Alien Tech evolvement
Squiffy101
Join Date: 2007-10-11 Member: 62608Members
<div class="IPBDescription">An idea on how to make the Alien upgrade less "human"</div>Hello All,
After watching the latest NS2HD post, I went to his website to see if there was more discussion about the changelog and noticed the blog about how Charlie wants to find a different way of handling the alien scaling.
Now, as you can tell from the number of my posts, I'm the type of guy that reads a lot but rarely posts because to be honest, everyone else is far quicker with comments and everything has already been said somewhere before I've even thought about it, but an idea hit me so hard that I had to post something. (I can't find mention of it before so please forgive if I've hijacked something already) :-)
From what I can see, the team want the aliens to be less "human" in their upgrades, ie the frontiersman commander will decide what upgrades to research and once complete, the marines automatically get them (lvl 1 weapons...ping you've got it guys!) This is a logical progression that humans use.
The aliens currently have something that is only slightly different. The alien commander, places a whip and then a player can add that ability the next time they spawn.
How about this....I'm a skulk and I've just been killed very easily by a marine using a rifle...therefore I can deduce that they have upgraded to lvl3 weapons. Whilst I'm in the egg, I think to myself "I need a better armour level!" The alien commander has placed the necessary crag that allows me to have carapace, but the value is set already, I can't increase that. What if there was a set of sliders when you press the "B" button and if the structure has been built, that allowed me (at the expense of personal res) to choose the level of armour I wanted? This could be at the expense of other ability's, ie my speed would go down, I could become heavier and not be able to climb walls so easily.
You could apply it to other ability's. I need to dash across a room that is covered by turrets and try as I might, there is no sneaky way around them. I up my speed (if the structure has been placed by the alien commander) and my armour/hit points are effected.
I want to be a sneaky skulk so up the shade slider (if built) and watch the other abilities drop a couple of notches.
I think the alien players can then "evolve" to a situation they find. Lvl 3 weapons don't hurt so much at the expense of my personal res. I'm not talking about "tanking" aliens, just an ability to have a fluid/individual control over their play that isn't dictated by the alien commander, because after all, we are aliens!
Another idea suggested by a friend (Losbod, we sit discussing NS2 every day @ work!) is a "boost button" that gives you an ability for a few seconds at the expense of personal resources?
Again, if I've missed this suggestion elsewhere in the forums, my apologies.
After watching the latest NS2HD post, I went to his website to see if there was more discussion about the changelog and noticed the blog about how Charlie wants to find a different way of handling the alien scaling.
Now, as you can tell from the number of my posts, I'm the type of guy that reads a lot but rarely posts because to be honest, everyone else is far quicker with comments and everything has already been said somewhere before I've even thought about it, but an idea hit me so hard that I had to post something. (I can't find mention of it before so please forgive if I've hijacked something already) :-)
From what I can see, the team want the aliens to be less "human" in their upgrades, ie the frontiersman commander will decide what upgrades to research and once complete, the marines automatically get them (lvl 1 weapons...ping you've got it guys!) This is a logical progression that humans use.
The aliens currently have something that is only slightly different. The alien commander, places a whip and then a player can add that ability the next time they spawn.
How about this....I'm a skulk and I've just been killed very easily by a marine using a rifle...therefore I can deduce that they have upgraded to lvl3 weapons. Whilst I'm in the egg, I think to myself "I need a better armour level!" The alien commander has placed the necessary crag that allows me to have carapace, but the value is set already, I can't increase that. What if there was a set of sliders when you press the "B" button and if the structure has been built, that allowed me (at the expense of personal res) to choose the level of armour I wanted? This could be at the expense of other ability's, ie my speed would go down, I could become heavier and not be able to climb walls so easily.
You could apply it to other ability's. I need to dash across a room that is covered by turrets and try as I might, there is no sneaky way around them. I up my speed (if the structure has been placed by the alien commander) and my armour/hit points are effected.
I want to be a sneaky skulk so up the shade slider (if built) and watch the other abilities drop a couple of notches.
I think the alien players can then "evolve" to a situation they find. Lvl 3 weapons don't hurt so much at the expense of my personal res. I'm not talking about "tanking" aliens, just an ability to have a fluid/individual control over their play that isn't dictated by the alien commander, because after all, we are aliens!
Another idea suggested by a friend (Losbod, we sit discussing NS2 every day @ work!) is a "boost button" that gives you an ability for a few seconds at the expense of personal resources?
Again, if I've missed this suggestion elsewhere in the forums, my apologies.
Comments
What does the boost do?