Pretty cool, adds a counter seige style play to the aliens, I like!
And I think <b><i><u>Bloodthirst</u></i></b> should be something like - gives the skulk enhanced melee and speed at a severely reduced defense. Good for ambushing but taking any damage would mean almost instant death. Would be pretty unique to have it go with a perk and flaw.
I would be thrilled to see latent effect on "Bloodthirst" ability. For example biting marine would give attack and movement speed or even killing one. I believe such a thing was in devised on certain combat servers however it was ridicilious due no level cap. Despite that it may work in actually combat where amount of upgrades is limited and it is harder to get in contact.
Yes this is also what I thought about bloodthirst, increased dmg and movement speed, maybe even more increased when getting a kill. Bloodthirst should encourage the rampaging Skulk :)
The Whip looked much nicer in the concept art, the gooball looks like it's almost falling down IMO, also I'd have thought the immature Whip's arm would be much more rolled up. The base looks very nice.
I really like where the alien commander is headed in terms of gameplay. I know UWE has never wanted the commander to have damage / spell abilities but I already can see good commanders binding these structures (whip, crag, etc) to hotkeys and spamming back and forth ensuring they don't miss a moment to help their allies on the ground. These abilities are subtle things that could make great commanders stand out from average commanders, something that was lacking in NS1.
The only critique I have is that it looks a bit similar to the Zerg Spine Crawler tower in SC2. Otherwise it's all very cool and I think this will be bring a whole lot of fun to the game.
Was wondering about the chambers ability to move after seeing the crag concept, I guess this has answered it. Thanks for the update.
You really have a really unique style going on in the concept department. It is daring (concepts dont look 'typical' of higher budget games) and consistent and it really defines NS2 visually.
<!--quoteo(post=1801648:date=Oct 15 2010, 04:31 PM:name=Topper)--><div class='quotetop'>QUOTE (Topper @ Oct 15 2010, 04:31 PM) <a href="index.php?act=findpost&pid=1801648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bloodthirst: Grants the skulk a few extra seconds of life after its HP reach zero.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's my modification of your idea:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>Bloodthirst</b>: <i>For a XX seconds after the Skulk has killed an enemy Marine, if the Skulk is killed during this time, it is then granted a few extra seconds of life after its HP reach zero.</i><!--QuoteEnd--></div><!--QuoteEEnd-->
I think it might be wise to add such a mechanic so that every 1v1 encounter between Skulk and Marine doesn't end up with both dying, this way it's only possible to utilize in 2v1. Probably more true to the name of the ability as well.
How are structures moved forward on the comm view as well? Is it possible to have a 'hold-drag-release' system? Would make moving it about less painful imo...
I really had been wondering about the whip structure abilities. I really like the idea of it being a hybrid turret/siege weapon for the kharaa. The movable aspect also adds some cool strategy options. Combined with some pretty DI creeping over the maps, the kharaa should be causing players fits of xenophobia in no time.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
Sounds great! Placing these things will be hard. To have the passive ability be worth anything, you'll have to hide it in a corner so marines don't see it until it's too late. But for bombard, you have to put it in the open so it has a shot at targets. Being able to move it is a must in that respect, so well done.
Bloodthirst should just give the skulk a primal scream type upgrade for a few seconds after each kill. Or maybe a slight HP boost after a kill that gradually goes back to normal over time.
Awsome, loving the whip. I just hope you can pull off the animations. And if possible not just have the ammo acidballs pop up in it's whip but that it actually plucks them from the base where it looks like they are growing out off.
<b>Bloodthirst</b> - For this I'd have it so that at it's default value, it adds to damage and speed a set amount. But each successful kill and/or muching on bodies to replenish life will add additionally to the damage and speed. But any such additional damage and speed will bleed off... have it be an extra meter popping up on HUD for those with bloodthirst enabled. So each kill/scavenge of bodies will make this meter fill up. Either have it be so that each percentage of the meter adds to damage and speed or that certain caps increase damage and speed by a set interval so when meter reaches 10% you get an additional set boost, then at 20% etc. so that you are rewarded by effectively going on a killing spree. If no damage is dealt during a set low interval, the meter will begin to decrease again rather rapidly.
Of course such an ability would need a downside so like many have mentioned have it decrease your health and/or armor by a set amount
That's my take and how I'd like to see bloodthirst implemented.
I think that an awesome idea for bloodthirst would be to increase one of the following:
Damage Attack Speed Run Speed
BUT decrease one of the following:
Vision (red mist creeps in from the sides, clouds peripheral) Turning Speed (very fast in lines, awful at maneuvering.) Damage resistance
That could make for some interesting mechanics. Skulks who attack really fast but can't see very well? Skulks who are super fast getting places but at the risk of being torn apart by bullets? Skulks who do tremendous damage but aren't agile enough to catch their targets all the time?
