Ideas from new poster..

RemmyRemmy Texas Join Date: 2006-12-02 Member: 58847Members, Constellation
edited December 2006 in Ideas and Suggestions
<div class="IPBDescription">Moved from General Discussion (I'm a noob)</div>I'm pretty new to NS - and have been playing FPS games in general for a long time it would seem. Being an avid gamer and having experienced a wide variety of variables in games overall - I was curious if different game modes would be implemented. I know there are NS and CO maps but any other types?

Yet maybe you wouldn't have to make a new mode of gameplay, just different options on exsisting modes. Almost like a 'Hardcore' style NS map where you have a limited amount of reinforcements and once your reinforcements are used up you have what you have. I feel that would make it more strategy based and possibly add a factor to the game of RTS in a loose way to the game. Much like the Marines are a RTS in a way, make it to where you have limited resources. Maybe even be able to research a way to purchase more reinforcements (with a cap) to extend your game.

Same thing can go towards the Khaara. When you run out of reinforcements have an option for a 'egg layer' that 'purchase' reinforcements (again with a cap). Only one per a game though. Must still have it balanced in such a way that it keeps the strategy a requirement and not just throw resources on a useless rush.

I've always been a hardcore nut when it comes to games. I dislike having to borrow ideas from other games but, you have to build from somewhere, hence the reinforcement choke hold.

I also read about the idea of a flamethrower. This would be a fantastic addition (as a main weapon ie: grenade launcher) as a support weapon. Holding a choke point or clearing vents sounds like a pretty fun enhancement. Maybe even adding an element where if held on a target long enough, it engulfs that target with a damage over time aspect like the acid culvert in one map I've played? Also it could be a requirement to clear the dynamic creep to clear a hallway.

Again the Khaara can have the same option say with a lerk attack. A creeping spore that once a marine walks through it it clings to the marine and can either damage or maybe hamper movement.

Just a few ideas and possiblities that I think would add tremendous gameplay diversity.

I apologize if some of this has already been stated or commented on. I have not had a chance to read through all the topics and posts.. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

<b>Added ideas:</b>

I see more posts on flamethrowers - good deal - a volumetric burst is great - so say it has a base volume it 'consumes'. So when confined to small areas such as a vent or a hallway - it consumes more in that space until it fills its base level of space consumption. So it is not just based on distance.

Grenades: Have an option to upgrade hand grenades to napalm grenades possibly? Grenade launchers can maybe have a like enhancement. I know this could have some serious imbanlance issues but could be worked out I'm sure. ( would be able to counter creep effectivly minus the flamethrower if implemented.

Bullet/damage: Enhance different weapons with more specialized damage. AP bullets for HMG - more damage to armor with less to health. Explosive rounds in lmg to make it a more used weapon maybe? Laser sight for pistol = accuracy = more damage per say.

Creep enhancement: Depending on how creep will be designed, maybe have it where a parasited marine has a % chance to create creep after death. Placed the body on a timer for the parasite to incubate into the creep with the % chacne of incubation.

New Khaara attack: Impale - I see skulks have spear like legs, why not use those as weapons in a new attack.

New Khaara ability (Gorge maybe?): Ensnare ability: A trap type ability much like web but only make marines unable to moveor hamper movement but still use wepaons and such. Maybe be a creep only trap like a proximity mine. Make it to where when ensared you have 100% movement, but the more you move the lower you percentage becomes slowing you down dramatically until the effect wears off or marine killed. Give the option when upgrading to ability 2 either have web or ensnare.

Will post more once more ideas come to mind.

Comments

  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I also read about the idea of a flamethrower.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not just an idea, its already going to be implemented =P

    Debate on it is good and all, but "I think it should have X" when it already has X is kinda redundant.

    As to your other ideas:

    <a href="http://www.unknownworlds.com/forums/index.php?s=6135125913468232704&showtopic=98861&hl=Grenade" target="_blank">Napalm Grenades</a>

    Enhanced Weapons: This is called Weapon Upgrades (technically, W2 makes weapons armor piercing, and W3 gives weapons an explosive component that are added in the form of increased damage)

    Creep enhancement: I don't see why so many people are commenting on 'specialness' of the dynamic infestation: all we've seen is a vid of it in action and suddenly we have people desigining special weapons to stop the creep and other people complaining that the creep will make texturing a map pointless. Wait till we have more details on the creep.

    Impale: Isn't that what leap is? =P

    Ensnare: So, web is too powerful? O_o
  • RemmyRemmy Texas Join Date: 2006-12-02 Member: 58847Members, Constellation
    edited December 2006
    Well on the flamethrower I read once 3 of 3 on criteria are met it is a sure thing.

    As I stated in my original post - I apologize if something has been already suggested or commented on. I have not had the chance to read through everything yet. New player and excited about the game... and full of ideas.

