Just a few ideas on the gameplay
dobs
Join Date: 2011-08-04 Member: 114164Members
<div class="IPBDescription">or other stuff that pops into my head while writing this</div>On the Grenade Launcher:
I really like the weapon because for some reason its fun to use but on the other hand... its crap in terms of usefulness. Tbh i have no idea on a fix for the weapon itself.
My idea for that would be to scrap the weapon but keep the idea of an attachment. Why not switch the grenade launcher attachment to something like an ARC attachment. A weapon that shoots a single beam of blueish energy stuff in a straight line. On hit it would deal splash damage to buildings (to keep it close to the grenade launcher idea) but on the other hand, direct hits on enemies would also deal a good amount of damage. Like 1/3 - 1/2 of a base fade health.
I imagine it like this: left click shoots the rifle, right click fires the attachment. After the shot you would have a 1-2 second pause where you cant fire your rifle, the attachment pops open to disperse some of the heat. After that you can use your rifle again but the attachment still needs to recharge for a while (10 seconds?) you could show that very nice on the display of the rifle.
What will that fix?
If you want to take out a few buildings and run into some enemies your attachment will still be able to help you in that situation (where the gl is utter useless). It will increase your survivability (fades will escape if they are half dead anyway). You can take out buildings and deal a moderate amout of damage. Skulks would be 1 hit dead but due to their speed you shouldnt be able to hit them with a weapon like that (click, .2 sec pause, beam fires etc.).
On Fades:
Reduce their blink range (increase the cost of the fade ability). Atm (or at least until other weapons are in the game) fades overpower marines no matter what.
An other idea would be initial blink cost (like suggested somewhere else).
Skulks:
Rifles need to be more effective against them. Not much, but a bit.
Marine Rifle:
Decrease the reload time by a bit.
Marine movement:
I dont like the reduction of backwards moving speed. Thats fine (and fair) against skulks, but makes fighting fades quite impossible.
Marine gameplay:
For some reason i really miss what made ns1 so interesting for me. As a marine commander in ns1 I always went for outposts. Building a robotics facility and then sentries + other stuff. I really think the game would profit from marines beeing able to hold points easier than aliens. At the moment Aliens have the advantage of speed, while marines have the advantage of ranged combat. Ranged combat in close quarter environment :/. Bringing back things like electrifying buildings would help alot.
If you want to defend something as a Marine you arent fast enough to get there in time... aliens are fast enough though. So the aliens have an advantage. Also aliens can place hydras which are quite effective (if you place them right). So Aliens and marines both can defend areas but the aliens still have their healing buildings (argh cant recall their name...). So they can fortify an area better than marines. If you damage a sentry it wont auto-heal. Also they have limited ammo.
So in my opinion its easier to defend as an alien. I dont think thats how it should be/feel. Marines should really have a huge advantage defending areas, while aliens should be better in offense and quickly attacking (the new features like shade will even increase the alien effectiveness in defense).
tl:dr: Marines should be more stationary with stronger defenses. Aliens should be faster, but limited in defenses.
Alien Gameplay:
The way it works atm with cysts is nice... but pls increase the range of their infestation. It looks like small patches of infestation now. I would really prefer infested corridors etc..
Also real tech trees for the aliens would be nice. Right now its just place one building, research everything, done. Maybe make the requirement for fades a research so you actually have to spend money on it. (a second hive will give you more than just the advantage of beeing able to use fades).
Im running out of time now (gtg somewhere). So i will add more stuff if i get to it.
I would appreciate it if you comment on my ideas.
I really like the weapon because for some reason its fun to use but on the other hand... its crap in terms of usefulness. Tbh i have no idea on a fix for the weapon itself.
My idea for that would be to scrap the weapon but keep the idea of an attachment. Why not switch the grenade launcher attachment to something like an ARC attachment. A weapon that shoots a single beam of blueish energy stuff in a straight line. On hit it would deal splash damage to buildings (to keep it close to the grenade launcher idea) but on the other hand, direct hits on enemies would also deal a good amount of damage. Like 1/3 - 1/2 of a base fade health.
I imagine it like this: left click shoots the rifle, right click fires the attachment. After the shot you would have a 1-2 second pause where you cant fire your rifle, the attachment pops open to disperse some of the heat. After that you can use your rifle again but the attachment still needs to recharge for a while (10 seconds?) you could show that very nice on the display of the rifle.
What will that fix?
If you want to take out a few buildings and run into some enemies your attachment will still be able to help you in that situation (where the gl is utter useless). It will increase your survivability (fades will escape if they are half dead anyway). You can take out buildings and deal a moderate amout of damage. Skulks would be 1 hit dead but due to their speed you shouldnt be able to hit them with a weapon like that (click, .2 sec pause, beam fires etc.).
On Fades:
Reduce their blink range (increase the cost of the fade ability). Atm (or at least until other weapons are in the game) fades overpower marines no matter what.
An other idea would be initial blink cost (like suggested somewhere else).
Skulks:
Rifles need to be more effective against them. Not much, but a bit.
Marine Rifle:
Decrease the reload time by a bit.
Marine movement:
I dont like the reduction of backwards moving speed. Thats fine (and fair) against skulks, but makes fighting fades quite impossible.
Marine gameplay:
For some reason i really miss what made ns1 so interesting for me. As a marine commander in ns1 I always went for outposts. Building a robotics facility and then sentries + other stuff. I really think the game would profit from marines beeing able to hold points easier than aliens. At the moment Aliens have the advantage of speed, while marines have the advantage of ranged combat. Ranged combat in close quarter environment :/. Bringing back things like electrifying buildings would help alot.
If you want to defend something as a Marine you arent fast enough to get there in time... aliens are fast enough though. So the aliens have an advantage. Also aliens can place hydras which are quite effective (if you place them right). So Aliens and marines both can defend areas but the aliens still have their healing buildings (argh cant recall their name...). So they can fortify an area better than marines. If you damage a sentry it wont auto-heal. Also they have limited ammo.
So in my opinion its easier to defend as an alien. I dont think thats how it should be/feel. Marines should really have a huge advantage defending areas, while aliens should be better in offense and quickly attacking (the new features like shade will even increase the alien effectiveness in defense).
tl:dr: Marines should be more stationary with stronger defenses. Aliens should be faster, but limited in defenses.
Alien Gameplay:
The way it works atm with cysts is nice... but pls increase the range of their infestation. It looks like small patches of infestation now. I would really prefer infested corridors etc..
Also real tech trees for the aliens would be nice. Right now its just place one building, research everything, done. Maybe make the requirement for fades a research so you actually have to spend money on it. (a second hive will give you more than just the advantage of beeing able to use fades).
Im running out of time now (gtg somewhere). So i will add more stuff if i get to it.
I would appreciate it if you comment on my ideas.