New Metamod Ideas I Was Thinking Of
[WHO]Them
You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
<div class="IPBDescription">tell me if you like any of 'em</div> I haven't done a plugin for quite a long while; and now that I'm on christmas break, I've got a bunch of free time on my hands.
So yesterday I observed a few games of combat (in the new betas) and wrote down a few ideas.
I was thinking that I could just list off the ideas here and if any of them sound interesting, then you guys could let me know. So here goes.....
"Redeem Summon"
Whenever an alien has redemption, they get the use of a new command/power that allows them to summon any other kharaa that also has redemption to their current location. To prevent this from being uberpowerful, the following drawbacks occur.
-when summoning, the kharaa loses half it's life and armor. This armor is now the new armor setting for the summoned unit. So they basically split the summoning kharaa's health between them. So even an onos wouldn't come out with more health than 35 if a skulk did the summoning
-after the summon, both kharaa involved lose 10 health. This means that it's very possible that they could both die if the summoner isn't paying attention.
"Shared Healing"
Whenever a kharaa has regeneration. Any kharaa unit/structure that is very nearby gets a healing effect equal to about 1/4-1/2 that of the regeneration of the kharaa who has regeneration. This means that in the abscence of a gorge, 4-5 skulks with regeneration just hanging around the hive could heal it up pretty fast.
"Sonic Awareness"
Basically this is the incarnation for my hate of scan. Whenever a marine is within range of a triggered scan blip, they show up on hive sight as though they have been parasited for the duration of the scan or until they leave it's range.
"Bacterial Saturation"
Any kharaa killed near the hive (as in within healing range of the hive) will respawn at a much faster rate since their bacterial essence or whatever is within ready reach of the hive.
"Umbra Clog"
Jetpacks basically get a nerf when flying around in an umbra cloud. I haven't decided which of these 2 to use as the nerf....
1. Fuel only recharges at 1/3 the normal rate.
2. Fuel gets burned at 3x the normal rate.
Both effects are brought about by the deficiency of burnable oxygen in the cloud.
Combat ONLY Plugins:
some plugin that basically lets you set starting experience levels for a spawning unit on either the marine or alien side.
something that allows people to undo purchased upgrades that will only go reversely along the upgrade tree (so no unpurchasing lerk when you're already onos)
yeah, that's about it for what I came up with during the game.
So yesterday I observed a few games of combat (in the new betas) and wrote down a few ideas.
I was thinking that I could just list off the ideas here and if any of them sound interesting, then you guys could let me know. So here goes.....
"Redeem Summon"
Whenever an alien has redemption, they get the use of a new command/power that allows them to summon any other kharaa that also has redemption to their current location. To prevent this from being uberpowerful, the following drawbacks occur.
-when summoning, the kharaa loses half it's life and armor. This armor is now the new armor setting for the summoned unit. So they basically split the summoning kharaa's health between them. So even an onos wouldn't come out with more health than 35 if a skulk did the summoning
-after the summon, both kharaa involved lose 10 health. This means that it's very possible that they could both die if the summoner isn't paying attention.
"Shared Healing"
Whenever a kharaa has regeneration. Any kharaa unit/structure that is very nearby gets a healing effect equal to about 1/4-1/2 that of the regeneration of the kharaa who has regeneration. This means that in the abscence of a gorge, 4-5 skulks with regeneration just hanging around the hive could heal it up pretty fast.
"Sonic Awareness"
Basically this is the incarnation for my hate of scan. Whenever a marine is within range of a triggered scan blip, they show up on hive sight as though they have been parasited for the duration of the scan or until they leave it's range.
"Bacterial Saturation"
Any kharaa killed near the hive (as in within healing range of the hive) will respawn at a much faster rate since their bacterial essence or whatever is within ready reach of the hive.
"Umbra Clog"
Jetpacks basically get a nerf when flying around in an umbra cloud. I haven't decided which of these 2 to use as the nerf....
1. Fuel only recharges at 1/3 the normal rate.
2. Fuel gets burned at 3x the normal rate.
Both effects are brought about by the deficiency of burnable oxygen in the cloud.
Combat ONLY Plugins:
some plugin that basically lets you set starting experience levels for a spawning unit on either the marine or alien side.
something that allows people to undo purchased upgrades that will only go reversely along the upgrade tree (so no unpurchasing lerk when you're already onos)
yeah, that's about it for what I came up with during the game.
Comments
Every other plugin idea seems really neat. I really like the umbra jp idea (jetpacks are too hard to counter in a lot of areas, imho).
Another idea I had was nano bullets. Ammo for the marine's currenlty selected weapon will slowly regenerate one quarter of a clip per tick (a resource tick not per second) This would regen 12 LMG bullets, 30 is HMG bullets, one grenade launcher round or two pistol rounds each tick. Must be careful not to regenerate hand genades.
Having armor that repairs itself slowly might be a neat thing to have too on Armor upgrade 3. Nothing drastic, just something to add to the coolness/futuristic feeling of the game. Maybe one point every 10-12 seconds (every two ticks).
Whenever a kharaa has regeneration. Any kharaa ]unit/structure that is very nearby gets a healing effect equal to about 1/4-1/2 that of the regeneration of the kharaa who has regeneration. This means that in the abscence of a gorge, 4-5 skulks with regeneration just hanging around the hive could heal it up pretty fast.
