Replacing Regeneration

SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
edited August 2004 in NS General Discussion
<div class="IPBDescription">The Answer to Unchainers and Chainers...</div> I am seriously thinking this idea can work. It is simple to apply, but will encourage people to go other ways then DMS. It uses the chained idea but can satisfy unchainers.

Okay, I understand there are 2 groups. Those who opt for chained and those who are with unchained. I will briefly explain both ideas:

1) Chained chambers: when only 1 chamber can be built per hive, it is usually the defense chamber since larger life forms can survive longer without returning to the hive.

2) Unchained chambers: when all 3 chambers can be built at the same time. All 9 upgrades are available if each of the 3 chambers are built. However you can choose as many upgrrades as hives (1 Hive means 1 upgrade can be chosen from the 9)

Why did Ryo-Oki suggest unchained chambers? Because he was tired of the DMS structured style of alien play. Now let's look further into the problem...

Skulks gorges and lerks are okay with defense chambers because later they have fades and onos they can fall back on... these larger creatures have to rely on a key upgrade... REGENERATION!

<span style='color:red'><span style='font-size:14pt;line-height:100%'>Regeneration is the problem here, because of it DMS HAS to stay. Regen allows aliens to stay in battle fields longer which in turn makes them stronger. It has turned from a helpful upgrade to an essential one.</span></span>

My idea is this:

Make regeneration a passive trait that you automatically have as you start the game. This way aliens can start using movements or sensory chambers. This standard regen will have to be nerfed or the stats of aliens will have to since it's like giving a free upgrade.

Next, you maybe wondering what skill will replace the o-powerful regen?

An idea I had is an upgrade is called "rejuvenate". What it does is when you upgrade it, it makes regen work stronger, but ONLY when you are not using the a, s, d or w keys.

Therefore, you can still receive regular healing from regen as always, get shot, whatever, you still heal. But when you get this upgrade, you will heal faster when you stand still.

But is there really a better upgrade?

Though many of you may dismiss my "rejuvenate" idea, I really do not care. The real problem is regeneration, and the fact that aliens are literally bound to it. If regeneration becomes a passive trait, it could solve many problems. If you have any ideas of replacing regeneration, please post in this thread.

Chambers are not the enemy, it is actually regen.

EDIT: Took out Absorb added it later, Regen works whenever, whatever situation you are in
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Comments

  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    Personally i prefer cara as a fade just cos u live so much longer and have metabolise (hopefully).
    The only lifeforms i think need regen are lerks and onos, lerks can get back to a hive really quickly though. Onos use regeneration because carapace currently hardly does anything for them.
    The reason people use regen is because after u retreat, being low health, a single marine just wandering around the map can take u down.

    Therefore:
    if you have cara u still need regen or redemption.
    if you have redemption u aren't in battle for as long.
    if you have regeneration you have to run away.

    Redemption and regen are both effective and have their disadvantages but carapace just means u can fight for a little longer before you run away and if you encounter any enemies on your way back you are stuffed.

    So i reckon carapace needs improving or changing for the higher lifeforms which cost too much res to be lost because of a single marine u encounter while travelling half-way across the map back to your hive.
  • 999Hydralisk999Hydralisk Join Date: 2004-04-13 Member: 27907Members
    Eh and if aliens DO get DC first the 5 min fade has regen and carapace? *Cries*
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited July 2004
    <!--QuoteBegin-|999|Hydralisk+Jul 29 2004, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|999|Hydralisk @ Jul 29 2004, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Eh and if aliens DO get DC first the 5 min fade has regen and carapace?  *Cries* <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Of course I'm thinking regen only works when you don't move and you are not getting shot. So if a fade is attacking your base, he wouldn't be regenerating, and would actually be weaker.

    If he is weak, you can actually chase him down, and since he won't be regenerating while running, you can kill him.

    (wats wrong with the word hover?)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, i like the idea that you may not move or attack (being attacked should be ignored imo) to start regeneration!
    Maybe this nerf AND an improved heal spray (increase range and especially healing rate at onos) would decrease the amount of DMS-rounds and encourage perma/support-gorges!
  • Florp_IncarnateFlorp_Incarnate Join Date: 2002-11-01 Member: 3045Members
    Interesting.... good post.

