Parasite Purposing
KuBaN
Join Date: 2002-11-16 Member: 8979Members, Constellation
Anyone think it'd be cool if parasites gave the marine some initially weak debuff (just to humor you, max armor reduced by 10) that stacks maybe 3 or 4 times, but each stack requiring a different player.
+ Organically promotes skulks working in groups
+ Conditions players to use parasite more often, which yields more Plasma. Positive reinforcement.
+ Organically promotes skulks working in groups
+ Conditions players to use parasite more often, which yields more Plasma. Positive reinforcement.
Comments
Also, I&S forums are there for a reason.
What's the +5 that pops up every time you kill something then? And the +1 when you parasite. Pretty sure it's counting that value on the scoreboard labelled, "Plasma". Either way, whatever your personal resource is called.
Personal resource/plasma is only gained through resource towers.
The purpose of the Parasite is to tell you where the parasited marines are. Your teammates can also see this aswell.
The purpose of the Parasite is to tell you where the parasited marines are. Your teammates can also see this aswell.<!--QuoteEnd--></div><!--QuoteEEnd-->
It does. Parasite already promotes teamwork by allowing you to coordinate with your teammates for assaults on groupings of Marine and wanting to parasite is typically reinforced by wanting to know yourself where the enemy is at any given time and further reinforced by aiding your team in knowing where the enemy is at all times.
I haven't played the Beta for awhile though... is parasite currently removable?
In NS1 parasite was a tactical advantage for Marines as well, if used properly. If only one or two members of the marine team are parasites, they can run off in the opposite direction you intend to assault and while your parasited marines are wreaking general havok and mayem, the rest of your team is ninjaing.
Parasite + 2 skulk bites instead of 3 skulk bites.
But parasite comes a bit moot when DI is everywhere, however that's hard to do in large maps. And Tram is "medium sized" apparently.
That being the case, feels like parasite is gimped by the fact that the Hive Sight is not informative AT ALL. Nothing to distinguish a marine from a structure from a mac, etc. or even to gauge distance for that matter.
That being the case, feels like parasite is gimped by the fact that the Hive Sight is not informative AT ALL. Nothing to distinguish a marine from a structure from a mac, etc. or even to gauge distance for that matter.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that's the whole point. It's meant to be a motion tracking ability, not complete wallhack with identifiers.
Or is he saying he wants whatever he's parasited to appear differently based on what it is? (Somewhat strange that you can parasite mechanical things like MACs and structures though, but let's not get into that...)
Also, I thought the size of the indicator allowed you tell the distance? It was in NS1, anyway...
Or is he saying he wants whatever he's parasited to appear differently based on what it is? (Somewhat strange that you can parasite mechanical things like MACs and structures though, but let's not get into that...)<!--QuoteEnd--></div><!--QuoteEEnd-->
There should be SOME sort of distinction on hive sight. Conservatively, a clear delineating between ally and enemy would suffice, but I don't see it being overpowered if there were also separate icons (and maybe *gasp* labels) for Hives and/or Tech Points. But then again, I'd be in favor of removing the alien comm and kharaa ability to view an overhead map (currently via "C") and making the hivesight more of a crucial spatial-orienting tool, so maybe my vision is clouded by previous hopes for NS1.
<!--quoteo(post=1835210:date=Feb 27 2011, 05:46 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 27 2011, 05:46 AM) <a href="index.php?act=findpost&pid=1835210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, I thought the size of the indicator allowed you tell the distance? It was in NS1, anyway...<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah well I find it very difficult to get an accurate measure of anything on the hivesight since all of the icons are the same, potentially overlapping, seizure inducing (exaggerated) icons blinking in and out of existence slow enough that I'm never sure if they're disappearing or just flashing. Sort of like those annoying traffic lights in front of Fire Stations that default blinking yellow. Sometimes I won't be staring at that light and see it just as it goes from off to on and think it's a previously green light turning yellow. It's very confusing.
Not that that isn't an interesting fact, and please don't take this the wrong way, but, is that even relevant to this discussion?
The purpose of the Parasite ability is simply tracking enemies (which is already quite clear). So I'm just adding some useful information. :)
Wasn't the parasite sprite a yellow circle in NS1? They could import that as well, and use it for parasited structures & power nodes.
Fair enough. The guy who posts in the wrong section doesn't have much room to talk anyways :P
1. Parasited enemy
2. Enemy in team sight
3. Ally player - possibly labelled by class, possibly labelled by name
4. Hive (key structure)
5. Ally structure (other) - possibly labelled by type
with priority (i.e. attention-grabbing-ness) in this order.
It should also be made easier to gauge distance, as well as somehow tackle the problem of 'noise', clutter and overlap. Hive sight is as important, or more important, to aliens than the minimap.
MAC is bundled with a sort of 'charm' (apparantly I'm MAC's favorite commander ^^), but if a ratio of 1:88 parastites to hit MAC would cause it to no longer fulfill commands and randomly 'spout' erroneous messages as it bumps into walls and attempts to heal alien structures would be very entertaining!
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
Get rid of Medspam but keep ammo. Ammo is fine as it can't be abused like Medspam.
Ways of fixing medspam:
-Remove medspam completely
-Make medspam more expensive
-Remove medspam completely
-Make medspam more expensive<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking add a considerable cooldown to medpack drop and ammo drops and probably buff up the quantity of medpacks/ammo packs dropped, so that it works more like reinforcement supplies than the rain of combat. Still, this is off-topic.
Basically, it's like this:
It takes X amount of seconds to gain 1 charge, then another X amount of seconds to gain another 1 charge, and so on, until a maximum, Y, amount of charges; at the maximum, Y, amount of charges, the skill will no longer "cool down" (so essentially you can only burst-spam Y amount of charges), but for any number of charges 0 to Y-1, the skill will "cool down".
For example, it could take 3 seconds to gain a charge, with a maximum number of charges of 5. It would take 15 seconds to gain 5 charges; if you used (spammed) all 5 of those charges instantly, it would take another 3 seconds before you could spam the 6th.
Basically, it's like this:
It takes X amount of seconds to gain 1 charge, then another X amount of seconds to gain another 1 charge, and so on, until a maximum, Y, amount of charges; at the maximum, Y, amount of charges, the skill will no longer "cool down" (so essentially you can only burst-spam Y amount of charges), but for any number of charges 0 to Y-1, the skill will "cool down".
For example, it could take 3 seconds to gain a charge, with a maximum number of charges of 5. It would take 15 seconds to gain 5 charges; if you used (spammed) all 5 of those charges instantly, it would take another 3 seconds before you could spam the 6th.<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds good to me. It is quite odd that marines have 200-500 HP from medpacks, even though aliens are suppose to be the tougher ones.
Honestly I don't get the idea that parasite needs buffing.
It's basically free to use for an alien class which everyone gets for free from the very start of the game, requires absolutely no skill to use because it's instant hit, skulks are hard to spot when hiding, and marines don't move very fast, and it does damage and gives players wallhacks, and it's not even the primary attack of the skulk.
That's a pretty powerful ability already, it doesn't need buffing.
-Remove medspam completely
-Make medspam more expensive<!--QuoteEnd--></div><!--QuoteEEnd-->
What if the commander could drop a portable medkit dispensing machine instead of just dropping medkits? That way aliens would at least have a way to counter by destroying it.
Or if spamming is desirable for some reason i.e. maybe its fun for commanders, make the machine like a teleport beacon instead of a dispensor, where medkits/ammo can only be dropped within a certain radius around the machine until it's destroyed or runs out off battery power.