The new Alien-gameplay-system
Mr.Greedy
Join Date: 2012-07-21 Member: 154270Members
<div class="IPBDescription">cookies inside!</div>I love the idea of NS! But the current alien evolution system is to much "oldschool". In my opinion it need much more changes between NS1 and NS2. I want to play a special role with a lifeform. This isent well implemented.For exampel: i have to choose 1 crag,1 shade and 1 shift upgrade now :/. Sry, thats to much mixed. And why there are some upgrade strong like hell and some other upgrade useless? I would change a lot of things.
Yeah its a lot of informations. But u need to read the full text if u want to understand all changes.They all make sense. And yes, my english isent perfect :p . I do my best. Enjoy!
<b>1.) basics</b>
- no more crag,shade and shift hives! Only normal hives now
- ALL alien upgrades are researchable with 1 hive
- U can research several upgrades at the same time in one hive, if u got the ressources to do that
- all lifeforms lost the ability to evolve upgrades (details @ number 3)
- the crag,shade, and shift buildings are still in the game. The khammander can research them in hive
<b>2.) eggs/infestation/hive -system:</b>
so...whats the motivation to get more hives now? Answer is simpel = more eggs! And a better secured cyst connection which is much more important now. But the current eggsystem is intransparent and do not make much sense. So more eggs arent very usfull. That need to be change:
- eggs do not spawn near hives only...they will spawn everywhere on infestation.
- 1 egg need a lot of room to get nutrient by the infestation. The gameplay is : more infestation = more maximum numbers of eggs.(letz say for exampel : starting hive area without any new cysts gives enough room for 2 eggs)
- aliens will respawn instantly when a mature egg is avaible
- a new hive will increase the speed of respawning eggs.
- the respawning time for new eggs is a very critical balancingpoint. :>
- again : more hives = faster respawning rate of eggs . More infestation : more maximum numbers of eggs.
This system gives infestation much more sense for aliens. It gives new advantages. It will also reward marines to kill infestation(and eggs).
<b>3.) new evolutionsystem:
a) basic upgrades</b>
Carapace and regen...so many flamewars about this. Why? Imbalanced? I think: simpel stuff like "higher healthpoints" are basics in every RPG, Shooter, whatelse and thats why most players cannot play without carapace and regen(if carapace/regen get nerfed it will still the most used evolutions.I swear ;>). Same thing to adrenalin which is important for every alienlifeform. The whole evolutionsystem need to rework in my opinion:
- add upgrade "regeneration" in hive. This is a permanent upgrade for all alienlifeforms. There are 3 levels available. Every lvl will increase the natural regeneration @ + 33 % (again: I mean the NATURAL regenerationrate not the power of the current ability regeneration)
- add upgrade "carapace" in hive. This is a permanent upgrade for all alienlifeforms. There are 3 levels available. Every lvl will increase the armor @ 15 % (max. 45%). SKulks gets additional 2 armor with every lvl (they have 20 armor @ lvl 3).
- add upgrade "adrenalin" in hive. This is a permanent upgrade for all alienlifeforms. There are 3 levels avaible. Every lvl will increase the energy regeneration @ 15 % (15 % from the current adrenalin)
<b>b) lifeforms</b>
Aliens start with lvl 0. All lifeforms can be permanent upgraded by the khammander (3 levels).
All lifeforms lost the ability to evolve upgrades. Some lifeforms got "roles" to choose now. When u respawn as a skulk or changeing to a higher lifeform, u have to choose the role u want to take.
<u><b>Skulk: </b> </u>
(all skulks lost there current special movement skill "walk")
alienname (role)
<b>1. stealth (ambush,scout)</b>
The stealth-skulk is a sneaky,ambushing, meanie,intelligent killer. He is an expert to kill a lonely marine. He is also a scout and will mark enemys for the hivemind .
His movementspeed is decreased @ -25 % all lvls.
lvl 0 :
- new ability : parasite.(works like parasite in b215)
- silence (only 25 % power of the current silence)
lvl 1 :
- new ability : Camouflage. Camouflage is the special movement skill from the stealth skulk now. By pressing and holding the special movement button u get instant fully invisible(also while moveing) and decreasing movement speed(additional - 25 %). Camouflage will drain your energy fast. The first atack will end the camouflage.U can use camouflage again after a timer of 5 seconds. At full energy bar u can be invisible for 6 seconds.
