Alien late game "scaling"

BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Possible way to make aliens feel more alive</div>After browing the forums pretty regularly I keep seeing the same issue referenced again and again:

Alien upgrades need to scale like marine's do.

While I don't agree that an "evolution chamber" for weapon and armor upgrades is good (or even viable) i do think that always getting the same upgrades with the same effects gets a little flat after a while, especially when w3/a3 is out.

I suggested in a thread about late game Alien performance a possible solution, but didn't get any response, so here it is again:

Maturation is a new key feature of Alien gameplay; as primary structures mature, they get additional abilities (i.e. echo on the shift and more research from the hive). A similar approach could be taken with upgrade chambers to give the upgrade an additional effect and create the "scaling" that alien players want.

Example of upgrades after maturing:

<b>Carapace</b>: initial upgrade is b210 levels with the speed penalty, but goes to current lvls after maturation

<b>Regeneration</b>: regenerate health faster and constantly

<b>Camoflauge</b>: can move at full speed once matured

<b>Silence</b>: Extends a weaker effect to nearby teammates (softer but not silent)

<b>Celerity</b>: no vision distortion

<b>Hypermutation</b>: no idea what to do with this one (sorry)

Please keep in mind that these are just suggestions to get the community talking about using an existing game mechanic as a possible solution to alien "scaling"
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