Tranquiliser and/or tagging gun

MisereMisere Join Date: 2004-03-28 Member: 27568Members
<div class="IPBDescription">New Weapon</div>Two new weapons both slot two. Only really useful if your on the back foot and out gunned as if your even you mite as well just shot the lot. This is aimed at a group of light marines.

Tranquiliser: Does limited damage but slows down the attack and movement rate of higher Alien life forms making it easier for them to be killed. The effect should only last a few seconds. Would be ineffective against lower life forms as if you hit it with the Tranquiliser you mite of well have shot them with a real bullet.

Tagging: Does limited damage but high lights the alien on the map and in first person view "paints" them a different colour. This would help light marines concentrate fire on one Ono/fade at a time. Would be ineffective against lower life forms as if you hit it with the Tagging gun you mite of well have shot them with a real bullet.

Alternately you could have just one weapon that has both effects but does no damage.

Possible Limitations to keep balance:
Only one in use at one time (need to have a creative way of explaining this in game).
Replaces pistol

Comments

  • BlooBloo Village Fool of UWF Join Date: 2006-11-09 Member: 58497Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Tranquiliser: Does limited damage but slows down the attack and movement rate of higher Alien life forms making it easier for them to be killed. The effect should only last a few seconds. Would be ineffective against lower life forms as if you hit it with the Tranquiliser you mite of well have shot them with a real bullet.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good idea. This is something I can see being used in future versions of NS. it would also decrease the proness of the proer players, making them easier to kill
  • usererrorusererror Join Date: 2007-02-19 Member: 60016Members, Constellation, Reinforced - Shadow
    I really like the tranq much more than the tagging idea. It would make fades a lot less dominant in the earlier moments of the game. Not really too useful for skulks, since if a skulk jumps into a big group of rines, it's as good as dead anyway. Also a good counter to early game lerks. Also, a smaller lifeform could be effected for longer periods of time, whereas it wouldn't be an effective countermeasure against an onos.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    tagging idea seems pretty good to me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    who would tag though? comm, or player in the squad? anyone can tag? does the comm designate a well known player to do all of the tagging?
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    i don't see tagging be that effective, theres normally only one or two fades/ono and im pretty sure you can just yell "shoot the onos" if your that so inclined.

    the tranquilizer's a good idea but it sounds rather overpowered - especially if it hampered a fade's blink. perhaps if it was a later game weapon or if it had like 'charge-up' so once you click you can't move your aim, the gun glows/projects a beam or something and then fires after a second or two. would mean you'd have to use it with a team of other marines and it only works if you distract the fade or have awesome timing skills.

    another non-damaging marine weapon could be something that sapped adrenaline. would be even more interesting if the comm could drop them as like packs - he could stop a skulk killing a node whilst back up arrives or if he's really good he's be able to nab fades flying around etc. again has the potentiol to be overpowered though.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    1st. Some good points above.

    Remember they are saying NS2 will be very different to NS but all we can do is debate NS as we don't know which features are staying. Thus, balancing issues and effects of each idea can only be applied to NS. As a result any real debate will only work out if it’s a generally good idea. It could be but still unsuitable for NS2. Similarly an idea that we go "good but not suitable to NS" could be suitable to NS2.

    To clarify

    These guns would have to be researched and dropped by the com. Picked up and used by a player. Both would displaced the pistol but if they proved to be too powerful maybe the LMG.


    Tagging gun
    Would only be useful when you are cornered fighting a large number of high life forms and need to concentrate your fire power. Sort of like when marine start is under siege by six onos.
    Or if there is a wounded onos you want to track down
    Or if there is a cloaked alien

    However, the tag could not last too long else it would be too powerful. A count down until the alien’s body ejects the tracker (30 seconds) or maybe forcing the alien to retreat and evolve a trait (even the same one). These balance details would have to be worked out in game. The long firing time suggestion is good but I would put the delay on the reload time rather than the firing as it would be very hard to hit anything making the gun useless. In addition if every alien is tagged it kind of defeat the purpose of having a tagging gun in the first place unless each alien was tagged with a different colour. (too bad for you colour blind players)

    Tranquiliser Gun

    Excellent idea about it draining/slowing adrenalin down. It too would have to be metabolised but smaller life forms should do it faster while larger life forms would need a larger dose. For example, kg for kg (or pound for pound) children can take 3x the adult dose for their body size as they have faster metabolism. But if you give them a pill they get half the adult dose because they weight 6 times less. One shot would slow down a skulk but an onos would take three or four. However, the skulk would be affected for a shorter period.
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