My first ideas post - please read devs

FACECHUNKFACECHUNK Join Date: 2012-02-10 Member: 144710Members
<div class="IPBDescription">My view on build 194</div>My opinion on the lasers is that they are the wrong colour scheme.

I would be visually pleased with a brighter translucent blue, the blue hues in the game are very well done and not overpowering and it would be a nice contrasts in blue with the main hud visor.

I also think the fades need a challenge verse's single marines. I would like to see this accomplished by either:

A) A rail gun (with awesome trail in air) with a long reload time.
B) A sonic emitter or some sort of ANTI FADE gun which can hurt the fade during his teleportation (this will make the fade have to walk if injured or risk dying in teleport mode), that a marine can use but loses his main piece and therefore relies on his team mates to defend him against other aliens.
C) A stasis grenade that gives a dead space slow down on whoever is in the vicinity.

Another idea is when you guys implement props into the game - would it be possible to have grates/air vent grills over the vents entrance points that skulks have to bight off to gain access. The marines would be able to weld them shut and make them stronger also. Kind of like a node being easy for marines to build at the start and then harder then next time, after it has been damaged. Same applies for these grates - easy to chomp through the first time, longer after the marines/commander have welded them shut.

I think this would be a neat feature and would add some more tactics into the game.

My last idea is a Shield and pistol combo upgrade for marines - left arm has a shield that can be used by pressing right click, the marine can not aim when right click is depressed. This shield and pistol option would be to push through corridors that get jammed. The upside being added front protection (could have 2 marines with shields pushing the front) and the downside being that the marines cannot fire.

The mechanics would be similar to a blocking motion with shield, say a skulk leaps to you, deflecting the bight and then releasing right click and popping off a few shots and then covering again while trying to maintain front cover. Actually this sounds like a counter strike thing come to think of it, so I don't know if the idea is very popular.

Comments

  • BearTaxiBearTaxi Join Date: 2011-11-15 Member: 133064Members
    There are a few things I'd like to have my opinion on that you mentioned, however I am rediculously tired so I will just adress the main things that stood out to me.

    <!--quoteo(post=1901740:date=Feb 10 2012, 07:37 PM:name=FACECHUNK)--><div class='quotetop'>QUOTE (FACECHUNK @ Feb 10 2012, 07:37 PM) <a href="index.php?act=findpost&pid=1901740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also think the fades need a challenge verse's single marines. I would like to see this accomplished by either:<!--QuoteEnd--></div><!--QuoteEEnd-->

    The whole point of marines is to act as a squad. If you run off on your own to try sneak somewhere and an alien finds and kills you, that is your own fault. Especially with fade being a higher life form that costs the aliens a lot of PRes, having a single marine being able to easily counter it seems extremely unbalanced and counter-intuitive.

    Also, a marine with lvl 3 weapons and a shotgun can two hit a fade with carapace. So if you're good enough, you already stand a chance.


    <!--quoteo(post=1901740:date=Feb 10 2012, 07:37 PM:name=FACECHUNK)--><div class='quotetop'>QUOTE (FACECHUNK @ Feb 10 2012, 07:37 PM) <a href="index.php?act=findpost&pid=1901740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A) A rail gun (with awesome trail in air) with a long reload time.
    B) A sonic emitter or some sort of ANTI FADE gun which can hurt the fade during his teleportation (this will make the fade have to walk if injured or risk dying in teleport mode), that a marine can use but loses his main piece and therefore relies on his team mates to defend him against other aliens.
    C) A stasis grenade that gives a dead space slow down on whoever is in the vicinity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    All of these sound overly complicated and just act as unneccisary aliens (mainly fade) nerfs. There are still a few guns planned on being implemented, so what we have now is not the be-all and end-all. The flamer already drains energy so a group of marines that includes a flamer is lethal to a fade, making most the latter two of your suggestions fairly redundant.
  • FACECHUNKFACECHUNK Join Date: 2012-02-10 Member: 144710Members
    Thanks for replying,

    I regret writing about fades and trying to hamper them, just after I had posted I played my first game with flame throwers vs fades. It was very effective and it was exactly what I wanted, a blocking method for the unskilled fade players whilst allowing skilled fades to get behind you still.

    I realise that marines need to stick together and I'm a team player, I enjoy playing marines more at the moment and khaara has its own pleasure in play style.

    I would like to see grating on vents still, working similar to nodes as mentioned previously - but it comes down to making it fun or making it a pain in the bum each time a skulk wanted to get through a vent.

    I read that the lasers are a wip so I hope my light translucent blue idea is given some consideration.

    thanks for reading,

    FACECHUNK.
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