? Health? Armor? Attack Rate? Attack Type (ranged or melee)? 1st Hive Ability? 2nd Hive Ability? 3rd Hive Ability? What is this alien's role? (skulk is grunt, basic lifeform; gorge is support and crucial to alien progression; lerk is support and distracting; Fade is fast, deadly; Onos is sieger, tough, support). You've mentioned some features of the species, but you should explain all of them, for purpose of consideration.
2nd Suggestion: Whats the difference between the slime nets and webs? Do they not go away when marines run into them? is it supposed to replace webs as 3rd hive ability? Explosions and welding won't affect slime?