"Sonic Awareness"
Basically this is the incarnation for my hate of scan. Whenever a marine is within range of a triggered scan blip, they show up on hive sight as though they have been parasited for the duration of the scan or until they leave it's range.
"Umbra Clog"
Jetpacks basically get a nerf when flying around in an umbra cloud. I haven't decided which of these 2 to use as the nerf....
1. Fuel only recharges at 1/3 the normal rate.
2. Fuel gets burned at 3x the normal rate.
Both effects are brought about by the deficiency of burnable oxygen in the cloud.
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The shared healing idea seems nifty enough, but will it have adverse effects on packs of kharaa rushing?
Sonic Awareness seems to be a pretty tight idea
umbra clog seems worth looking into, I myself would lean towards the fuel burning at a faster rate, this would make JP'ers go to the ground faster, which allows the majority of the aliens [skulks] to get at the flying buggers more readily.
the nano-ammo would also be a interesting plugin
simply put, anything you code is probably going to be tight, keep us posted on what your gonna do, progress, etc
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Having armor that repairs itself slowly might be a neat thing to have too on Armor upgrade 3. Nothing drastic, just something to add to the coolness/futuristic feeling of the game. Maybe one point every 10-12 seconds (every two ticks).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Great idea: That should stop the armory hopping! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Armor regeneration could make lone HAs more effective too. NS is built in such a way that aliens can play much more independently than marines: one camping skulk can take down 2 marines, but 4 marines could take down pretty much any khara. Marines, however, have to stick in groups to be effective. <b>The nano ammo and self-repair armor would not only make it possible for marines to play the game more independantly, but it would also take away some responsibilities from the commander</b>, who already has A LOT to do.
It should probably be a separate upgrade. Maybe it could be available for research after lvl2 or lvl3 weapon/armor upgrade or it could be researched right in the beginning but the regeneration effect would increase with level increase, just like increase in D-chambers increases effect of regeneration. It's important to understand that these upgrades will go against the core idea of NS where aliens are independent creatures with own resources while marines are dependent on each other and on commander. Furthermore, if the ammo-regeneration where as strong as you said, noone would need to use the armory or welder.
Jetpacks basically get a nerf when flying around in an umbra cloud. I haven't decided which of these 2 to use as the nerf....
1. Fuel only recharges at 1/3 the normal rate.
2. Fuel gets burned at 3x the normal rate.
Both effects are brought about by the deficiency of burnable oxygen in the cloud.
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This is also a great idea, since <b>there are very few ways to counter jet packs</b>. Lerks have the best weapons against JPers right now: spores and spikes. Other creatures have a very difficult time attacking JPers: skulks can't get near the JPer by climbing walls and the 3rd lvl ability jump (my brain is fried) with bite when near opponent is difficult to execute against a moving target. Fades can blink and try to swipe, but as with skulk's jump, it's difficult to execute. So, only a lerk can take down a JPer, but a JPer with a shotgun can easily take down a lerk in 2 good shots... So even lerks can't do much, since they would die too quickly! Unless... the lerks could stop the JPers from fliing! The 2 choices you offer are the same, if the JPer <b>stays</b> in the cloud: the JPer will fall 3 times as quickly if he had full tank. I believe the 1st choice would be better so that the JPer would have a chance to fly through the cloud and be ok. That way the <b>umbra would be a deffensive weapon</b>, keeping JPers out of an area instead of making them fall to ground and be killed by skulks. Furthermore, spores are available only at 2nd hive, creating another incentive for aliens to capture and build 2nd hive if marines preffer JP over HA. I haven't seen a lot of problems with JPs since few commanders use them and if they do, it still requires skill to use them. In the end, nerfing umbra cloud shouldn't tip the balance too much and it creates balance when good teams play against each other.
Starting Res: A plugin to specify the amount of starting res a team gets. It could then be set to any amount such as Marines 125, aliens 20 (per alien) This could help balance out individual servers.
Maybe I should give a go at making my own metamod files, I've got a few semesters of C++ and VB.net coding experience. What would I need in order to be able to compile MM plugins?
the metamod sourcecode (available at metamod.org)
and I HIGHLY recommend starting with the MM_Base framework I made (available at modns.org)
As for the starting res idea, I implemented it in the past. But the memory search algorithms for editing marine resources was never crashproof so I never released it to the general public.
which reminds me, if anyone else wants to tackle these ideas in the meantime. Go right ahead. I don't lay claim to any idea or anything since I'm such a lazy bastage to actually pursue them.
Jetpacks basically get a nerf when flying around in an umbra cloud. I haven't decided which of these 2 to use as the nerf....
1. Fuel only recharges at 1/3 the normal rate.
2. Fuel gets burned at 3x the normal rate.
Both effects are brought about by the deficiency of burnable oxygen in the cloud. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'd say the second. Why? JP fuel only recharges on the ground, where skulks are more likely to kill him than clogging recharge. Of course, it could probably make him stay on the ground so the skulks would more easily kill him but then it's not really a direct threat towards flying JPers since their fuel won't be recharged in the air anyway.
Otherwise, everything seems good. I especially like the group healing thing, I thought of that myself earlier.
If you're referring to SelfWeld, I was under the impression that scott had basically taken that project over.
As for other stuff that doesn't work. I need to know which ones don't work before I can fix 'em.
Although, as a strange coincidence, I did dress up as Mr. Clean for Halloween.