Shell/Veil upgrades
Arkanti
pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
<div class="IPBDescription">A hybrid between the current and previous system.</div>I like the idea of different shells/veils being dedicated to the seperate upgrades, but I now think that upgrades come far too cheaply and easily to the alien team(combined with the drifter/cyst/catalyze changes). I'm not saying this from the perspective of a frustrated marine(although I can see myself being possibly annoyed by it in the future) but as a Khamaander looking for some depth in his decision making. Different levels for the upgrades should be in the game, and they shouldn't rely on hives.
More Kharaa structures spread around the bases also gives off more of an infested feeling for the areas, and I liked the moments as a marine picking off individual shells knowing that you could get some damage into their tech before being chased out/killed. If they're only relying on a single structure, the consequence for losing it and having to replace is minimal.
More Kharaa structures spread around the bases also gives off more of an infested feeling for the areas, and I liked the moments as a marine picking off individual shells knowing that you could get some damage into their tech before being chased out/killed. If they're only relying on a single structure, the consequence for losing it and having to replace is minimal.
Comments
I don't know what to say to that.
That I don't know how to spell it correctly?
ideally, once each tech has 3 upgrades each, then it will end up causing the same amoutn of res + shells to get all the upgrades available
eg, in the past:
3 shells, research cara, rege, ???
currently
shell1 -> cara
shell2 -> regen
shell 3 -> ??
same amount required.
It's cheesy :P