    What you say is true. Fades need regen in order to function at their maximum potential when they are not in a hive area. I would only take cara as a fade if most of the fighting is taking place next to the hives, and never with less than 2 hives. Onii simply need regen, period. So yes, regen is the 'uber' upgrade.

    I might trade regen for a vampirism upgrade as long as it actually healed 80+ HP a swipe. That's 8 rounds of lvl 0 LMG damage healed per hit; nowhere close to keeping you alive against multiple marines by simply attacking, but in the hands of a decent fade who can blink-swipe properly, it would be very useful.

    As for your suggestion that regen passively heals on standstill, I have to disagree. Aliens cannot afford to stand still long enough to regenerate. The alien game is based on mobility, and having to stand still is too much of a handicap. Think about this in terms of the fade, who has to respond to every marine breakout and entrenchment as quickly as possible. Are you going to stand still for 45 seconds waiting to regen? Hell no.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Stationary regen would be gimped for Fades and Onoses. What do you think happens to an Onos who can't get back any of his HP until marines stop chasing him(and they wouldn't stop if they knew he had to stand still to heal himself)? What if he doesn't even have Celerity because aliens went Sensory first?
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    good points. nice idea.

    the fade may need a little nerf like -50ap (but maybe not if the hit box is fixed)

    but i think it would have to be on all the time/same healing rate as the upgrade is now to be worth the change.

    it just might be the death of D.M.S.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited July 2004
    I only suggested the stationary regen because regen HAS to get nerfed somehow or the stats of Fades, Onoses, and what not HAVE to get nerfed a bit since I am basically asking that regen be a regular thing.

    Though the vampiric attack may sound cool, I'm not sure how the gorges will um heal. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    You have to see both sides to this idea, marines might get scared of it like Hydralisk, while Zek and Florp think it is too weak.

    Keep in mind I am open to other suggestions for another "defense" upgrade.

    How about this:

    Regen works just like beta4a where you can run around get shot, whatever and it will heal. As I said in my first post, if comes standard when you start the game. Life forms will each be nerfed accordingly or regen will have to be weakened.

    Now this upgrade is called "rejuvenate" and what it does is when you upgrade it, it makes regen work stronger, but ONLY when you are motionless and not getting shot. I am thinking you can attack, so you can have "rejuvenate" work with metabolize, but you can't move your legs (can't use a,s,d or w).

    Therefore, you can still receive regular healing from regen as always, get shot, whatever, you still heal. But when you get this upgrade, you will heal faster when you stand still and not get shot.

    Do you guys like my ideas?

    Current List:

    - Absorb (Gives HP based on damage done)
    - Rejuvenate (Gives HP based on time, works while stationary and not attacked)
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited July 2004
    The premise of auto-regeneration sounds fairly good actually, but I dare venture a guess it could go towards overpowering Marine static defense - as now suddenly, you lack any good way to overrun it (B5 regen being currently the best way). Maybe the inert regeneration skill should be a bit less restrictive than "not moving, not being shot" - increase its speed maybe if the Alien finds a safe spot, but let it run at a rate equivalent to 1 DC no matter what you're doing, 2 DCs if you have >70% Adrenaline and 3 DCs if you're not airborne.

    Anyway, I love the concept. "Absorb" sounds like a dangerous concept though, like WC3 CS Vampire which could result in crazy melee powers because of the "I'm killing you and gaining HP" dynamic.

    I still don't see too much reason to live chambers chained even with these changes though - chained chambers add an element of supreme predictability atm, degrading gameplay to a simple rush-for-the-obvious where clever deception, speed and even teamplay can be secondary to the raw amount of firepower brought around to stop the aliens main objective.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    I kinda like this idea of a "perma-regen", but I don't really like how you have to not be moving to use it... I kinda like SaltzBad idea of how much regen is based on what you are doing.

