Alien Commander Idea
RisingSun
RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Linked more to the chambers and upgrades s/he picks</div>I would like to see more of a difference between the two commanders than already exist. Marine Comm is already pretty solid and is a more hands on Comm (Med Packs, Ammo, Dropping support structures where needed, power nodes, nano shields, and much more) and the Alien Khamm is more hands off and "tend his/her garden". So why not increase the differences between the two. I am proposing UWE makes it so the type of chamber/upgrades the Alien Khamm chooses has a direct effect on how the Khamm commands. Below is an explanation of how each chamber and upgrade accomplish this goal.
Once the upgrade is researched it gives the comm a unique ability and incentive to upgrade for themselves as well as the team. It also gives each chamber chosen a unique Comming flavor.
<b>Crag Hive</b>
This hive, through its abilities, would make the comm more of a fortress commander. Their play would be geared toward expanding territory steadily and with abilities to support this.
<u>Regen</u>
An ability much like nutrient mist but green and heals structures only. This heal would be a HoT (heal over time) that would tick for 5 health every second for 10 seconds (rough numbers here)
<u>Carapace</u>
All Structures receive an armor bonus making every structure dropped by the comm have more armor.
<b>Shade Hive</b>
This is the subterfuge Comm. Winning with cunning and trickery.
<u>Camouflage[/size]</u>
Give your drifters the ability to Cloak near by units within 10yds.
<u>Silence</u>
Mutes your mic. (not really sure with this one.)
<b>Shift Hive</b>
This is an expansion heavy comm. Move out and dominate the map fast. Less concerned with losing units since they could build them back quickly.
<u>Celerity</u>
Infestation spread and structures mature faster but do no build faster.
<u>Hyper-mutation</u>
At a loss.
<u>Multiple Hives</u>
Once second hive is created, it would be nice to be able to switch "modes" that would of course need a cool down. Say 1-2 mins once the other Chamber is chosen which unlocks those set of skills and locks the previous.
Example: Crag Hive chosen: Regen and Carapace gained. Shift Hive built. Shift Hive activated. Crag hive locked for 1-2 minutes. Gain: Celerity and Hyper Mutation. Locks out Regen and Carapace.Â
In the end this is a very rough idea but i want the idea out there more than the things i listed. <i>I would love to see the comm's play style differ from chamber to chamber</i> other than just using that single chamber and giving his team cool abilities. Throwing this idea straight into the game would be foolish and i know this. It would take restructuring and most of the ideas are bland and easy conclusions. Anyone have more creative options?
Additionally you could have each have a down side as well. Crag gives more armor but slower build time. Shift is fast but weaker. Shade more... noticeable? Help me out =)
Once the upgrade is researched it gives the comm a unique ability and incentive to upgrade for themselves as well as the team. It also gives each chamber chosen a unique Comming flavor.
<b>Crag Hive</b>
This hive, through its abilities, would make the comm more of a fortress commander. Their play would be geared toward expanding territory steadily and with abilities to support this.
<u>Regen</u>
An ability much like nutrient mist but green and heals structures only. This heal would be a HoT (heal over time) that would tick for 5 health every second for 10 seconds (rough numbers here)
<u>Carapace</u>
All Structures receive an armor bonus making every structure dropped by the comm have more armor.
<b>Shade Hive</b>
This is the subterfuge Comm. Winning with cunning and trickery.
<u>Camouflage[/size]</u>
Give your drifters the ability to Cloak near by units within 10yds.
<u>Silence</u>
Mutes your mic. (not really sure with this one.)
<b>Shift Hive</b>
This is an expansion heavy comm. Move out and dominate the map fast. Less concerned with losing units since they could build them back quickly.
<u>Celerity</u>
Infestation spread and structures mature faster but do no build faster.
<u>Hyper-mutation</u>
At a loss.
<u>Multiple Hives</u>
Once second hive is created, it would be nice to be able to switch "modes" that would of course need a cool down. Say 1-2 mins once the other Chamber is chosen which unlocks those set of skills and locks the previous.
