Change The Pheramones

Jink_JinkJink_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.

Comments

  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    Urrr... sorry - pheromones??? What you talking about? Why this obsessionwith attracting female marines to mate with?
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Pheramones are the new replacement for Advanced Hive Sight in 1.1. They show where marines have been recently, and allow you to follow marines who have left the area).
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    my "phase" ability idea is better. But this one is unique. ill give it that
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    I do kinda see his point... it's rare to get sensory and not have all 3 chambers up, and level 3 Scent of Fear has a pretty big range - will the marines be able to get anywhere in 10 seconds where they won't be picked up by SoF? I think it would be pretty cool if SoF was limited to a certain radius around the crosshair, so you have to scan around to detect marines instead of having them announce themselves - it would be like sniffing the air, and it would make a visible trail significantly different, but equally useful.

    (Yes I know I haven't played 1.1, so if they are both equally viable then feel free to correct me)
  • stellerwindsstellerwinds Join Date: 2003-05-18 Member: 16459Members, Constellation
    I havnt played 1.1 but i like the sound of pheraomones better than scent of fear. Pheramones requires at least a bit of inteligence, you have to follow the trail. Scent of fear is "go kill the circle" and thus brainless. Now parasiteing someone to Get that circle is another matter. That requires a skulk to do the parasiting and another alien(s) to follow up with the killing. Tagging marines in vital spots of the map is always a huge boost but it requires actual teamwork and forethought. A bunch of aliens who simple have automatic "parasite sight" are just going to run around on their own looking for things to kill. Why will a skulk with scent of fear bother to tag a marine with parasite anymore?

    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.
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    This is also something that bothered me when I read the 1.1 changelog. Why would you want to use pheromones when there's another ability that's way more powerful?

    But sound amplification... that would be interesting. =)
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I do agree that scent of fear and pheremones are too much alike. However, the idea of an auditory signal being associated with something doesn't appeal to me. My computer is not a gaming computer, which means the sound card isn't that great, and the ability wouldn't help at all. I have a laptop so I can't simply get a new sound card. This ability would be for those people with top-of-the-line equipment mostly, and I don't think that is what the dev's want to create.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited May 2003
    <!--QuoteBegin--i'm lost+May 20 2003, 06:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ May 20 2003, 06:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I do agree that scent of fear and pheremones are too much alike.  However, the idea of an auditory signal being associated with something doesn't appeal to me.  My computer is not a gaming computer, which means the sound card isn't that great, and the ability wouldn't help at all.  I have a laptop so I can't simply get a new sound card.  This ability would be for those people with top-of-the-line equipment mostly, and I don't think that is what the dev's want to create. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <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*
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    this is not the suggestion and idea forum btw. That aside...

    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.
  • I_of_The_EverlastingI_of_The_Everlasting Join Date: 2003-05-05 Member: 16088Members
    I have an idea for pheremones - Instead of just a little line that's left behind a marine, an image of the marine is left behind at regular intervals. This image could either show that player's current animation (like a hologram of the marine) or a frozen image of what the marine was doing at the time the image was placed. If it's possible, to cut back on lag, just a flat, almost-transparent texture could be placed (like an upright spray logo instead of the whole model).
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    that might not be a great idea... Imagine rushing into marine start and all you see is 5-10 marine images obstructing your view.
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    Nah, Pheromones should be changed to an ability granting you motion blur both in front of and behind so that it's harder to see where you actually are when moving. Thus you'd have a standing still and a moving help with sensory and it'd help hunters + retaking. The ability would make mines blow prematurely and make it harder for turrets to hit marines too, of course.
  • I_of_The_EverlastingI_of_The_Everlasting Join Date: 2003-05-05 Member: 16088Members
    edited May 2003
    <!--QuoteBegin--chia-ono+May 20 2003, 07:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chia-ono @ May 20 2003, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that might not be a great idea... Imagine rushing into marine start and all you see is 5-10 marine images obstructing your view. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
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