    But to replace regen... I don't know... I like the absorb idea, but I think it would become too overpowered. You could possibly make it only work with melee/slot1 attacks, but it would really make the fades harder to kill since their main weapon is Swipe anyways.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Same here; you will be needing every, precious HP as a onos when you have 3 marines tailing you, knowing you will waste 75 res if you make even one mistake. I think it could , basically, work if the ability were boosted by DC's or maybe MC's, don't know, but I know for sure that nerfing aliens even more and taking away the most important upgrade will p|ss-off several players for good.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Use. A. Gorg. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    It would be cool if you could get more then your max HP with the vampire upgrade... that slowly ticked down of course.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Maybe a replacement upgrade could be something that heals aliens near you. It would stack with the passive regen, and it would encourage teamwork (4 aliens with this upgrade could heal quite a bit, but an alien on their own doesn't benefit). It's just a random idea that came to me, and unlike the other suggestions, it is passive and doesn't depend on anything you are doing, making it simpler to deal with.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    Ok well, i like the idea but there would be many problems, especially Sinice onos are nothing but huge targets, they wont be surviving an attack agaisnt even 1 Jp/HMG <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> which jp is the Counter for Onos, but 1 shouldnt be able to take it out easily. Regen should stay or yourr idea should work when moving, because currently Onos are "hit and run for your damn life if you want to live" species class now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    edited July 2004
    <!--QuoteBegin-i'm lost+Jul 29 2004, 11:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jul 29 2004, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe a replacement upgrade could be something that heals aliens near you.  It would stack with the passive regen, and it would encourage teamwork (4 aliens with this upgrade could heal quite a bit, but an alien on their own doesn't benefit).  It's just a random idea that came to me, and unlike the other suggestions, it is passive and doesn't depend on anything you are doing, making it simpler to deal with. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Seems like a good idea, but it should not go any higher after a certain amount of players are in an area... or maybe it should to help with the fact that 12v12 is not very fair to the aliens. With all 12 aliens in one room fighting to protect their last hive with their last res all helping each other survive would be pretty intense.

    EDIT: Or horribly unbalanced (aka invincible aliens)...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I like the idea about a "natural-regeneration". But instead of an additional regeneration upgrade we could leave it but include a new upgrade:

    - <b>natural defense</b> (you will spawn a spore cloud when hit)

    - <b>healing aura</b> (when you are on full health you can heal nearby lifeforms)

    - <b>petrify</b> (when you dont move for 5 - 10 seconds your skin hardens and you take only 1/5 damage)

    - <b>phagocytize</b> (after you damaged an enemy your natural-regen rate increases by 1/3 or higher, adjustable)

    - <b>reincarnation</b> (you die and after 5 seconds you respawn at the location where you died with only 1/2 of your HP)


    I thought this ideas fit to the topic of this thread, so don´t flame me like "this isn´t I&S bla bla.... "
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    I like the idea. I agree that regen is the main reason defense is so popular.

    However, the perma-regen must still be active when moving - otherwise, it would frustrating and boring. Enemy fire stopping regen sounds good, but like others said, the onos would need some sort of buffing up. Perhaps making charge useful will do the trick.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited July 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> natural defense (you will spawn a spore cloud when hit)

    - healing aura (when you are on full health you can heal nearby lifeforms)

    - petrify (when you dont move for 5 - 10 seconds your skin hardens and you take only 1/5 damage)

    - phagocytize (after you damaged an enemy your natural-regen rate increases by 1/3 or higher, adjustable)

    - reincarnation (you die and after 5 seconds you respawn at the location where you died with only 1/2 of your HP)
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    Oh wow, those are actually really, balanced good ideas(except reincarnation and natural defense). Very good indeed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Post those in the S&I if you can
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    vote me for becoming a playtester <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    edited July 2004
    If you're going to do this I think that you could use regen in it's current state, but instead of the rate of healing being dependant on the number of DCs, make it dependant on the number of hives. Afterall, level 1 regen is crap but better than none at all, level 2 is reasonable and level 3 would be at 3 hives when the aliens should decimate the marines.