Maybe it could be a % change for each hit in a time span? Activate it, and for 10 seconds, if marine blood is spilled in the area (the room, the hallway, whatever) you do 40% more damage for 20 seconds, but lose 70% vision or 50% turning speed? Maybe it could stack? For each time blood is spilled you get 10% attack speed but take 5% more damage, stacks up to 4 times? Or 15% more damage, 20% less vision, stacks twice? Could be very interesting, and certainly makes the possibilities and uses more situational.
Bloodthirst could make Skulks able to see Marines health and armor for a few minutes. That way, they could(and would) always go for the weakest prey, like the hunters they are. Also could be a replacement for scent of fear, or some such.
Edit: also, maybe they would see(sense?) marines with less than 25 health through walls.
Bloodthirst could mean that skulks do extra dmg to marines who are already wounded (or who were wounded within the previous X seconds)? It would encourage the skulks to chase down and finish marines who are pulling back after taking damage, encouraging the kind of aggressive tactics that it sounds like the Whip is meant to favor. It could be even more interesting if the skulks only got the damage bonus against marines who had been wounded by another player on their team (or even by a different lifeform); it would encourage skulks to wolfpack up and give combined arms support to their bigger cousins. I think it would be an interesting option that could help late-game skulks to be a useful escort for a rampaging onos. What do y'all think?
imo, whatever bloodthirst gets, upgrading the skulk with that ability shouldn't determine the usefulness of the class in late game. We'll still see default armed and armored marines late game. Having a negative effect to coincide the positive sounds like the route to go.
"Bloodthirst: For a XX seconds after the Skulk has killed an enemy Marine, if the Skulk is killed during this time, it is then granted a few extra seconds of life after its HP reach zero."
^one thing to consider there is to make sure regen doesnt work after you hit 0 with it though.. I could see it being badly implemented and having someone hit 0 but bounce back via D-chamber regen or heal spray otherwise..
or! another thing instead is just perhaps toughening up the skulk after a kill for a while.. but I like the terminal sense to the other better.. you could use this one to just let you run away after a kill too easy if it just toughened you..
The whole Up damage and down X thing (usually damage resist or something) being passed around the most is kinda cliche feeling I suppose, but familiar.. so I guess that's something to consider, too.
As well as having some damage/speed modifier (both increase imo) bloodthirst while active should show skulks which marines are more damaged (simple color thing, redder marine = more damaged? This would have to fit in with the feel of the ability) and leave a highly visible blood trail behind injured marines (e.g. a blood trail that is fluorescent while bloodthirst is active).
Or another option is while fighting in the presence of an injured marine skulk gets a damage/speed boost.
Bloodthirst: Keep it simple and effective. Pure speed bonus. Attack and movement speeds. Slight bonus to movement, maybe 15%. Large bonus to attack speed, say 50%. Tweak to make skulk useful in endgame. Also could add a small evasion feature if the skulk has maxed all other upgrades as a bonus effect.
The Whip sounds like a cool structure, but I'm worried that combining melee with static placement might be a bad idea against opponents who are primarily into ranged combat.
Anyways,
<b>Some ideas for Bloodthirst:</b>
- Whenever the Skulk deals damage, he regenerates some health.
- The Skulk's movement and attack speed increase as his health gets lower.
- The Skulk gets a temporary boost in damage and/or speed after killing a marine.
- Marines attacked by skulks begin to bleed and lose an additional amount of damage over time.
Awesome :D, though I didn't expect the blue hue on it ^^
I like how it's virtually primal scream + acid rocket in 1 package, as well as the Kharaa's "splash cannon". Uproot would prove useful in a fast paced FPS/RTS like NS2.
As for Bloodthirst, I'm inclined to agree with some of the suggestions. If it allows the potential of a killing spree with buffs to HP, damage, speed, etc, I'd like to see where it goes from there.
Also, I think Whips work best around corners instead of open hallways, given their vulnerability on the move and need to root, as well as limited range. Grenadiers would have a field day however :p
Comments
And maybe maybe it so it crawls around instead of dragging itself around?
It would be a spiney crawly thing, rather than a whippy draggy thing.
And I think <b><i><u>Bloodthirst</u></i></b> should be something like - gives the skulk enhanced melee and speed at a severely reduced defense. Good for ambushing but taking any damage would mean almost instant death. Would be pretty unique to have it go with a perk and flaw.
Think i'm definitely going to be playing aliens a lot more with all this awesome stuff. Nice one guys :D
I would be thrilled to see latent effect on "Bloodthirst" ability. For example biting marine would give attack and movement speed or even killing one. I believe such a thing was in devised on certain combat servers however it was ridicilious due no level cap. Despite that it may work in actually combat where amount of upgrades is limited and it is harder to get in contact.
The Whip looked much nicer in the concept art, the gooball looks like it's almost falling down IMO, also I'd have thought the immature Whip's arm would be much more rolled up. The base looks very nice.
