Advanced Vision

EEKEEK Join Date: 2004-02-25 Member: 26898Banned
There is a thread like this but I didn't want to derail it - Here's my concept of 'advanced alien vision modes'.


<b>Hive 0</b>
- No additional sensory abilities.

<b>Hive 1</b>
- Parasited marines glow - Whenever you parasite a marine, said marine shows up on hivesight for all lifeforms as being parasited. In addition, this marine will glow yellow to aliens who have him in their line of sight.

- Pheremones is active for minor lifeforms (Skulk, Gorge, and Lerk). This gives them basic tracking abilities.

<b>Hive 2</b>
- Parasited marines glow.

- Pheremones is active for all lifeforms.

- Advanced Hivesight is active for minor lifeforms (Skulk, Gorge, Lerk). Advanced Hivesight causes all units to become highly illuminated, making them easy to see in the dark.

<b>Hive 3</b>
- Paraisted marines glow.

- Pheremones is active for all lifeforms.

- Advanced Hivesight is active for all lifeforms.

Comments

  • Bone-PrinceBone-Prince Join Date: 2002-11-03 Member: 5475Members
    edited August 2004
    Pheremones were never good because they kept blocking your vision, I would recommand some other enhancement. I also think the advanced lifeforms get the bonus then the lesser lifeforms.

    So:

    Hive 0: Ziltch
    Hive 1: Parasite Sight, Advanced Hivesight for Fade n Onos.
    Hive 2: Advanced Hive sight for all, Wall hack for fade n Onos.
    Hive 3: Wall hack for all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited August 2004
    <!--QuoteBegin-Bone-Prince+Aug 6 2004, 12:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bone-Prince @ Aug 6 2004, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pheremones were never good because they kept blocking your vision, I would recommand some other enhancement. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It was? I thought it was never good since Scent of Fear pointed out exactly where marines were, and pheremones didn't.


    In that case I'm sure you can easilly adjust the transparency of the 'pheremone' sprites. A minor graphical tweak isn't much of a problem that can't be overcome.


    You could even do a flat sprite (like scanner sweep) and attach a stream like in ARCHL so it'd always be at the marine's feet, and stuck on the ground (unless they jump)
  • Bone-PrinceBone-Prince Join Date: 2002-11-03 Member: 5475Members
    How about it would depend on the number of sensory chambers instead of hives, that would encocourage them a little <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Dang, this thread is giving me ideas for my thread :/
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    yes let us suggest anough nerf for aliens...thats a good idea

    heres what I think, parasite should show up on the minimap, it'd make it so SOF didn't make make parasite worthless and it'd make parasite better and make more demand for forward scouts
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