Allow skulks to travel through dynamic infestation

IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
Purpose of idea: Give skulks greater ambushing options, as well as allow for safe movement inside alien-owned regions of the map.

1. Skulks can enter the DI via the use key. The in-game explanation for why this is possible could be that the DI basically dissolves the skulk, allowing it to fit inside.
To prevent exploitation, the skulk may need to hold down the use key for a second before entering the DI.

2. Skulks can move around inside the DI. While inside, the skulk is more heavily armored, due to the DI protecting it. It can still be killed.
When the skulk is moving, there will be a visual sign on the outside of the DI, showing the path of the skulk. There may also be an audio cue. After the skulk stops, the indication will fade away, similar to cloaking, until there is no sign that a skulk is there.

3. Skulks can exit the DI via the use key. Preferably, they will be slightly propelled in the direction they are looking.

Uses of DI movement:
Skulks can travel throughout their area of the map(the part with DI) without fear of being killed by a lone marine. It would give skulks an easier time scouting.

By hiding in the DI, skulks will have an advantage in ambushing while in their territory. Example: Two marines are walking down a hallway with infestation on the ceiling. A skulk, unknown to the marines, is able to shoot out of the DI onto their heads and eat them. This scenario, in addition to being a good gameplay addition, would be popular among the "I want NS to scare me" crowd.

DI movement could be used offensively. Skulks could move through the DI towards marines, and jump out once they reach them. Even if the marines notice the skulks, they will need to do more damage than usual to kill them.


Issues with DI movement:
It could unbalance the aliens. If the DI covered every inch of the alien territory, a skulk could be anywhere. Still, aliens should have the advantage in their territory. DI destroying weapons, such as a flamethrower or GL, would be required if marines wanted to secure a position. This isn't a bad thing(giving underused weapons more use)

The camera might be weird. Skulk wallwalking works though, so I don't see why this couldn't.

It could make cloaking worthless. It does kind of replace cloaking, but remember this idea only works in the alien parts of the map.

Pros: Gives aliens an advantage inside their own territory and is a use for the cool-looking DI.
More fun as skulk
Creepy atmosphere-skulks could be anywhere if you're near DI.
Makes DI destroying weapons required.


Comments?

Comments

  • GaidanGaidan Join Date: 2006-10-31 Member: 58132Members
    the increase in survivability also needs to come with risks in my opinion - slower movement and instant death if the DI is removed sounds good enough for me.
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    The skulk would obviously die if the DI did-it is after all, dissolved inside.
    Slower movement might be needed. It depends on how good the NS2 marines are.
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    i disagree with skulks travel across the infestation. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> UNREALISTIC
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1626170:date=May 11 2007, 06:08 AM:name=HatlabuFarkas)--><div class='quotetop'>QUOTE(HatlabuFarkas @ May 11 2007, 06:08 AM) [snapback]1626170[/snapback]</div><div class='quotemain'><!--quotec-->
    i disagree with skulks travel across the infestation. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> UNREALISTIC
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Unrealistic? I hate to have to point this out, but the whole game is unrealistic. That is not a good reason dismiss the idea out right.

    Perhaps if it ruined the atmosphere, upset gameplay drastically, proved a time sink for development, or in some other way made the game less fun and profitable.

    I think the idea has some merit, but I would rather suggest it be more simple, like Dynamic Infestation provides camouflage and surface that can be moved silently across. Perfect for skulks looking to hawk a loogie on a marine's shoulder. <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    I think the idea would be pretty easy for players to use-easier than having DI provide camouflage(and cooler). Development wise, I'm pretty sure they could do it. Assuming DI only grows on walls, it would basically be skulk wallwalking with a check forbidding the skulk from leaving the DI.
  • MuzzzyMuzzzy Join Date: 2005-07-20 Member: 56360Members
    Here's an idea I am throwing out: Script it in Lua if you want it so bad.
  • ChaosBobChaosBob Join Date: 2006-11-01 Member: 58169Members, Constellation
    yay for Paint!!!

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