Why are the alien ability upgrades linear?

meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
I know we're still awaiting the arrival of a bunch more alien abilities, so it might be the case that this will change in the future anyway, however...

It seems like strategically games could be much more diverse if the number of hives determined how many abilities were available at once, rather than which specific abilities are available.

To be super clear, E.G. currently with Lerk it's 2 hives - Spore, 3 Hives - Spore and Umbra.
Why not 2 hives - Spore OR umbra, 3 hives - spore and umbra?

I would imagine various numbers would need adjusting so current 3rd hive abilities aren't OP when researched on 2 hives (ignoring the fact most 3rd hive abilities are just fluff at the moment anyway) but it seems like this is a fairly basic element of strategy/metagame-ness that would make this game much more interesting, not just to play but also to watch (esports woo!).

Please, enlighten me!

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited February 2013
    It could be interesting but it would be extremely hard to balance. All alien abilities would have to be designed to be equal tradeoffs with one another, and the game would have to be balanced for any of them to appear at Hive 2, as well as for current abilities(like Leap and Bile Bomb) to not appear at Hive 2.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    edited February 2013
    I think its a great idea, it would take some effort on the part of UWE to balance really strong abilities like umbra though, it would need a significant nerf but I think it should be doable, honestly I think umbra would be the only ability you would ever see chosen (maybe babblers who knows?) I think it would add some great late game use for the lerk.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    edited February 2013
    statikg wrote: »
    I think its a great idea, it would take some effort on the part of UWE to balance really strong abilities like umbra though, it would need a significant nerf but I think it should be doable, honestly I think umbra would be the only ability you would ever see chosen (maybe babblers who knows?) I think it would add some great late game use for the lerk.

    This.

    Much like in the NS1 days when the alien build order was seen as sacrosanct; it had to be Defense->Movement->Sensory, there would be a perceived order and any straying from it would be "lol eject n00b khamm".

    Granted, this is a player problem and not a game problem.

  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    I think this would be interesting. I've wanted to see it for some time. But it poses two basic problems.

    1) abilities need to be balanced so that neither is OP when researched first. Also, so that both are nearly equally viable.

    2) though the abilities need to be level with each other, they need to stack in such a way that 3 hive aliens are stronger than 2 hive aliens. it is possible that without a linear scale up between abilities, 3 hive aliens wouldn't be stronger than at 2 hives. Just a different flavor of the same strength they had at 2 hives.

    Still, I think this could have great potential. An example of how this could go:

    Rush for 2 hives, a shift, and xeno. Laugh maniacally as marines scamble for armor upgrades.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Unfortunately the alien tech system as a whole is just poorly thought out, there's so much potential for adding a lot more meaningful depth but it has all gone unused so far.
  • CrazyEddieCrazyEddie Join Date: 2013-01-08 Member: 178196Members
    edited February 2013
    thefonz wrote: »
    2) though the abilities need to be level with each other, they need to stack in such a way that 3 hive aliens are stronger than 2 hive aliens.

    One way to do that is to have 2-hive and 3-hive versions of each ability, so that when the third hive is built, all the existing abilities get a modest buff.

    It could be very simple and mechanical so as to not substantially increase the complexity of the game. A five or ten percent increase in duration or decrease in cooldown or whatever, say, without otherwise changing the way the ability works.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    CrazyEddie wrote: »
    thefonz wrote: »
    2) though the abilities need to be level with each other, they need to stack in such a way that 3 hive aliens are stronger than 2 hive aliens.

    One way to do that is to have 2-hive and 3-hive versions of each ability, so that when the third hive is built, all the existing abilities get a modest buff.

    It could be very simple and mechanical so as to not substantially increase the complexity of the game. A five or ten percent increase in duration or decrease in cooldown or whatever, say, without otherwise changing the way the ability works.

    Yeah that's pretty much how I'd envision it- you could even do it as simply as having any ability costs more energy/does less damage when researched as 2nd hive rather than 3rd, obviously there are problems with doing it like that but that's how simple it COULD be, just as a starting point.