You really have a really unique style going on in the concept department. It is daring (concepts dont look 'typical' of higher budget games) and consistent and it really defines NS2 visually.
Looking forward to more goodies!
This wont let the skulk come back to life after it reaches zero, but maybe it will keep it around just long enough to finish off that marine :)
[edit]
and the moving chambers is pretty interesting! we'll see!
Here's my modification of your idea:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>Bloodthirst</b>: <i>For a XX seconds after the Skulk has killed an enemy Marine, if the Skulk is killed during this time, it is then granted a few extra seconds of life after its HP reach zero.</i><!--QuoteEnd--></div><!--QuoteEEnd-->
I think it might be wise to add such a mechanic so that every 1v1 encounter between Skulk and Marine doesn't end up with both dying, this way it's only possible to utilize in 2v1.
Probably more true to the name of the ability as well.
Bloodthirst should just give the skulk a primal scream type upgrade for a few seconds after each kill. Or maybe a slight HP boost after a kill that gradually goes back to normal over time.
<b>Bloodthirst</b> - For this I'd have it so that at it's default value, it adds to damage and speed a set amount. But each successful kill and/or muching on bodies to replenish life will add additionally to the damage and speed. But any such additional damage and speed will bleed off... have it be an extra meter popping up on HUD for those with bloodthirst enabled. So each kill/scavenge of bodies will make this meter fill up. Either have it be so that each percentage of the meter adds to damage and speed or that certain caps increase damage and speed by a set interval so when meter reaches 10% you get an additional set boost, then at 20% etc. so that you are rewarded by effectively going on a killing spree. If no damage is dealt during a set low interval, the meter will begin to decrease again rather rapidly.
Of course such an ability would need a downside so like many have mentioned have it decrease your health and/or armor by a set amount
That's my take and how I'd like to see bloodthirst implemented.
Damage
Attack Speed
Run Speed
BUT decrease one of the following:
Vision (red mist creeps in from the sides, clouds peripheral)
Turning Speed (very fast in lines, awful at maneuvering.)
Damage resistance
That could make for some interesting mechanics. Skulks who attack really fast but can't see very well? Skulks who are super fast getting places but at the risk of being torn apart by bullets? Skulks who do tremendous damage but aren't agile enough to catch their targets all the time?
Maybe it could be a % change for each hit in a time span? Activate it, and for 10 seconds, if marine blood is spilled in the area (the room, the hallway, whatever) you do 40% more damage for 20 seconds, but lose 70% vision or 50% turning speed? Maybe it could stack? For each time blood is spilled you get 10% attack speed but take 5% more damage, stacks up to 4 times? Or 15% more damage, 20% less vision, stacks twice? Could be very interesting, and certainly makes the possibilities and uses more situational.
Edit: also, maybe they would see(sense?) marines with less than 25 health through walls.
"Bloodthirst: For a XX seconds after the Skulk has killed an enemy Marine, if the Skulk is killed during this time, it is then granted a few extra seconds of life after its HP reach zero."
^one thing to consider there is to make sure regen doesnt work after you hit 0 with it though.. I could see it being badly implemented and having someone hit 0 but bounce back via D-chamber regen or heal spray otherwise..
or! another thing instead is just perhaps toughening up the skulk after a kill for a while.. but I like the terminal sense to the other better.. you could use this one to just let you run away after a kill too easy if it just toughened you..
The whole Up damage and down X thing (usually damage resist or something) being passed around the most is kinda cliche feeling I suppose, but familiar.. so I guess that's something to consider, too.
Or another option is while fighting in the presence of an injured marine skulk gets a damage/speed boost.
Bloodthirst: Keep it simple and effective. Pure speed bonus. Attack and movement speeds. Slight bonus to movement, maybe 15%. Large bonus to attack speed, say 50%. Tweak to make skulk useful in endgame. Also could add a small evasion feature if the skulk has maxed all other upgrades as a bonus effect.
Anyways,
<b>Some ideas for Bloodthirst:</b>
- Whenever the Skulk deals damage, he regenerates some health.
- The Skulk's movement and attack speed increase as his health gets lower.
- The Skulk gets a temporary boost in damage and/or speed after killing a marine.
- Marines attacked by skulks begin to bleed and lose an additional amount of damage over time.
I like how it's virtually primal scream + acid rocket in 1 package, as well as the Kharaa's "splash cannon". Uproot would prove useful in a fast paced FPS/RTS like NS2.
As for Bloodthirst, I'm inclined to agree with some of the suggestions. If it allows the potential of a killing spree with buffs to HP, damage, speed, etc, I'd like to see where it goes from there.
Also, I think Whips work best around corners instead of open hallways, given their vulnerability on the move and need to root, as well as limited range. Grenadiers would have a field day however :p