Switching the alien upgrade system around
ogz
Join Date: 2002-11-24 Member: 9765Members
<div class="IPBDescription">upgrades are level 3 by default....(plz let me explain)</div>Current 190+ builds have the alien upgrades like this:
Build Crag
Build 1 Shell
Research defense abilities
Build addition Shells for increase upgrades
Aliens can choose from any of the researched upgrades to evolve into. Level based on number of those ??? buildings.
Suggestion:
Each Shell instead only gives you 1 choice of the evolution. Eg, choose between carapace or Regen.
However, when alien chooses to upgrade, it will give them a lv3 power upgrade (essentially removing the 'power' component)
Example:
Crag
Shell 1 , carapace chosen
Aliens can now choose to upgrade with carapace and will receive lv3 carapace
Shell 2, regen chosen
Aliens can now choose to upgrade both cara and/or regen (similar to how it is now), both will be at level 3
Note that end game, when each 'path' comes with 3 upgrades, after you finish building all 3 upgrade buildings, you end up with the exact # and power of upgrades as the current system.
Effect:
Aliens can now get faster 'powered' upgrades, however they are all very specific. Overtime, the 'power' doesn't increase, but the 'variety' increases.
This ties in exactly to how UWE seems to be envisioning the difference between alien/marines with the removal of the original armor/dmg passives aliens had which basically mirrored the marines version.
Result:
People liked the alternate strategy options that came with ns1 (which path to go first), this expands on that idea and amplifies it.
Questions?
What happens when a Shell goes down?. Upgrades stay with alien until death. On respawn, which ever upgrade the Shell was associated with will not be available anymore.
Basically each Shell works similar to how a hive works currently in terms of upgrade choices.
Build Crag
Build 1 Shell
Research defense abilities
Build addition Shells for increase upgrades
Aliens can choose from any of the researched upgrades to evolve into. Level based on number of those ??? buildings.
Suggestion:
Each Shell instead only gives you 1 choice of the evolution. Eg, choose between carapace or Regen.
However, when alien chooses to upgrade, it will give them a lv3 power upgrade (essentially removing the 'power' component)
Example:
Crag
Shell 1 , carapace chosen
Aliens can now choose to upgrade with carapace and will receive lv3 carapace
Shell 2, regen chosen
Aliens can now choose to upgrade both cara and/or regen (similar to how it is now), both will be at level 3
Note that end game, when each 'path' comes with 3 upgrades, after you finish building all 3 upgrade buildings, you end up with the exact # and power of upgrades as the current system.
Effect:
Aliens can now get faster 'powered' upgrades, however they are all very specific. Overtime, the 'power' doesn't increase, but the 'variety' increases.
This ties in exactly to how UWE seems to be envisioning the difference between alien/marines with the removal of the original armor/dmg passives aliens had which basically mirrored the marines version.
Result:
People liked the alternate strategy options that came with ns1 (which path to go first), this expands on that idea and amplifies it.
Questions?
What happens when a Shell goes down?. Upgrades stay with alien until death. On respawn, which ever upgrade the Shell was associated with will not be available anymore.
Basically each Shell works similar to how a hive works currently in terms of upgrade choices.
Comments
There was a facebook stat-up asking the players if they would go for the 'old style' of 1-3 chamber system.. Didn't you get the memo?
Anyways, this (shouldn't) reflect ns1 style either
nothing stops someone from choosing cara/regen/whatever else after 3 shells are placed down