Example: Crag Hive chosen: Regen and Carapace gained. Shift Hive built. Shift Hive activated. Crag hive locked for 1-2 minutes. Gain: Celerity and Hyper Mutation. Locks out Regen and Carapace.Â
In the end this is a very rough idea but i want the idea out there more than the things i listed. <i>I would love to see the comm's play style differ from chamber to chamber</i> other than just using that single chamber and giving his team cool abilities. Throwing this idea straight into the game would be foolish and i know this. It would take restructuring and most of the ideas are bland and easy conclusions. Anyone have more creative options?
Additionally you could have each have a down side as well. Crag gives more armor but slower build time. Shift is fast but weaker. Shade more... noticeable? Help me out =)
Comments
Anyway good ideas. not sure once again if they will ever implement the good ideas of the community.
Cos they are too busy trying to make everything one of 2 things
###### or op.
Mutes your mic. (not really sure with this one.)
----------------
<u>Hyper-mutation</u>
At a loss.
----------------
In the end this is a very rough idea but i want the idea out there more than the things i listed. <i>I would love to see the comm's play style differ from chamber to chamber</i> other than just using that single chamber and giving his team cool abilities. Throwing this idea straight into the game would be foolish and i know this. It would take restructuring and most of the ideas are bland and easy conclusions. Anyone have more creative options?
Additionally you could have each have a down side as well. Crag gives more armor but slower build time. Shift is fast but weaker. Shade more... noticeable? Help me out =)<!--QuoteEnd--></div><!--QuoteEEnd-->
This is an awesome idea, kinda like Diablo 2's Paladin Auras -> the Aura used would depend on the play style of the Paladin, as well as the current situation.
I would love to see something to this extent, I especially liked that you didn't suggest that gaining new upgrades doesn't just add that ability, but that they must be switched between with a CD - maybe lower the CD to 30 seconds or so? Personally I think "Energy" should be brought back and that a cost of Energy could be taken, but that's neither here nor there.
I don't really understand your Silence buff unless its a troll comment on yourself : ). Why not let Silence give the Khamm the ability to focus sounds at Marines (like that strange sound Marines hear on infestation), or twist it more towards removing some vision - like darkening a room and reducing a Marine's flashlight distance - for a limited time.
To give Hyper-Mutation a use, you could make it mature structures faster, and change Celerity to be "Faster infestation spread, and increase Kharaan speed on infestation by 5%". Possibly also give HM a decrease cost of structure upgrades (like Whip to Bombard whip) by 10-20%.
Definitely also like your "Downside" ideas, but I'm thinking they could be pushed a little more to be "Passives" which are both positive and negative and would be available as long as you have a hive of that type. Here's my suggestions on them, while in the specified mode these would apply at all times - <!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->negatives in red<!--colorc--></span><!--/colorc-->, <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->positives in green<!--colorc--></span><!--/colorc-->:
Crag:
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Build time of all structures Increased by 10%<!--colorc--></span><!--/colorc-->
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->All structures built in this mode would have an extra 10% health and armor (permanent)<!--colorc--></span><!--/colorc-->
Shade:
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Mature time of all structures Increased by 10%<!--colorc--></span><!--/colorc-->
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->Shade cost reduced by 25%, radius is increased by 25%, and provide their invisibility twice as fast<!--colorc--></span><!--/colorc-->
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->Marine Scans conducted over infested areas only cover 75% their normal radius, and are dissipated twice as fast<!--colorc--></span><!--/colorc-->
Shift:
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->All structures built in this mode would have 10% less health and armor (permanent)<!--colorc--></span><!--/colorc-->
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->Build time of all structures Decreased by 10%<!--colorc--></span><!--/colorc-->
Just thinking further along these lines, I think the "Passives" should be just that - but the abilities gained from the various upgrades should all be "Actives" meaning the Khamm must do something to use them. Like your suggestion for a Regen drop, that's a good one. The Drifter Camouflage ability is really pushing the concept of Active, but I think its close enough - the Khamm still has to place them.
With this in mind, the Carapace ability could be either A)while in Crag Mode, all structures have more armor; or B) while in Crag Mode, Drifters provide additional armor to structures in a radius around them. The point of this would be to promote Drifter usage similar to the Camouflage ability above.
Celerity and Hyper-Mutation would need to be changed as well: Celerity could be a trigger-able to make all Kharaa visible on screen move faster for a duration; while Hyper-Mutation could force a selected structure to rapidly mature.
At a loss.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could provide faster respawns for all Kharaa by 5 seconds or so, and a 15% decrease in cost of all lifeforms.