List The "top 3 Minor Changes" You Want To See I

FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
<div class="IPBDescription">and your reasons...</div> *<b>Minor changes</b> mean no overhauling, adding new systems, or adding new races, ability or equipment. <!--emo&:p--><img src='' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Small modifications that make the biggest leap toward inceasing fun factor... in your opinion of course.

I wonder if we'll see any trends... :o

Listify this thread please.

<!--emo&:p--><img src='' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->


  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    1. Make charge actually useful
    2. Tie alien spawn time so it increases/decreases dependent on the number of players on the team.
    3. Fix structure hitboxes
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members

    4. Multiple and more realistic sound effects for guns and bullet impacts

    3. a glowing bullets hole animation when the bullet impacts its bright glowing red and then it slowly cools to black.

    2. a new better looking hive cause the one we got now looks dumb in my opinion.

    1. a assingable button that implements a wall CLING so that no matter how fast i move or what coners i turn i will stick to that wall untill i press the button agian to disable it.
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    Seconded on the wall cling toggle!
    Seconded on the scaled alien spawn times.
    Splitting Combat and Classic rulesets. I feel that combat is overriding classic balance...
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    1) Making Co and Classic two, completely different games with different installations.

    2) Lowering lerk cost and making flight free again. <!--emo&;)--><img src='' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    3) And... um... no; everything else is major in one way or other (ability changes, hp changes, map changes, balance changes, NS changes, partner changes...) <!--emo&:p--><img src='' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    1. No bugged hitboxes
    2. Shorter spawnque
    3. Make skulks a bit faster and revert the 2.01 values, 70/25 (or was it 75/25?) since of the fixxed hitboxes
    4. Nerf LMG a bit.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Bring back lerk spikes.
    Improved skulk wall clinging.
    Fix fade hitbox.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    - MC gives silence for lifeforms /structures in a give radius
    - No more RFK for Marines
    - Fix hitbox issues
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    - I need welding voice command
    - Icons appear over players head when using voice command (so you have a general idea of who is out of ammo or near death in your squad)
    - Third person reload anims (just because they look so cool in HLMV)
    - Onos being powerfull again. No more paper Onos please.
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    1. I think the whole spawn system needs an overhaul. Why?

    In CO games, I have mentioned this before but people just dont understand it, maybe if I explain it a little easier for the simple minded person.

    Aliens can travel at an amazing speed, so when one is killed, it takes an alien 6-20 seconds to reach marine spawn, when a Marine is killed, it takes him 20-50 seconds to reach the Alien spawn.

    Thus, I find its very easy for aliens to spawn camp marines, once they kill a few and get in the spawn its GA, as the spawn rate is fkd, and if u kill like a couple, they are back 10-15 seconds later as they can move alot faster.

    Aliens are way better at repelling a spawn attack, as the Marines take forever to get back to there hive, as its the opposite with Marines.

    I think the aliens dont need to be increased in speed to respawn, thats is just hog wash, the whole needs looking at, people are sick of the slow spawn rates, this is the #1 change that needs to be made at moment.

    Thats my number one hate at moment, is waiting 30+ seconds to spawn, then to just die, cause the 1 at a time spawn ****.

    Sometimes I wonder if anyone even cares.

    2. Buggy hit boxes - Onos mainly, it just dont cut it that an Onos can eat a jper 10 feet above him, this is a load of bs, they are strong as it is.

    Thas my main 2, if they were fixed, this game would be better.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    1. Fixed all hitbox problems (sparks model and stucture)
    2. Lerk spikes back isntead of bite, add more armor.
    3. Two rulesets for combat and real ns.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    1. Skulk evolve cost 0, gorge evolve cost lowered (by 5-10)

    Gorging currently adds a huge burden to alien early-mid game expansion, and paying to evolve to the lifeform you spawn as is just silly

    2. Lerk evolve cost reduced to 15-20, replacement of spore with spikes, possible addition of marine damage to umbra cloud, and possible lerk h/a tweaks (pending balance testing)

    The aliens need a "throwaway" evolution to combat shotguns. Cheap lerks with spore would be devestating to marines early game so spores are removed for spikes; (which also reinforces the lerk's role as anti-shotgun) the umbra change is to make umbra more useful without turning it into an uber damage shield.

    3. RFK for marines removed, marine and alien res flow rates changed to balance game and produce slightly longer games.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited June 2004
    *points at sig*

    And to add a few i feel would be less important:

    - Free skulk gestation (no more 2 res)
    - Higher life forms can go gorge and place buildings... then go back to the higher life form without losing it
    - Free upgrades (No more 2 res)
    - no RFK for marines (i'm sure it's been said once already)
    - A cheap (5-10 res) upgrade for alien towers to force marines to shoot it with their long ranged weapons (spores seems most likely).
    - Umbra/primal scream lasts longer...

    take your pick...

