Marine adrenaline

QlippothQlippoth Join Date: 2006-11-05 Member: 58389Members
edited November 2006 in Ideas and Suggestions
<div class="IPBDescription">the power of sound</div>ok, here is the idea:

marines have an adrenaline level but it doesn't effect gameplay and shooting but the sounds they hear.

When a marine is in base their adrenaline level is 0%
when they leave base in team it can rise upto 25%
nothing really changes , a -50% adrenaline is even healthy and works like a sounds focus, very accurate hearing. a 0% adrenaline is not really concentrated and the sound volume rises when he comes close to 50%. So being in battle would be important to have accurate sound.

When a team is attacked and 1 marine is left without any teammates then the adrenaline level goes red and all weird things start to happen.
The player hears a heavy breathing. The panic of a marine.
This breathing can make it difficult to determine the location of a skulk.
Lets say a lonely marine gets the heavy breathing at 75% adrenaline, the level they all get when wandering off alone.
The level keeps rising until there is another marine player nearby.
If he can't find one his psyche becomes delusional after a while
He starts hearing creapy sounds and voices, like laughin skulks and footsteps of aliens while there are none.
Or voices like: "joooiiiin usss!!", screaming marines: "heeeellpp", or "kiiillll meeee", strange alien roars, etc etc
The marine will go mad , shoot something and aliens will know his location.
A ninja near the hive building crutial structures for the outcome of the game would still be possible but the player has 2 options:
1: he can't control the adrenaline and gets killed "mmmhh, i tried, but it was wicked, my heartbeat is 140 now... <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> "
2: he can build something that turns around the game : YEAAAAAH, OMG OMG, WHAT A RUSH I DID IT WHOOOOAAAAAAA <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> "


Just imagine how you would feel when you are building a phasegate next to a hive that can turn around the game completely and you experience all these crazy sounds. I allready have this adrenaline when I try to ninja a hive and this idea is just to stimulate the experience not to change gameplay.

Sound is a very powerfull tool in a game. The sound will not only virtually rise the marine adrenaline but also the player his adrenaline. The best example is doom3, it is not creepy cause of the atmosphere or monsters but imo mainly because of the way they use sound in the game.

A step further, but this isn't about sound anymore, is to give a 100% adrenaline marine delusional vision like ghost skulks that walk over the ceiling and fade out 0.5 sec after you see it walking towards you.

Comments

  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    in general i quite dislike all these ideas that simulate marine emotions and whatnot. Adrenaline, morale, fear, distorting vision from some poison etc etc. The player should be in control and it's his mastery and ability that determines wether he panics a bit or not.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    I like the idea :-)

    But it shouldn't be a big handicap
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