- silence 50 %
lvl 2 :
- camouflage max 9 seconds @ full energy bar
- new ability : ambush. While using camouflage, your first atack do 50 % increased dmg
- silence 75 %
lvl 3
- camouflage max 12 seconds @ full energy bar
- ambush do 150% increased dmg
- silence 100 %
alienname (role)
<b>2. rampage (offense)</b>
The rampage skulk is an aggressive nervous buddy who never can standing still. He wants to jump and move all the time and loves coffee. His function is the atacker.(and yes, he has no more parasite).
His damage is decreased @ -25 % all lvls
lvl 0 :
- celerity (only 25 % power of the current celerity)
- new ability: doublejump.(like the current fade doublejump.)
lvl 1 :
- celerity 50 %
- new ability: leap (only 75 % power of the current leap)
- increased atack speed @ 10 %
lvl 2 :
- celerity 75 %
- leap @ 150 %
- increased atack speed @ 25 %
lvl 3 :
- celerity 100 %
- leap @ 225 %
- increased atack speed @ 50 %
- new ability : xenocide. If the rampage skulk died, he will always explode in a small radius and do 40 dmg. He also leaves a cloud behind that decreased the marine sight within the cloud for a few seconds.
<u><b>Gorge</b></u>
alienname (role)
<b>1. "xxx" (defense)</b>
The special of the defense "xxx" gorge is that he only can use his abilitys only effective WITHIN infestation. He is a coward alien who wants to escape from every direct fight. He will try to hinder the marines to get deep into the alien territory. He is also usefull to make the alien territory more efficiency.(and yes, he has no more spit)
lvl 0 :
- celerity 50 % (only on infestation)
- new ability: healspray (works like current healspray). Decreased effect on alienplayers - 50% . Increased effect on buildings + 25 %
- new ability: hydras(they work likely current hydras). The total number of buildable hydras depends on the current infestation-spread. It works like the new eggsystem (described in paragraph 2. eggs/infestation/hive -system) . Like the eggs, hydras needs a lot of nutrient from the infestation.They need a lot of ground for there own. So u cannot spamm all your hydras at only one position. All gorges share the total number of hydras. Hydra-locations glowing on the minimap(for gorges only) and he can see them through walls.
lvl 1 :
- celerity 100 % (only on infestation)
- new ability : clogs(works like current clogs). The total number of buildable clogs depends on to the current infestation-spread. (lets say u can build 3 clogs for every buildable hydra)
lvl 2 :
- celerity 100 % (only on infestation)
- new ability : slide (works like the current special movement ability from the gorge). Works only on infestation.
- improved healspray : the healspray will now increase the maximum healthpoints for buildings @ 25 %. Buildings which are no longer under the effect of healspray will lost the healthbonus slowly with every second.
- new ability : feign death (works like current feign death)
lvl 3 :
- celerity 100 % (only on infestation)
- improved healspray : 50 %
- new ability spikes-trap(works likely the current khammander infestation spikes). The gorge can place a spike-trap(same size like the infestation spikes) on the ground which is invisble for the marines. If one marine reached the middle , the trap will strike. All marines in this area are stucked between all those spikes and gets damage(10 per second) for 5 seconds.Marines can still shoot. After this duration the trap is broken and must be rebuild. The total number of buildable traps depends on the current infestation spread.(lets say u can build 1 trap for 5 buildable hydras. minimum is one trap)
alienname (role)
<b>2. "xxx" (siege,support)</b>
The special of the offensive "xxx" gorge is that he can use his abilitys only effective BEYOND infestation. He is a grumpy old experienced alien and knows how to use his abilitys best to support his (dumber) alienfellows.
lvl 0 :
- new ability: healspray (works like current healpsray). Increased effect on alienplayers + 25% . Decreased effect on buildings - 50 %
- new ability: spit (works and damaged like current spit). A direct hit by spit will decreased the marines movementspeed by - 15 % and his atackspeed by - 15 for 3 seconds.
lvl 1 :
- celerity 25 %
- spit decreased movementspeed - 20 % atackspeed - 20 %, 3 seconds
- improved healspray. Healspray can disable marine buildings for 5 seconds(exept: no powernodes).
lvl 2 :
- celerity 50 %
- spit decreased movementspeed - 20 % atackspeed - 20 %, 4 seconds
- improved healspray. Healspray will now increase the maximum healthpoints for aliens @ 25 %. Aliens which are no longer under the effect of healspray will lost the healthbonus slowly with every second.
lvl 3 :
- celerity 50 %
- spit decreased movementspeed - 25 % atackspeed - 25 %, 4 seconds
- new ability: bilebomb (works like current bilebomb)
<u><b>Lerk</b></u>
all Lerks lost theirs current special movement ability (hang on a wall :>)
alienname (role)
<b>1. poison (offense)</b>
The poison lerk is a fast alien that kill his oponents in close combat. He is also prefer to harrass the marines with continuous gasatacks.