    It would even make vortex in its CURRENT state a viable skill to research!
  • RippsyRippsy Join Date: 2013-01-16 Member: 179921Members
    Xarius wrote: »
    Unfortunately the alien tech system as a whole is just poorly thought out, there's so much potential for adding a lot more meaningful depth but it has all gone unused so far.

    Please elaborate, I'm genuinely curious as to where you could take it :)
  • Angry ChildAngry Child Join Date: 2012-12-05 Member: 174256Members
    Id rather they just add a 4th hive path which included something like focus and another type of evolution to keep it interesting, right now game play is just GET CARAPACE, GET FADES, DO STUFF
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    MMZ_Torak wrote: »
    statikg wrote: »
    I think its a great idea, it would take some effort on the part of UWE to balance really strong abilities like umbra though, it would need a significant nerf but I think it should be doable, honestly I think umbra would be the only ability you would ever see chosen (maybe babblers who knows?) I think it would add some great late game use for the lerk.

    This.

    Much like in the NS1 days when the alien build order was seen as sacrosanct; it had to be Defense->Movement->Sensory, there would be a perceived order and any straying from it would be "lol eject n00b khamm".

    Granted, this is a player problem and not a game problem.

    More like, "some noob gorge has built the sensory chamber!". :)
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Zek wrote: »
    It could be interesting but it would be extremely hard to balance. All alien abilities would have to be designed to be equal tradeoffs with one another, and the game would have to be balanced for any of them to appear at Hive 2, as well as for current abilities(like Leap and Bile Bomb) to not appear at Hive 2.
    Its only skulk, lerk and fade that have 3 abilities (unless I am having a mental blank)
    Skulk - Leap or Xeno

    Lerk - Spores or Umbra

    Fade - blink or vortex.

    I actually think these are fairly balanced, umbra is good but serves a different purpose. The only variance I think at most you could make the 2nd hive research be bombed like spores at present...and 3rd hive ranged like umbra is.
    This would mean umbra early game would require the lerk to get into dangerous places to use effectively.

    I agree with others that this will greatly increase the tech path options, create a bit of diversity in game play.
    Its an interesting idea at the very least, I guess similar to researching jp's or exo's.
  • poloqpoloq Join Date: 2005-07-28 Member: 56990Members
    Neoken wrote: »
    MMZ_Torak wrote: »
    statikg wrote: »
    I think its a great idea, it would take some effort on the part of UWE to balance really strong abilities like umbra though, it would need a significant nerf but I think it should be doable, honestly I think umbra would be the only ability you would ever see chosen (maybe babblers who knows?) I think it would add some great late game use for the lerk.

    This.

    Much like in the NS1 days when the alien build order was seen as sacrosanct; it had to be Defense->Movement->Sensory, there would be a perceived order and any straying from it would be "lol eject n00b khamm".

    Granted, this is a player problem and not a game problem.

    More like, "some noob gorge has built the sensory chamber!". :)
    It wasn't as straight forward as that. Even though Defense was preferred the other two were just as good IF the team knew how to use it.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    Zek wrote: »
    It could be interesting but it would be extremely hard to balance. All alien abilities would have to be designed to be equal tradeoffs with one another, and the game would have to be balanced for any of them to appear at Hive 2, as well as for current abilities(like Leap and Bile Bomb) to not appear at Hive 2.
    Skulks need leap as a 2nd hive ability.
    They're way too squishy without it.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Ye, i agree on alien evolutions feel too much like level upgrades on marine side.

    The kharaa, equipped with this super-bacteria-genes have the best basis to get themselves suited up for any situation. If the situation lasts, i shall get better at suiting up. So I should have endless possibilities for my first choice of evolution, but the choices should get narrower the deeper i get into an upgrade.

    Hives should be the catalysator for me, to unlock even deeper levels of an upgrade kind, but not the upgrade itself.

    I'm born as skulk, and I want to be sneaky, i may evolve silence, without the need of a shade around. Of course that shouldn't mean i can do what i want. But if we place a shift, and i get celerity, i get a boost to my evolution. So i have the choice to go for my wanted upgrade in it's basic simple form, or I choose the hive-way and get a boosted shift form that grants me additional skill.

