Another Buff Option For Skulks...

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">Discuss!!</div> I was thinking of a way to improve skulks early game effectiveness without over powering them and this is what i came up with.

after every kill a skulk gets 5 hp per second for 5 seconds= 25 regend HP.
The skulk is an ambusing unit but a skulk RARELY gets a flawless victory agianst his prey. As it is right now when a skulk wins agianst a marine he is usualy severly damaged. I would like to give skulks the possiblit of a more offencive role early on by giving them a small amount of health regen on a kill.
this would allow skulks to fight with marines by charging and if successful would give them a way to regain their hp by ambushing.

A skulk and a marine square off
the marine quikly parishes but before dying reduces the skulk to 10 hp 0 ap
the skulk then gets his 5 hp every second for a total of 25 regen. this skulk can now ambush marines to regain his hp or he can return to the hive.
AND IT DOES STACK so if a skulk rapes 3 marines in a row hes now getting 3 separate 25 hp regens for 75 hp.

before hand skulk had to return all the way back to the hive for any kind of health but with this implemented it gives offencive skulks a effectve way to regain health for a job wwell done.

DISCUSS.

Comments

  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    You get the hive stamp of initial approval. <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->

    Of course, this can always use some tweaking. For example, 5HP/second seems like a small enough amount to not effect multi-marine combat, which I see as a good thing (we don't want the single skulk to have an easy time taking out three marines, do we?). Also, another factor would be the regeneration noise: should it be played, or should it be masked to allow the skulk to more easily hide while recouperating?

    Again, I really like this idea.
  • GhostBomberGhostBomber Join Date: 2002-11-04 Member: 6910Members
    I like it. Not much else to be said.
  • MP5_GhostMP5_Ghost Join Date: 2004-02-08 Member: 26217Members, Constellation
    Agreed. Is this a possible DMS breaker. Anything that will allow me to have movement chambers first. Makes sense that movements should be first since the cheapest and there for first alien combat lifeform really needs MCs to be effective. BTW isn't this I&S material of the highest caliber.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    I like this idea, wherever the thread ends up.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Anything that promotes elite skulking is good.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I'd rather have slow, passive regen that scales with number of hives as a property of all lifeforms, but anything that gives healing that's not a DC is good.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    It's funny, I was going to suggest this when I first entered I&S, but I read the FAQ and I thought this was too much like "using" corpses for special stuff.

    If it isn't, then I approve this idea. I mean, a commander can drop meds to instantly heal, but the skulk has to go back to the hive.

    TSA symbol of approval: <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    Possible the greatest suggestion in a long time I'm ever heard. Except of course of my devour idea over in the suggetsin forumes.

    All this upgrade does is allow the alien to stay away from the hive longer without making it stronger in combat, sort of like rines and medpacks.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I like. The regen sound should be very small or not played at all for this regen. 5hp a second will definitely help.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited September 2004
    <!--QuoteBegin-MP5_Ghost+Sep 11 2004, 06:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MP5_Ghost @ Sep 11 2004, 06:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Agreed.  Is this a possible DMS breaker.  Anything that will allow me to have movement chambers first.  Makes sense that movements should be first since the cheapest and there for first alien combat lifeform really needs MCs to be effective.  BTW isn't this I&S material of the highest caliber. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It's not the DMS breaker. DCs are needed sorely for higher lifeforms when a fade or onos is around. There will be a time when skulks get overpowered through turrets, shotguns or lmgs, when the higher lifeforms come in without the insurance of DCs, they will be screwed.

    I suggested a similar idea a long time ago. Each attack of the skulks AND lerk gives bonus hp back to the user so long as each attack hits a marine player, not a building. This way it beefs the lower classes and eating flesh seems like it would heal the player.
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    Falling Onos Seal of Approval!

    | | | |
    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->

    Two Turrets Up!

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->

    This is sort of like the skulk EATING the marines. Just like the onos devours and gets regen.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Hive <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> TSA <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> and <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> gorgey simbol of approval!

    This is a good idea. But, I think it should work this way for all aliens. It should be a built-in 10% health/second -1% for the lifeform # that your are.

    So, a skulk would get 9%/second regen, while an onos would get a 6%/second regen. This would balance it more.

    Thumbs up for less DC dependence.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    This sounds great. Unfortunately, now your broadcasting your position for 5 seconds with healing sounds. So, it seems the advantage is indeed balanced with a disadvantage.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    Aye, much like the dropping of a mepack, or a call for one at least <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
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