Unchaining Hives Problem

blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
<div class="IPBDescription">..something that needs to be fixed first</div> Here's the problem. If you get a skulk and get focus, and then want to go fade, you're stuck with focus and can't get regen, unless you suicide, which is stupid. Why doesn't the dev team allow you to research a different upgrade and replace your current one? Say you have redemption, you could pay 2 res and get regen instead. Or if you had SoF you could research celerity and get that instead (if you only had one hive that is). This is just one foreseeable problem unchaining the chambers will have, as all the flexibility we want from it is kinda limited by this rather stupid inability to rechoose upgrades. Aliens are supposed to adapt...but they can't change their upgrades on the fly? That makes no sense. Anyway, comment away.
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Comments

  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    Don't hold your breath. This isn't the first time this topic has been up...
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    Oh, well. No matter what happens to the chamber debate, I'd like to see this.

    Pay 2 res and redo an upgrade? Seems like a no-brainer to me.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Yeah, this would be beautiful for an early fade who needs regen, but who is then able to switch to cara once hmgs get in the field.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Easy solution is to remove any upgrades you have when you change lifeforms
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    <!--QuoteBegin-Forlorn+Jun 21 2004, 10:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 21 2004, 10:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Easy solution is to remove any upgrades you have when you change lifeforms <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that's not the only time you might want to change upgrades though...another example: lerk with celerity wants to get adrenaline to umbra his onos pals once they actually have onos pals. upgrades should be free, but redoing upgrades makes sense to cost 2.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    <!--QuoteBegin-Forlorn+Jun 21 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 21 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Easy solution is to remove any upgrades you have when you change lifeforms<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'd rather have the ability to overwrite upgrades on the fly. The whole adaptability thing.
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    I don't think this is really a problem pertaining to unchaining, but rather just an annoyance in its own right. It's been questioned before why you can't re-upgrade to some other choice on the same chamber type, but there has been no resonse that I've heard of. I figure the devs don't think it's a big enough deal to spend time doing it, although it sure seems like it would be easy to implement.

    I don't know why you wouldn't put this in. It's not like it would overpower the aliens; if anything, it would mean more egg-shots for marines.
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Overwriting upgrades is not wise. Imagine a new player coming from combat to classic and trying to research multiple upgrades. He'll end up losing upgrades and some res. Then, he'll proceed to b**** about it. He might not even understand why he lost his upgrade.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I cant believe how nobody has pointed out how you could easily never die out in the field anymore. Lets say you have MC and DC. MC really doesnt matter, but why not throw it in. You get celerity cara as a skulk. Ambush a couple marines, lets say 2. You kill them both but take serious damage! Uh-Oh! With carapace I have to go back to hive... but wait, I'll just hide in this vent and get regen real quick, and since I just made at least 2 res killing those two marines, I won't lose a damn thing! Say people wouldn't do this because it wastes res, well, if they are killing marines, it won't matter, well except the marines who can't kill this seemingly invincibly skulk/fade/lerk...
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Well, thats just a time-consuming medpack. It would be faster to bhop to the hive anyway.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    It takes a <i>long</i> time to regen to full health as a skulk. Not only that, but you make a loud noise while regening/gestating, and you don't have carapace while you're healing. It'd be quicker and more res-efficient to just go back to a healing point, since you're not going to be able to ambush for a while.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    Same like marr, its a no-brainer.
  • Cpt_KrunchCpt_Krunch Join Date: 2003-08-22 Member: 20077Members
    <!--QuoteBegin-Norml E. High+Jun 22 2004, 07:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Jun 22 2004, 07:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I cant believe how nobody has pointed out how you could easily never die out in the field anymore. Lets say you have MC and DC. MC really doesnt matter, but why not throw it in. You get celerity cara as a skulk. Ambush a couple marines, lets say 2. You kill them both but take serious damage! Uh-Oh! With carapace I have to go back to hive... but wait, I'll just hide in this vent and get regen real quick, and since I just made at least 2 res killing those two marines, I won't lose a damn thing! Say people wouldn't do this because it wastes res, well, if they are killing marines, it won't matter, well except the marines who can't kill this seemingly invincibly skulk/fade/lerk... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I actually think it could be great !!!

    make being alien more fun.


    oh no im hurt, become inviible, regen


    again the adaptability thing for aliens.... which is non existent
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-blackholedreams+Jun 22 2004, 01:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blackholedreams @ Jun 22 2004, 01:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jun 21 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 21 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Easy solution is to remove any upgrades you have when you change lifeforms<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'd rather have the ability to overwrite upgrades on the fly. The whole adaptability thing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Adaptability is choosing your upgrades wisely and using them to your advantage. It's not being able to change yourself at will to fill in for situations where you suddenly realize you picked a bad upgrade.

