Alien Upgrades Interchangable

l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
edited November 2012 in Ideas and Suggestions
<div class="IPBDescription">Allowing A More Diverse and Customizable Experience.</div>I have a few suggestions to make alien upgrades easier and more enjoyable for players.

The first and major one is for alien upgrades, once selected and evolved, to remain after a players death. It is a cumbersome and pointless activity to force a player to reevolve his upgrades after every single death, especially for skulk players and new players. I for one have a very difficult time understanding what reevolving upgrades after every death adds to the game in any way.

In order to deal with aliens being locked to their upgrades for the whole game, my second suggestion is to allow aliens to switch in and out evolutions on the fly. For me, this seems a natural thing for an alien race who relies on evolution and natural selection so heavily. It also allows aliens to customize their builds based on the demands of the situation and gives to the feel of alien adaptability through hyper-mutations and evolutionary process. If it seems a little to powerful, you could require a very small p.res cost to keep it a function only used when truely needed and not abused. You're very first upgrade selection's cost nothing, but when you switch out upgrades and reevolve it could cost say 3 res for each upgrade switched out.

My third and last suggestion is more of a mechanical rework, but I think it would bring a new depth to the aliens while giving them stronger mid to late game play. I would really consider giving aliens the current three slots for upgrades, but allowing them to choose any upgrades they want, even if they're from the same chamber. This would allow players to truly customize their lifeforms by opening up a array of options and builds not available before. The only concern I have here is an Onos being to strong with both carapace and regeneration, but I think some simple rebalancing of each ability could easily prevent this. The thought of a silenced and cloaked skulk or lerk sounds great to me, or a carapace, regen, adrenaline gorge.

Comments

  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    1. I agree. Its annoying especially when marines are in the hive, shooting you as you spawn.

    2. They removed ability to swap upgrades on the fly because anyone with half a brain was switching to regeneration when out of combat, healing up, then back to carapace. Personally I think they should just allow evolution upgrade swapping at the hive. Having the upgrades cost res is not the way forward I think, because 3 res is nothing if it saves your onos but a big investment for a skulk.

    3. UWE decided to stop this, as it originally was the case, since it was too hard to balance carapace/regen combo without making them both rubbish. I don't want carapace slowdown back.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2012
    Thanks for the clarifications on the points. I can compromise with your number two recommendation. Allow swap only at the hive. Still allows customization to meet the ever changing battle field, but keeps it from being abused. I still think number three could be done with proper balancing of the abilities.

    As an example, instead of having carapace give extra armor just have it be a flat damage absorption ability, say reducing all incoming damage by 30% (Which I would prefer this any day over the current carapace upgrade that has such varied effectiveness across lifeforms; it would make it more viable throughout the whole game too).
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    edited November 2012
    <!--quoteo(post=2022637:date=Nov 13 2012, 06:21 PM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Nov 13 2012, 06:21 PM) <a href="index.php?act=findpost&pid=2022637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As an example, instead of having carapace give extra armor just have it be a flat damage absorption ability, say reducing all incoming damage by 30% (Which I would prefer this any day over the current carapace upgrade that has such varied effectiveness across lifeforms; it would also make it more viable throughout the whole game too).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Absorption is far more powerful than extra armour since it ignores armour piercing abilities, and it enhances healing.


    Personally I would prefer to see more upgrades rather than allowing to use all of same hive. Like what another player suggested 'cog armour'. You can only take up to (for example) 30% of your health from a shot or salvo. Useful for skulks and paper lifeforms to stop being insta-popped by grenades and shotguns, no benefit against an LMG.
    Edit: also focus, and frenzy or something for shift hive.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2012
    Could you just scale the flat absorption to a proper number to handle this issue? Piercing properties would still be useful in ignoring the current armor and going straight to their health. Sure, flat absorption would reduce it some, but the mechanical purpose of it, ignoring armor wouldn't be lost and, in some ways, would make it more valuable for more heavily armored units, like the Onos and fade.
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