    Also, if you made DCs only heal structures you wouldn't get idiots hiding in vents at the end of the game as no hives would mean no regen.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    therefor we already have plugins that prevent DCs from healing when there is no hive left.

    If DCs won´t heal lifeforms at all, they would completely suck.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin-Schimmel+Jul 29 2004, 01:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Jul 29 2004, 01:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - <b>healing aura</b> (when you are on full health you can heal nearby lifeforms)

    - <b>petrify</b> (when you dont move for 5 - 10 seconds your skin hardens and you take only 1/5 damage)

    - <b>phagocytize</b> (after you damaged an enemy your natural-regen rate increases by 1/3 or higher, adjustable) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like these 3.

    Healing aura should also stack when more than 1 alien with the upgrade comes into range (max of 3 aura's working on 1 alien). Each level increases range and only has the power of a lvl1 regen (thusly 3 aliens will give lvl3 regen, stacking with the "perma-regen")

    Petrify should work just like cloaking in the sense that you can still move slowly and be "hardened". Each level determines how much damage is recieved.

    Phagocytize is good, but should only last 5 seconds or so and either the number of seconds it lasts or how much is healed should depend on the level.

    Just my extra .02$ on your .02$ <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Petrified aliens? Vampiric aliens?

    Comm, I'm in I&S. Drop me a CC. Let's relocate, quick!
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    There's a reason people describe Public Beta Discussion as just an extension of I&S.

    Just curious, when would Petrify be useful? As soon as you start moving during the fight, it goes away, right?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I've always thought PBD was more of a place for balance related feedback and discussion. Topics like 'Acid Rocket is weak for a hive three weapon" belong here. Topics like "Acid Rocket should be replaced with a flaming gorge launcher" belong in I&S.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited July 2004
    Sorry for confusing you guys with my "always-on" regen idea. What I MEANT to say is this:

    - You have a regen just like beta4a that works ALL the time (getting shot at, running, etc.). It would have to be weaker than level 3 regen on beta4a, since you are literally getting regen for free.

    - My suggestion is that an upgrade called "rejuvenation" increases the rate of regen, BUT you must be standing still to use it.

    Sorry for the mixup, I am all for regen working when you get shot, run around and stuff. The upgrade however only works when you are not moving your a, s, d, and w keys.

    Nice ideas!

    Well Bob, I just wanted to clarify to people who are intelligent and DON'T browse through S&I (it has a bad reputation you know), since everyone is so caught up with Unchaining chambers. I am trying to find a medium for people who are unchainers and chainers, and I believe this thread makes a solution in that part. I COULD have posted this in S&I, but I really don't my hard thought idea that analyzes the truth about Unchaining to be thrown away for some "Mahrinez shud git som snipa rifleds!!" sort of idea.

    I know that maybe this isn't the best forum to post this, but I want my idea taken seriously.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin-i'm lost+Jul 29 2004, 04:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jul 29 2004, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's a reason people describe Public Beta Discussion as just an extension of I&S.

    Just curious, when would Petrify be useful? As soon as you start moving during the fight, it goes away, right? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I can currently only think of three reasons of why it would be useful. #1 would be to protect your butt from being insta-killed while cloaked. #2 If you need to go AFK for a sec, it will be harder to get that free kill. #3 Building killer... just stand there and tank the damage while killing that building. And if it goes away when attacking, just tank the damage and draw fire for the other aliens.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Reincarnation is a big NONO.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited July 2004
    Current list:

    Rejuvenation - increases the rate of regen, BUT you can't use w. a. s. or d keys, or get attacked

    Absorb - gives health based on damage inflicted on marines (slot 1 attacks only)

    Petrify - increases armor when not moving

    Healing Aura - heal others nearby when you are at 100% health

    Phagocytize - regen is improved after damaging enemy

    Natural Defense - fires a spore cloud at your location when you are attacked

    Reincarnation - respawns you with 50% health/armor in the same spot you died after waiting 5-10 seconds

    *Please write WHY an upgrade is bad rather than saying "it's a no-no", thank you.*

    *I am going to make a poll after 10 submissions are in.*
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