    One is called laziness, and the other is called utilization.

    Making it so aliens can change upgrades at anytime anywhere is just silly; it makes the game far too simple.

    In addition, not only should upgrades be lost every time you change lifeforms, but upgrades should scale in cost:

    1 res to upgrade as skulk
    2 res to upgrade as gorge/lerk
    3 res to upgrade as fade/onos
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    <!--QuoteBegin-Forlorn+Jun 22 2004, 10:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 22 2004, 10:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-blackholedreams+Jun 22 2004, 01:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blackholedreams @ Jun 22 2004, 01:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jun 21 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 21 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Easy solution is to remove any upgrades you have when you change lifeforms<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'd rather have the ability to overwrite upgrades on the fly. The whole adaptability thing. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Adaptability is choosing your upgrades wisely and using them to your advantage. It's not being able to change yourself at will to fill in for situations where you suddenly realize you picked a bad upgrade.

    One is called laziness, and the other is called utilization.

    Making it so aliens can change upgrades at anytime anywhere is just silly; it makes the game far too simple.

    In addition, not only should upgrades be lost every time you change lifeforms, but upgrades should scale in cost:

    1 res to upgrade as skulk
    2 res to upgrade as gorge/lerk
    3 res to upgrade as fade/onos <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And screw the aliens around a bit more? No thank you! These suggestions that people have posted makes a great deal of sense, and it would make the khaara something which they are not at the moment: adaptable. People don't pick the upgrades which'll suit them the best for the moment, they pick the ones which they "think" will keep them alive the most...once they've chosen it, they are stuck with it until they die which is in other words the same as taking a gamble.

    Having the ability to re-upgrade at any time would be excellent...take a skulk as an example...one moment he'd perhaps be best off as a scout/ambush unit with silence/cloak/regen...then if it would be needed then he could re-upgrade himself into a combat skulk or something, replacing silence with celerity, cloak with focus and perhaps regen with cara...

    Pretty much the same story with the other lifeforms...

    Any small bit which aids the khaara is seriously needed now that they have been beaten down so much with the nerf-stick...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--QuoteBegin-Forlorn+Jun 21 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 21 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Easy solution is to remove any upgrades you have when you change lifeforms <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I had the same idea
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Sometimes I wish Forlorn was a Dev :x
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin-rknZ+Jun 22 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rknZ @ Jun 22 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sometimes I wish Forlorn was a Dev :x <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    God, no.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-Marr+Jun 21 2004, 08:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marr @ Jun 21 2004, 08:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pay 2 res and redo an upgrade? Seems like a no-brainer to me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yea, you would think so, wouldn't you <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . Oh well.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    <!--QuoteBegin-Schimmel+Jun 22 2004, 11:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Jun 22 2004, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jun 21 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 21 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Easy solution is to remove any upgrades you have when you change lifeforms <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I had the same idea <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Meh, i can imagine this would be <i>very</i> annoying for people that have been playing a while.
    i can see it now, i go fade from a fully upped skulk, and then blink around with no ups what-so-ever thinking that celel is going a lil slow =/
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    I agree with forlorn, oddly enough.
    While as a skulk being able to switch upgrades in the field I don't think is that imbalancing, as the higher life-forms, it becomes so.

    Personally, as a gorge, I'd sensory so I could spot when marines were coming close, then flip to cloak and find a hiding spot (with silence, natch) while they were there. Once they left, flip to adrenaline to bilebomb to hell whatever they set-up, then switch to celerity to run to the next outpost to repeat. Turrets would meet my carapace while I bilebombed, and regen would let me return to bilebombing quicker. If I needed a quick out while in the red, I could flip to redemption instead.

    And if that sounds bad, think about a celerity onos that could quickly move from the hive where it evolved to just outside of the base and then take adrenaline and carapace to attack, flipping to regen once it retreats.