    Edit: I am not dellusional... I know that if all of these were to be implimented marines would be grossly underpowered (in comparison)... So the answer to fix that would be simple... Buff marines accordingly ^_^
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Minor changes, hm?
    1. Better mini-maps-- indicate vents by color, locations by name
    2. Different parasite icon/color for structures as opposed to marines
    3. Actual hive-sight. Marines seen by one can be seen by all.
    3a: Hives back on hivesight as well.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    edited June 2004
    <!--QuoteBegin-supernorn2000+Jun 7 2004, 05:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Jun 7 2004, 05:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - I need welding voice command
    - Third person reload anims (just because they look so cool in HLMV)
    - Onos being powerfull again. No more paper Onos please. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I personally think that an I need welding Icon would be better [kinda like the voice sprite that appears abouve the head]
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    -Make the Onos a tank, not a hit and run lifeform.
    -Fix any remaining hitbox issues.
    -Add more variety to gameplay through any means possible.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    1-I need welding voice command (and a little icon that pops above there heads)

    2- 3rd person reload animations. (would make the game more proffesional, and look cooler. there already in there, why not just implement them?)

    3-Official support over steam (i dont care if it will be once its out of beta, i want it now!)
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    1. Remove Combat
    2. Remove Knockback
    3. Hummm... good enough for me thanks <!--emo&:)--><img src='' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    1) fix hitbox issues
    2) new sounds
    3) new maps that don't own my fps and are balanced
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    1. Increase the movement chambers passive energy boost area by two times

    2. Change spawn times of marines to 12 seconds per ip, and aliens to 6 seconds per hive

    3. Fix fade animations
  • zoljazolja Join Date: 2003-06-06 Member: 17057Members
    1.2.3. game needs a major change. till then, <!--emo&::asrifle::--><img src='' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Fix all hitbox issues (and I mean ALL. including the sparks bug (which is now invisible) )
    Unchained chambers
    New crosshairs that are accurate to the weapons function.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    unchaining the chambers is hardly a MINOR change <!--emo&;)--><img src='' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> altho you are absolutely right. all those annoying hitbox bugs that seem to occur from time to time are pretty annoying, too. fix them! <!--emo&:p--><img src='' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    and, make charge and acid rocket actually useful. seriously. a 3 hive onos should OWN marines. i don't care if it's 100 res, just make it worth something.

    also, third-person reload animations would be sexy.

    and finally, i cant remember how long ive been dying just because of these "team mates", who, after getting all the goodies, start running around blind and deaf. <!--emo&???--><img src='' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    so, add a radio command for "i need welding!!1"
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <b>1) Paracite uses the SOF sprite for Humans, Yellow for Buildings. Also paracite and sof show on minimap.</b>

    Currently Motion Tracking on the minimap is extremly useful for marines, lets have the same benefits for the SOF upgrade.

    <b>2) Boost Alien RT health and make them completly silent to the commander.</b>

    A marine can destroy an alient RT far too quickly compared to an alien attacking a marine RT. Also, allowing the comm to hear RTs gives the marines far too much 'free' intell. Force the comm to scan or use scouts instead.

    <b>3)Remove mineshaft until the author is prepared to update it.</b>

    What? All you have to do is press delete! Thats minor!
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    edited June 2004
    Favorite minor changes:
    1. Add Aliens' resource totals to the scoreboard, visible to Aliens only.
    Aliens need immediate access to this information in order to coordinate their team strategy. It's not just for disssuading res-whoring, although that would be a beneficial side-effect.
    2. Improve hivesight by using different sprites for hives and each kind of lifeform.
    Currently, hivesight is a half-arsed implementation. Aliens need to be more aware of where the gorges are, where the onos are, etc.
    3. Add teammates' names to minimap.
    I think this would help both sides coordinate strategy easier.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    If someone mentioned bile bomb wearing away marine armor (including HA), then I agree with them.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    boost a skulk so he can take 1-2 more bullets.
    Boost a gorge's armor so he has a 40% chance of killing a vanilla LA marine, as opposed to the 5% or so he has now.
    nerf bilebomb by about 40% damage, but make it hurt a marine's armor
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Buggy+Jun 9 2004, 06:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Jun 9 2004, 06:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nerf bilebomb by about 40% damage, but make it hurt a marine's armor <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that would be horrible... bilebomb already takes forever to kill buildings, and is attached to a weak slow creature which costs TEN RES. It wouldn't be much of a problem if redemption worked more then 1/4 of the time, but trying to bile stuff as gorge is risky enough... at least let the gorges do damage!
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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--> unchaining the chambers is hardly a MINOR change <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You'd be surprised; on the unchained servers I play on, the marines still win most games: a good marine side will easily defeat an equally skilled alien side even with unchained chambers, mainly because alien RTs remain hideously expensive and pathetically weak.
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