    This would be the survival of the fittest in upgrades. You should have a choice, but going with the hive/team mind greatly enhances you of course. That's the same philosophy that gorges had in NS1. You had the choice to get gorge, but you hadnt to. If you got gorge you boosted your whole team and you were a significant role to the game.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    poloq wrote: »
    Neoken wrote: »
    MMZ_Torak wrote: »
    statikg wrote: »
    I think its a great idea, it would take some effort on the part of UWE to balance really strong abilities like umbra though, it would need a significant nerf but I think it should be doable, honestly I think umbra would be the only ability you would ever see chosen (maybe babblers who knows?) I think it would add some great late game use for the lerk.

    This.

    Much like in the NS1 days when the alien build order was seen as sacrosanct; it had to be Defense->Movement->Sensory, there would be a perceived order and any straying from it would be "lol eject n00b khamm".

    Granted, this is a player problem and not a game problem.

    More like, "some noob gorge has built the sensory chamber!". :)
    It wasn't as straight forward as that. Even though Defense was preferred the other two were just as good IF the team knew how to use it.

    I think he was simply picking up the fact there was no khamm to eject....which he beat me to doing ;)
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Mhh... changing the Khams Options from "research bile bomb" to "research Gorge Tier 2" and from "research Leap" to "research Skulk Tier 2" and so on...

    This would allow the player to choose at gestation, what weapons he want. The kham only chooses how many weapons a specific lifeform has. Would really increase the tactical possibilities and freedom of players, without cutting into the options of anyone.

    But some balance tweaks would sure be needed.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    As a thought experiment, imagine if some or all of the current second hive abilities were third hive and vice versa. Personally I think the third hive would suddenly become a lot more important and interesting, with the second hive still being useful.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    Xarius wrote: »
    As a thought experiment, imagine if some or all of the current second hive abilities were third hive and vice versa. Personally I think the third hive would suddenly become a lot more important and interesting, with the second hive still being useful.

    The third hive abilities are pretty meh. Stomp makes onos even more powerful but they don't really need it to be effective at end game. Xeno and vortex are useless. The only good one is umbra, but getting umbra mid game whoo boy would that screw marines over.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Emoo wrote: »
    Xarius wrote: »
    As a thought experiment, imagine if some or all of the current second hive abilities were third hive and vice versa. Personally I think the third hive would suddenly become a lot more important and interesting, with the second hive still being useful.

    The third hive abilities are pretty meh. Stomp makes onos even more powerful but they don't really need it to be effective at end game. Xeno and vortex are useless. The only good one is umbra, but getting umbra mid game whoo boy would that screw marines over.
    You would have to look at something like changing to be like spores currently, that way the lerk has to also get into danger to use it and cant sit back and use it ranged.

    Or perhaps its only half as effective, scale it to the number of hives (max 3 unless veil changes) or research levels weapons upgrades.

    Stomp was a problem at only 2 hives, though if its range was decreased and the stun time shortened it might work. Cutting the stun time and distance to say 25% on one hive, maybe 33-50% on 2 and current on 3.

    This could also work for blink and limit fades on 1 hive to having a max blink time of 1-2 seconds so its only slightly better than shadow stepping.
    Similar to what we had in beta at one point but scales up.

  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    how about a Tier system ? (btw we are talking about abilities such as leap bilebomb etc. dont get this confused with upgrades)

    *All abilities available for research at 1 hive in Tier 1 versions
    *To unlock Tier 2 you need 2 hives
    *To unlock Tier 3 you need 3 hives

    This solves some problems with the game currently

    * Aliens no longer become impotent at 1 hive
    * Aliens now scale, Tier 3 abilities would be more powerful than they are now, meaning games will end faster and giving a huge insentive for marines to not allow 3 hives (same as was in NS1)
    * Marines will see a real impact of destroying a hive because you knock aliens down a Tier. Ive been in losing games where we managed to ninja a hive .... yet we couldnt do anything after that as aliens still had their abilities until they die (namely spores and bilebomb). With this i would imagine that after a ninja hive takedown, all aliens will lose Tier 2 and be back on Tier 1 abilities which would at least give marines some breathing room to take back some map control until aliens rebuild their 2nd hive.
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