    The idea about losing all your upgrades when evolving to a new form is neat, but if that's in place, I'd like two conditions:

    First, you can always evolve to a skulk, even if you already are one (Just pay to lose your upgrades in that case)

    Second, whatever upgrades you die with, you also spawn with. This would give aliens being spawncamped a little more of a shot. Even if your upgrades completely suck for skulking, they're probably better than no upgrades at all during a spawncamp.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    I think this could give aliens an early game boost that they don't need.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited June 2004
    Kwil, each of those upgrade switches would be accompanied not only by the full gestation time, but also the 2 res cost. Why would you spend like 20 res just switching upgrades around as a Gorge? It's not feasible at all for an Onos to switch to regen right after he finishes a fight or something because if another marine jumps out he's toast; he'd have to go back to the hive and at that point would be better off letting it heal him. A Fade could blink into a vent or something to go from cara to regen, but it would probably be faster to use metabolize or blink back to the hive. A lerk would definitely be better off flying back to the hive too.

    If it makes you guys happy maybe upgrade changes could take twice as long to gestate. Make it cost 4 res too if you want. The point isn't to let aliens switch around their upgrades every 30 seconds as the need arises, it's to allow them to change an upgrade if they've been alive for a long time and what was a good choice before isn't anymore. Maybe a Fade who took cara at hive 2 wants to switch to regen now that they lost the hive and he doesn't have metabolize. Maybe the early lerk who took celerity wants to take adrenaline for umbra now that an Onos is in the field. The regen switching scenario is always going to be slower and more expensive than just going back to the hive.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    edited June 2004
    Right on, Zek.

    Heck, even a Marine can drop his shotty for an HMG. Why are the Aliens so static?
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    From dictionary.com:
    <!--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-->adaptability

    n : the ability to change or be changed to fit changed circumstances <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Here's the thing Forlorn, aliens are supposed to be able to adapt, to evolve, to utilize their advanced biology to counter whatever situation they come across. Their upgrades fly in the face of that. Essentially, their upgrades are set in stone, and no adaptability is present because it's currently "stick with the upgrade you just picked until you die," which is obviously stupid. Why you think otherwise is beyond me. Also, this couldn't possibly be unbalancing because it costs TIME and RES to switch upgrades. It's not an instant thing. Besides, coupled with unchained chambers, it could give the early alien game a boost, making them less Fade dependent and more able to counter the godly early game Marines.

    However, I do think your res point scale for upgrades is a pretty good idea. Skulks tend to die a lot so lower res costs for upgrades makes sense. Fades and Onos last a hell of a lot longer so 3 res for an upgrade isn't too bad.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Here's another issue. Aliens have 2 hives, and all 3 chamber types. A skulk gets regen first, then celerity. They later decide they want to have regen and focus instead. When they get focus, will it automatically replace the first upgrade the alien got (regen in this case)? If so, that means two gestations to replace one upgrade.

    I like the idea of replaceable upgrades, but this part of it seems annoying. Maybe you should only be able to replace an upgrade with another upgrade of the same type. This would mean that you can replace regen with carapace, but not with celerity.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    Or maybe there's an added menu in +popupmenu to "Clear all upgrades"?
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--QuoteBegin-i'm lost+Jun 22 2004, 03:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jun 22 2004, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's another issue. Aliens have 2 hives, and all 3 chamber types. A skulk gets regen first, then celerity. They later decide they want to have regen and focus instead. When they get focus, will it automatically replace the first upgrade the alien got (regen in this case)? If so, that means two gestations to replace one upgrade.

    I like the idea of replaceable upgrades, but this part of it seems annoying. Maybe you should only be able to replace an upgrade with another upgrade of the same type. This would mean that you can replace regen with carapace, but not with celerity. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I also like this idea. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--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-->0000206    [Natural Selection]
    Client (General)  feature  acknowledged  11-17-03  allow alien players to alter upgrade selections  <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I guess something like this will be implemented soon. You can get the info out of the bug database.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited June 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-->Sometimes I wish Forlorn was a Dev :x <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    makes too much sense... things that make too much sense never happen

    i have yet to hear forlorn suggest anything i haven't disagreed with full scale, some things are off, but he usually is right on.
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