Flying around drains NO energy.
lvl 0
- new ability: poison bite (works like the current poison bite)
- celerity 50 %
lvl 1
- new ability: poison gas ( works like the current gas)
- celerity 50 %
lvl 2
- new special movement ability: while pressing the speciall movement button, the lerk starts a very fast dive(hope, this is the correct english word for this :p ), increasing his movement speed @ + 100 % for the duration. This will drain energy very quickly. Hitting a marine will also interrupt this ability but the marine gets automatically a poison bite. Dive only works in a down-direction.
- celerity 50 %
lvl 3
- improved poison gas: the gas is now also mixed with acid. Acid damaged the marine armor (6 per second). It also works on buildings(only armor of buildings not HP)
- celerity 50 %
alienname (role)
<b>2. "xxx" (support)</b>
The "xxx" Lerk feels best if he is nearby other aliens. He is fighting only from range behind the alien lines.
The "xxx" lerk has no armor. So there are no benefits from carapace.
The "xxx" lerk have eating to much hummies and is now fat! Flying around drains energy slowly.
lvl 0
- new ability : spikes (works like the current spikes). decreased dmg @ - 33 %
lvl 1
- new ability : umbra(works like current umbra). 33 % dmg reduction
lvl 2
- new special movement ability: while pressing the special movement button, the lerk is holding the position in the air. He is flaping so fast and strong that used umbra is hovering to the direction he wants. This ability drains energy fast.
lvl 3
- improved umbra : the lerk is permanent producing umbra around him without any energycost.
<u><b>Onos</b></u>
The Onos is still the onos. He is rare enough on the battlefield and dont need more different roles. He is also a lategame alien. For that reason, three new levels do not make much sense.
lvl 0
- the onos like in current game
lvl 1
- new ability : stomp (like in current game)
- celerity 50 %
yes... I skip the fade. Maybe I will add him later. Thats enough for now.
And yes, I am sure that UWE will not change there current system like this. Its just a littel daydream by me and i like the idea.
Enjoy it or die! =)
Yeah its a lot of informations. But u need to read the full text if u want to understand all changes.They all make sense. And yes, my english isent perfect :p . I do my best. Enjoy!
<b>1.) basics</b>
- no more crag,shade and shift hives! Only normal hives now
- ALL alien upgrades are researchable with 1 hive
- U can research several upgrades at the same time in one hive, if u got the ressources to do that
- all lifeforms lost the ability to evolve upgrades (details @ number 3)
- the crag,shade, and shift buildings are still in the game. The khammander can research them in hive
<b>2.) eggs/infestation/hive -system:</b>
so...whats the motivation to get more hives now? Answer is simpel = more eggs! And a better secured cyst connection which is much more important now. But the current eggsystem is intransparent and do not make much sense. So more eggs arent very usfull. That need to be change:
- eggs do not spawn near hives only...they will spawn everywhere on infestation.
- 1 egg need a lot of room to get nutrient by the infestation. The gameplay is : more infestation = more maximum numbers of eggs.(letz say for exampel : starting hive area without any new cysts gives enough room for 2 eggs)
- aliens will respawn instantly when a mature egg is avaible
- a new hive will increase the speed of respawning eggs.
- the respawning time for new eggs is a very critical balancingpoint. :>
- again : more hives = faster respawning rate of eggs . More infestation : more maximum numbers of eggs.
This system gives infestation much more sense for aliens. It gives new advantages. It will also reward marines to kill infestation(and eggs).
<b>3.) new evolutionsystem:
a) basic upgrades</b>
Carapace and regen...so many flamewars about this. Why? Imbalanced? I think: simpel stuff like "higher healthpoints" are basics in every RPG, Shooter, whatelse and thats why most players cannot play without carapace and regen(if carapace/regen get nerfed it will still the most used evolutions.I swear ;>). Same thing to adrenalin which is important for every alienlifeform. The whole evolutionsystem need to rework in my opinion:
- add upgrade "regeneration" in hive. This is a permanent upgrade for all alienlifeforms. There are 3 levels available. Every lvl will increase the natural regeneration @ + 33 % (again: I mean the NATURAL regenerationrate not the power of the current ability regeneration)
- add upgrade "carapace" in hive. This is a permanent upgrade for all alienlifeforms. There are 3 levels available. Every lvl will increase the armor @ 15 % (max. 45%). SKulks gets additional 2 armor with every lvl (they have 20 armor @ lvl 3).
