Suggestion how to change camo

ZenuZenu Join Date: 2010-07-26 Member: 72861Members, Reinforced - Shadow
edited November 2012 in Ideas and Suggestions
Hello,

Camo is supposed to give aliens chance to get closer to marines before they get shot, but currently they get almost guaranteed first strike chance with the camo invisibility. This should be changed imo and here is my suggestion:

While moving in camo aliens should only have around 90% camo that was previously but they can go completely invisible while still IF the room doesn't have functioning power node. If there is power node aliens can't go completely invisible even if they stop moving completely because they can't camoflage so well in light. Also aliens camo should drop even more if they are being flashlighted upon.


edit: changed some wording

Comments

  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=2036644:date=Nov 28 2012, 12:59 PM:name=Zenu)--><div class='quotetop'>QUOTE (Zenu @ Nov 28 2012, 12:59 PM) <a href="index.php?act=findpost&pid=2036644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hello,

    Current implementation of camo seems to be too ezmode and dumbed down atm. This is my suggestion how to make camo better.

    While moving in camo aliens should only have that 90% camo that was previously but they can go completely invisible IF the room doesn't have functioning marine power node. If there is power node aliens can't go completely invisible even if they stop moving completely. Also aliens camo should drop even more if they are being flashlighted upon, maybe 50% camo or something like that. Right now aliens can sneak right at you completely invisible in completely illuminated room, the map designs in many case already give huge camoflagin bonuses on aliens in most maps so giving aliens complete invisible goes over the top.

    Also some other balancing things are needed imo but can't think of good solutions right now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd keep it as is but have them become SLIGHTLY and ever so slightly visible if a flashlight is shining on them. That way you can't just walk straight up to a marine like you can now and would require at least some attempt at being cautious on ambushing them.
  • pendelum5pendelum5 Join Date: 2012-10-29 Member: 164317Members
    edited November 2012
    Could UWE make it so the Skulk eyes glow when a flashlight shines on them, <a href="http://www.cat-care-from-the-heart.com/uploads/9/1/0/3/9103985/5697973.jpg" target="_blank">like cat eyes?</a>
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I'd like that. It'd still be very disorienting for the marine.
  • m0rdm0rd Join Date: 2012-11-26 Member: 173223Members
    The only change it needs is bringing back the shimmer effect whenever a flashlight is pointed at someone in camo. Anything other than it's current iteration would make the ability useless again. Anyone with eyes on the screen should be able to spot a Xeno in Camo even at 99% (the release Camo was a joke, could spot Fades sitting still hiding in corners).
  • alsteralster Join Date: 2003-08-06 Member: 19124Members
    +1 for red or other color cat eyes with flashlight!
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