    The weapon enhancements is not clearly stated anywhere I could find. And you seem to not graps my idea. A specialization. Armor piercing - more damage to armor less to health - good for onos or fade hunting. Explosive rounds of course would be more health damage but less to armor - aka skulks, lerks, and gorges. The two types of damage coupled would be deadly.. but one or the other has drawbacks to where it is less effective against its original non-intended target damage.

    Creep enhancements are still raw as you stated. I find it disheartening that you would rather shoot down ideas than suggest. This is what I gather from your response. Please don't brush off my excitement at SUGGESTING things. Whole point of a suggestion and ideas forum is to shoot your thoughts around to help in development.

    Leap is more for utility than for attack. How many leap kills do you see a session on average? I almost think leap should have impact damage more so that slashing type damage. Again this is why it is a suggestion. Give it the option of choosing leap or impale for ability 1? Please focus on possibilites instead of what is or isn't.

    Webs are great - but on a very short timer. I'm suggesting something that has the opposite effect of web in movement. And since the marine will still have the ability to attack while ensnared - it should last longer than web. Said nothing about webs being overpowered - this would be an alternate ability to purchase other than webs. Still have the two abilities.. just picking one or the other.

    New games bring new features. Creating a new game from an old shell - you have the flexibility to change the interior a bit. Please be a bit more open minded and less comically rude. (Or this is how it seemed to me)
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As I stated in my original post - I apologize if something has been already suggested or commented on. I have not had the chance to read through everything yet. New player and excited about the game... and full of ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Perfectly understandable, this is technically not your fault (although there is a flamethrower thread like, several posts down). When I was a new player, people (mostly admins locking my threadz) would tell me to search the forums before posting an idea to see what has already been suggested and debated. Some topics (like night vision, which oddly search is failing to find them for me) end up getting suggested over and over with little difference between them.

    A.K.A

    Search FTW

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The weapon enhancements is not clearly stated anywhere I could find. And you seem to not graps my idea. A specialization. Armor piercing - more damage to armor less to health - good for onos or fade hunting. Explosive rounds of course would be more health damage but less to armor - aka skulks, lerks, and gorges. The two types of damage coupled would be deadly.. but one or the other has drawbacks to where it is less effective against its original non-intended target damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The point I was making was that the ideas you are making are already adequately added by way of weapon upgrades. Increased weapon damage makes all marine weapons (LMGs included) very vicious against skulks, lerks, gorges, and fades (lightly armored critters).

    I'm actually not sure if you intended for this, but the way armor is currently set up, "armor piercing" would actually do less damage to onos and fades, considering that their armor is actually mostly ignored in favor of their health by regular guns. In fact, a carapaced onos dies with excess armor!

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Creep enhancements are still raw as you stated. I find it disheartening that you would rather shoot down ideas than suggest. This is what I gather from your response. Please don't brush off my excitement at SUGGESTING things. Whole point of a suggestion and ideas forum is to shoot your thoughts around to help in development.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then, you should not potentially disqualify your own suggestion:

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Depending on how creep will be designed<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unfortunately, since we have no idea how the creep will be designed, we have to invent our own image of it, and not everyone invents the same image. It may seem like a good idea to you, but to the guy who thinks that creep will make texturing maps worthless, this may be a terrible idea. And especially since creep is going to be more than cosmetic, this may actually be a game-breaking change the way the devs are going to implement it! Who knows? My point is that we don't have enough solid details to say more than "oh yeah, that might be cool"

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Webs are great - but on a very short timer. I'm suggesting something that has the opposite effect of web in movement. And since the marine will still have the ability to attack while ensnared - it should last longer than web. Said nothing about webs being overpowered - this would be an alternate ability to purchase other than webs. Still have the two abilities.. just picking one or the other.<!--QuoteEnd--></div><!--QuoteEEnd-->

    My point was that this idea is directly inferior to web. Web will directly stop any oncoming marines. This 'just slows them down'. The duration is rather meaningless in webbed areas when aliens or passive defense is there ready to take down anyone who trips the web very quickly. I've broken more bones (1) than survived being webbed.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--quoteo(post=1584869:date=Dec 6 2006, 11:36 AM:name=Remmy)--><div class='quotetop'>QUOTE(Remmy @ Dec 6 2006, 11:36 AM) [snapback]1584869[/snapback]</div><div class='quotemain'><!--quotec-->
    Leap is more for utility than for attack. How many leap kills do you see a session on average? I almost think leap should have impact damage more so that slashing type damage. Again this is why it is a suggestion. Give it the option of choosing leap or impale for ability 1? Please focus on possibilites instead of what is or isn't.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Ever since +movement, I get leap kills all the time. Especially if I pick up Adrenaline. Leapleapleapleapleap <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    the parasite > create creep idea sounds nifty. Kinda like it, if creep could damage buildings it would be cool how a marine could die in base and infect a armory to make it spread on it and a flamerthrower would have to be called in to exterminate the infection. But marines would probably start suicideing so they wouldnt be a danger to the team. So i like the coolnes but if you rethink it it gives you the "somethings wrong with this idea" vibe.
Sign In or Register to comment.