- add upgrade "adrenalin" in hive. This is a permanent upgrade for all alienlifeforms. There are 3 levels avaible. Every lvl will increase the energy regeneration @ 15 % (15 % from the current adrenalin)
<b>b) lifeforms</b>
Aliens start with lvl 0. All lifeforms can be permanent upgraded by the khammander (3 levels).
All lifeforms lost the ability to evolve upgrades. Some lifeforms got "roles" to choose now. When u respawn as a skulk or changeing to a higher lifeform, u have to choose the role u want to take.
<u><b>Skulk: </b> </u>
(all skulks lost there current special movement skill "walk")
alienname (role)
<b>1. stealth (ambush,scout)</b>
The stealth-skulk is a sneaky,ambushing, meanie,intelligent killer. He is an expert to kill a lonely marine. He is also a scout and will mark enemys for the hivemind .
His movementspeed is decreased @ -25 % all lvls.
lvl 0 :
- new ability : parasite.(works like parasite in b215)
- silence (only 25 % power of the current silence)
lvl 1 :
- new ability : Camouflage. Camouflage is the special movement skill from the stealth skulk now. By pressing and holding the special movement button u get instant fully invisible(also while moveing) and decreasing movement speed(additional - 25 %). Camouflage will drain your energy fast. The first atack will end the camouflage.U can use camouflage again after a timer of 5 seconds. At full energy bar u can be invisible for 6 seconds.
- silence 50 %
lvl 2 :
- camouflage max 9 seconds @ full energy bar
- new ability : ambush. While using camouflage, your first atack do 50 % increased dmg
- silence 75 %
lvl 3
- camouflage max 12 seconds @ full energy bar
- ambush do 150% increased dmg
- silence 100 %
alienname (role)
<b>2. rampage (offense)</b>
The rampage skulk is an aggressive nervous buddy who never can standing still. He wants to jump and move all the time and loves coffee. His function is the atacker.(and yes, he has no more parasite).
His damage is decreased @ -25 % all lvls
lvl 0 :
- celerity (only 25 % power of the current celerity)
- new ability: doublejump.(like the current fade doublejump.)
lvl 1 :
- celerity 50 %
- new ability: leap (only 75 % power of the current leap)
- increased atack speed @ 10 %
lvl 2 :
- celerity 75 %
- leap @ 150 %
- increased atack speed @ 25 %
lvl 3 :
- celerity 100 %
- leap @ 225 %
- increased atack speed @ 50 %
- new ability : xenocide. If the rampage skulk died, he will always explode in a small radius and do 40 dmg. He also leaves a cloud behind that decreased the marine sight within the cloud for a few seconds.
<u><b>Gorge</b></u>
alienname (role)
<b>1. "xxx" (defense)</b>
The special of the defense "xxx" gorge is that he only can use his abilitys only effective WITHIN infestation. He is a coward alien who wants to escape from every direct fight. He will try to hinder the marines to get deep into the alien territory. He is also usefull to make the alien territory more efficiency.(and yes, he has no more spit)
lvl 0 :
- celerity 50 % (only on infestation)
- new ability: healspray (works like current healspray). Decreased effect on alienplayers - 50% . Increased effect on buildings + 25 %
- new ability: hydras(they work likely current hydras). The total number of buildable hydras depends on the current infestation-spread. It works like the new eggsystem (described in paragraph 2. eggs/infestation/hive -system) . Like the eggs, hydras needs a lot of nutrient from the infestation.They need a lot of ground for there own. So u cannot spamm all your hydras at only one position. All gorges share the total number of hydras. Hydra-locations glowing on the minimap(for gorges only) and he can see them through walls.
lvl 1 :
- celerity 100 % (only on infestation)
- new ability : clogs(works like current clogs). The total number of buildable clogs depends on to the current infestation-spread. (lets say u can build 3 clogs for every buildable hydra)
lvl 2 :
- celerity 100 % (only on infestation)
- new ability : slide (works like the current special movement ability from the gorge). Works only on infestation.
- improved healspray : the healspray will now increase the maximum healthpoints for buildings @ 25 %. Buildings which are no longer under the effect of healspray will lost the healthbonus slowly with every second.
