Reconfigurable alien forms

RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
edited May 2011 in Ideas and Suggestions
<div class="IPBDescription">In response to today's NS2 Design Doc changes</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->“Global” alien upgrades vs. “Specialized”. Talking to Brian about UI constraints (if we can only easily have 4 icons then that answers the question...). One big conversation later...I think we’re going to try a combination of passive upgrades (armor1/damage1), hive unlockable specific lifeform abilities (ala NS1) and “generic” upgrades that any alien can purchase (regeneration, silence, etc.). But should alien upgrades be tradeoffs, or just plain better? NS1 had few tradeoffs (Focus) but had opportunity cost for each class of upgrade (def, mov. sens.).<!--QuoteEnd--></div><!--QuoteEEnd-->
Alright, how about reconfigurable forms for providing those trade-offs? The idea being you would need to gestate each time you wanted to change your upgrades, costing personal res each time.

eg. Researchable upgrades that allow players to do the following:
Skulks being able to replace their default leap with one that costs much more energy but allows for mid-air leaping.
Lerks replacing their spore ability with an umbra
Lerks choosing between the current projectile-based particle cloud delivery system or a smoke-trail one (smoke trail style might produce more of it, or have it stick around much longer, etc)
Gorges giving up their ability to place Hydras in favour of placing Pustules instead.
Fades swapping out their anti-personel swipe for an anti-structure ability (perhaps for harvester hit & runs, etc).
etc etc etc

Comments

  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    edited May 2011
    Damn, I sure hope so, there's nothing better then customizing your character so he fits your gameplay style or current situation. it only adds more strategy and skillsets, which is fun!
    I just hope if this is implemented, marines get something similar:

    (it should never affect damage towards other players, I hate power creeps in games.)

    <b>Marines:</b>

    like more ammo clips but less armor,
    less spread for weapons but slower firing speed,
    more ammo in a clip but less damage,
    no flashlight, but instead get droppable flares,
    armor piercing rounds that do less damage to alien players but more to structures,
    incendiary rounds that do <i>far</i> less damage but lights the target on fire.
    etc etc, I might edit to add more.

    <b>Aliens:</b>

    Skulk leap that disables biting for 2 second after landing but leaps farther and costs far less per leap
    (like a navigational/transportation leap, not an offensive leap, it's designed to get you around the map easier and faster instead of leaping and attacking.)
  • [Spec]Ice[Spec]Ice Join Date: 2011-05-13 Member: 98614Members
    some good customization ideas kinda like TF2 gear swaps, but i am afraid of how much coding/bugs added it would take + balancing. But some things to think about. I think aliens would be cool to customize where as marines stayed more uniform and less customizable.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->no flashlight, but instead get droppable flares,<!--QuoteEnd--></div><!--QuoteEEnd-->Oh man... Combining this with making light levels a major gameplay element (possibly a powernode thing), would be awesome.
Sign In or Register to comment.