Bunch of ideas

WulfikWulfik Slovakia Join Date: 2014-07-01 Member: 197135Members
edited July 2014 in Ideas and Suggestions
I would like things like:
Upgrades:
Resource reduction cost in % or in RCS as research for everything/everyone (commanders and players). ( Turret = 5 RCS -> 1st upgrade -> 4 RCS or Welder 3 RCS -> 2 RCS and so on ( might not be used on everything but some things like certain buildings and weapons or upgrades ). Guy below is right. Maybe it is fixed in me from other games.
Marine upgrade for ammo capacity of weapons. Most of the time when marines shoot they miss and suddenly they have no ammo and are being eaten by alien. I would add upgrade to increase magazine size of weapons by % in first two upgrades and then in 3th upgrade there will be added max ammo capacity. Like very first marine weapons 50 bullets in magazine/ 5 magazines total ( one already in weapon ). 1st upgrade will add like 5 bullets, then another 5 so it will be 60 and last upgrade will add one whole magazine. So in the end you will have 60 bullets in magazine / 6 magazines total ( one already in weapon ). ( Numbers may be changed those are random ones trying not to OP them ).

NOT NAMED YET = small marine building used for stomping the ground to slow down movement of enemy units. ( Not applied on something that is not touching the ground ( flying or wall climbing units ) ).
NOT NAMED YET upgrade of that ONE certain building ( it wont change all of them ) = commander may choose between slowing movement speed or dmg reduction of enemy units ( in a acceptable amout ). Next upgrade/s might increase range or efficiency.
Instead of pistol some healing tool ( not healing as much as armory or so just basic healing after huge fight for those who survived. ) Aliens have regeneration as upgrade and imagine you are marine who fought huge battle and survived. You are low on resources, commander is using them to build base right where you fought to capture some extraction point, but your HP is low so you have to go back and heal up. Well not anymore you can heal your teammates ( with healing tool ) and yourself ( just like you would buy mines or granades you might be able to buy another thing something like stimpacks or medicine or drug, anything to heal yourself for some amout of time BUT that effect will slowly fade and you will lose you HP ). This will add "medics" who can heal teammates just like aliens can.

Barricades for marines ( different sizes like for rooms, corridors and for shafts different ones ) LIMITED ! - Small building that can be build by anyone WHO HAS WELDER instead of axe ( commander ( better HP barricade ) or marine ( worse HP barricade ). You can use them to block shafts or some holes or corridors anything. CANT be range attacked BUT can be ranged attacked through without making a sound. ( You are in shaft that is barricaded and there is marine. You can range attack him without making sound from barb wire. ) My vision is something like:
1st level - BARB WIRE: low hp like 200 or so , will make sound if touched, will dmg ( small dmg ) enemy who is touching it or attacking it.
2nd level - STRONG BARB WIRE - with metal base - better HP like 300 , same sound, same dmg.
3th level - ELECTRIC BARB WIRE - bigger HP ( 400 for example ), better dmg with slowing efect on attack and movement but only on 2 sec or so. Will make louder sound ( sound when something or someone is being electricuted ) when touched or attacked and will need to be powered by turret battery or main energy source.

and for aliens

Building or something like unit or upgrade - unit that will spit/some sack hanging from ceiling of liquid that will explode if attacked or approached and will make blinding effect like Boomer drom Left 4 Dead when you COULD see but it was horrible experience. Might slow down enemy + will take better dmg or will heal attacking aliens only those melee attacking. Might be combined with alien WEB somehow.
Unit or upgrade for units ( only 1st two tiers of aliens cuz they are small ) - upgrade will allow you to hide in ground and stay there for some amout of time. It will leave small but visible crack or ground dmg. If marine will step on you, you will instantly appear, ambush them, with 1st atack in 2 sec with bonus dmg. Can be killed by flamethrower or dmged and killed by explosion.

And that's it. I tried to come up with not OP things, but things that will bring something new into game, something that I would add into my game if I had one. Stats like cost, dmg, duration, range ... simply everything can be changed by you guys. This is only "rough-draft". Thanks. Bye. :)

Comments

  • SantaClawsSantaClaws Denmark Join Date: 2012-07-31 Member: 154491Members, Reinforced - Shadow
    edited July 2014
    I'm not a huge fan of your barricade-type ideas at all. I prefer the current methods we have now, where we use armories and robotics to block off stuff.

    Your "meddic" idea is a big nono. Never ever. I refuse to even justify that suggestion by giving it a response. Terrible idea.