- new ability : feign death (works like current feign death)
lvl 3 :
- celerity 100 % (only on infestation)
- improved healspray : 50 %
- new ability spikes-trap(works likely the current khammander infestation spikes). The gorge can place a spike-trap(same size like the infestation spikes) on the ground which is invisble for the marines. If one marine reached the middle , the trap will strike. All marines in this area are stucked between all those spikes and gets damage(10 per second) for 5 seconds.Marines can still shoot. After this duration the trap is broken and must be rebuild. The total number of buildable traps depends on the current infestation spread.(lets say u can build 1 trap for 5 buildable hydras. minimum is one trap)
alienname (role)
<b>2. "xxx" (siege,support)</b>
The special of the offensive "xxx" gorge is that he can use his abilitys only effective BEYOND infestation. He is a grumpy old experienced alien and knows how to use his abilitys best to support his (dumber) alienfellows.
lvl 0 :
- new ability: healspray (works like current healpsray). Increased effect on alienplayers + 25% . Decreased effect on buildings - 50 %
- new ability: spit (works and damaged like current spit). A direct hit by spit will decreased the marines movementspeed by - 15 % and his atackspeed by - 15 for 3 seconds.
lvl 1 :
- celerity 25 %
- spit decreased movementspeed - 20 % atackspeed - 20 %, 3 seconds
- improved healspray. Healspray can disable marine buildings for 5 seconds(exept: no powernodes).
lvl 2 :
- celerity 50 %
- spit decreased movementspeed - 20 % atackspeed - 20 %, 4 seconds
- improved healspray. Healspray will now increase the maximum healthpoints for aliens @ 25 %. Aliens which are no longer under the effect of healspray will lost the healthbonus slowly with every second.
lvl 3 :
- celerity 50 %
- spit decreased movementspeed - 25 % atackspeed - 25 %, 4 seconds
- new ability: bilebomb (works like current bilebomb)
<u><b>Lerk</b></u>
all Lerks lost theirs current special movement ability (hang on a wall :>)
alienname (role)
<b>1. poison (offense)</b>
The poison lerk is a fast alien that kill his oponents in close combat. He is also prefer to harrass the marines with continuous gasatacks.
Flying around drains NO energy.
lvl 0
- new ability: poison bite (works like the current poison bite)
- celerity 50 %
lvl 1
- new ability: poison gas ( works like the current gas)
- celerity 50 %
lvl 2
- new special movement ability: while pressing the speciall movement button, the lerk starts a very fast dive(hope, this is the correct english word for this :p ), increasing his movement speed @ + 100 % for the duration. This will drain energy very quickly. Hitting a marine will also interrupt this ability but the marine gets automatically a poison bite. Dive only works in a down-direction.
- celerity 50 %
lvl 3
- improved poison gas: the gas is now also mixed with acid. Acid damaged the marine armor (6 per second). It also works on buildings(only armor of buildings not HP)
- celerity 50 %
alienname (role)
<b>2. "xxx" (support)</b>
The "xxx" Lerk feels best if he is nearby other aliens. He is fighting only from range behind the alien lines.
The "xxx" lerk has no armor. So there are no benefits from carapace.
The "xxx" lerk have eating to much hummies and is now fat! Flying around drains energy slowly.
lvl 0
- new ability : spikes (works like the current spikes). decreased dmg @ - 33 %
lvl 1
- new ability : umbra(works like current umbra). 33 % dmg reduction
lvl 2
- new special movement ability: while pressing the special movement button, the lerk is holding the position in the air. He is flaping so fast and strong that used umbra is hovering to the direction he wants. This ability drains energy fast.
lvl 3
- improved umbra : the lerk is permanent producing umbra around him without any energycost.
<u><b>Onos</b></u>
The Onos is still the onos. He is rare enough on the battlefield and dont need more different roles. He is also a lategame alien. For that reason, three new levels do not make much sense.
lvl 0
- the onos like in current game
lvl 1
- new ability : stomp (like in current game)
- celerity 50 %
yes... I skip the fade. Maybe I will add him later. Thats enough for now.
And yes, I am sure that UWE will not change there current system like this. Its just a littel daydream by me and i like the idea.
Enjoy it or die! =)
Comments
<b><u>MOD</u></b>
EDIT: And 2 more: Good luck ^^
Of course?! Do u realy want NS1 just with a new engine?
Was NS1 broken? Why they develop NS2 now? :>
And... near 2 years of beta o_O. I think there was (and is)a lot of things broken.