Change The Pheramones
Jink_Jink
Join Date: 2003-03-05 Member: 14348Members
<div class="IPBDescription">To a new mine slayer</div> Now that i got all your attention, i want to make a point that would fix alot of things.. but none the less its just an idea.
Right now, from what I know, Sent of Fear and Pheramones basicly serve the same purp... to detect marines. The only problem is that Sent works a whole hell of a lot better.
Now heres the idea:
Why not change pheramones into an upgrade that allows ones weapons to hit mines? Works well within the ideas of a sensory chamber, as it effects your long range shots to effect mines too.
This would be awsome, seeing a skulk run in, parasite a bace, and kill 4 marines around the mines?
Or perhaps it would just upgrade the lerk spikes to hit the mines...something to this extent.
Or perhaps just an extra weapon slot with a minesweaper ability.
Just a thought to try to stop the redundancy of Pheramones.
Right now, from what I know, Sent of Fear and Pheramones basicly serve the same purp... to detect marines. The only problem is that Sent works a whole hell of a lot better.
Now heres the idea:
Why not change pheramones into an upgrade that allows ones weapons to hit mines? Works well within the ideas of a sensory chamber, as it effects your long range shots to effect mines too.
This would be awsome, seeing a skulk run in, parasite a bace, and kill 4 marines around the mines?
Or perhaps it would just upgrade the lerk spikes to hit the mines...something to this extent.
Or perhaps just an extra weapon slot with a minesweaper ability.
Just a thought to try to stop the redundancy of Pheramones.
Comments
(Yes I know I haven't played 1.1, so if they are both equally viable then feel free to correct me)
I like NegaBenji's idea of requiring a field of vision for scent to work or just replace scent, not pheramones. Scent is too dumbed down sounding to me and that isnt NS.
Here is an idea. How about an auditory ability instead of 3 visiual ones for sensory? Hearing is a sense after all. So what about a third ability that lets you hear 3-5 times the distance you normally would depending on your facing and maybe an activation button? You wouldnt want to be constantly barraged by sounds you didnt want to hear. This way you could stand there slowly circling and just listen for marine footsteps, voices, weapons or whatever. Maybe the auditory power would even let you hear marine voice comm if you are very close to them.
But sound amplification... that would be interesting. =)
<hijack>
laptops aside, a very decent soundcard can be had for any computer that can play NS for around $10. Look at any C-media CMI8738 chipset cards, they have decent quality and while not a "sound processor" by itself, the codecs are still pretty darn good. I saw one at my local Microcenter for $9.99 (after a $10 rebate). I had one of these cards in my old p3-450 and it worked fine.
*edit* they support surround sound and positional audio too *edit*
No i dont think that would really work as that is a huge balance change you would be wanting to make. The ability to blow mines changes too many things for a small upgrade. Also this upgrade would be useless on fade (until hive 3) and skulk. So the upgrade would not have the required usage to make it viable.
Heh, I hadn't thought to add that it would be toggle-able, like enhanced sight...... Not that this would make the marine start bit any better, but I did say that the images would be nearly transparent - like a ghost or an unbuilt hive.
Since the disabling of motion tracking seems to be a hot topic for the third sensory ability, I will post my idea. Instead of completely being immune to motion, how about just having the motion tracking blue circle, that indicates where an alien is, one standard size at all times or significantly smaller. This would make it harder for marines to judge how far an alien is. If the circle were made smaller, it would be harder to notice aliens that are further away from a marine and also, as the alien moves closer to the marine, it would appear as if the alien player was still far away, thus allowing for surprise attacks on the go.