    You ammo capacity suggestion is sort of related to the addition of the HMG in compmod, which has 100 bullets per mag. However, the reason why that is okay, is because it has a huge reload time.
    I would not mind an ammo capacity upgrade like you mentioned, but I think it's a must that it has a longer reload time - however, if you do that, then it's going to cause a lot of frustration for people getting the upgrade while in combat and suddently have to reload longer than they expected. So considering that, I think it's safer to just go with the HMG like compmod is doing now.

    Your resource reduction suggestion - I don't understand why you think this is necessary? What problem are you trying to solve here? Cuz it seems to me that you're just making it over-complicated and solving nothing in the process.
  • AnzestralAnzestral Join Date: 2013-05-21 Member: 185327Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    A changing ammo capacity would make it incredibly hard for aliens to time when to engage an lmg marine, especialy as skulk or lerk.
  • WulfikWulfik Slovakia Join Date: 2014-07-01 Member: 197135Members
    edited July 2014
    SantaClaws that is why I said in the end it is "rough-draft" it is piece of log while you are carpenter. You can add, you can take from it change everything. Yea longer reload no problem. Medics can be only out of combat or something like that. You can do with that whatever you want. :) I don't need to change anything those are just things I would welcome.

    Anzestral I don't think that 10 bullets and 1 magazine would make a "incredible" problem for aliens which don't need any ammo and they energy regen is fast enough. I just don´t like going through the map without ammo when it takes 2 magazines to kill something most of the time ( you miss something they will heal something ) and then finding closest armory which is on other side of the map while your commander won't drop ammo for you. In this game it is really hard to kill aliens because of their speed in all directions while soldiers are slow even running forward. Like in other games like Counter Strike, old Call of Duty or Battlefield I never had problem with aiming and shooting with guns or even vehicles but in this game it is problem to kill something that is small, agile and quick while he is jumping around you and randomly attacking and succesfully killing you while you have to aim AT the target and you need to hit em with whole magazine to finish them while they need like 2 or 3 attacks not even looking directly at you.
  • SantaClawsSantaClaws Denmark Join Date: 2012-07-31 Member: 154491Members, Reinforced - Shadow
    @Wulfik, if you have trouble killing aliens, then look at how YOU can improve, rather than relying on the developers to make it easier for YOU.

    If you find yourself on a journey across a field of thorns, you have two choices, pave the field in leather or make sandals.

    I understand that it is a rough draft, but there's nothing to salvage from your suggestions, I'm sorry.
  • WulfikWulfik Slovakia Join Date: 2014-07-01 Member: 197135Members
    You are probably right :/
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    I do kinda like the increasing ammo. Maybe small amounts with weapons upgrades. I could see it being too strong though as 5 bullets is half a skulks health.
  • AnkleBitingKittyAnkleBitingKitty United States Join Date: 2014-01-19 Member: 193284Members
    Honestly healing gun is just plain pointless, the pistol is already good and theres no reason to spend res to get a healing gun when the com can just drop a medpack
  • Cannon_FodderAUSCannon_FodderAUS Brisbane, AU Join Date: 2013-06-23 Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
    @Wulfik a nice try at some fresh ideas. Though most of what you suggest, there is already a mechanic in game that can do it or have a same effect.
    Ammo capacity: this one is fresh, and could be interesting. But like james888 said, go have any impact, you would need at least 5 more bullets per upgrade, but that would give you an extra skulk and a half's worth of damaging power. Couple that with higher damage, and its exponentially more powerful than it first seems. If you make it reload slower... well... what's the point? It will also add a hidden mechanic (god knows there is enough of these in game) that being upgraded weapon = slower reload. Also, if you run low on ammo, ask the comm to drop you a pack.

    slowing down alien building upgrade: I think thats the pulse grenade

    healing gun: med packs already fill this role. And managing resources is what makes this game so tense. In a pub setting, your team of 6 marines may never die due to ability to self heal. In comp... well lets just say Marines would probably win 100%. Kharaa self heal because they can't have med drops. It is marines v aliens (asymmetrical sides)

    barb wire: other structures already fill this role (armory, robo). Adding another one doesn't seem to have much point. Also with vent blocks, we have mines for that.

    Alien upgrades:
    Sounds like its rupture but as a trap. I think for this trap to be effective, aliens have to camp for marines to fall for it. But that is bad alien play (they must be moving and not stay still). And if marines venture on infestation, rupture can be used, so it makes this ability a bit pointless. Also, it sounds like a mature whip.

    Anyway, it was an interesting exercise. Good to see other people thinking of how to improve the game.
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