Parasite idea

Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
<div class="IPBDescription">More strategy, more fun.</div>Hey. I just got this idea while I was bored in class....

What if the parasite did a little more damage, messed the marine up a little bit, but other parts were downgraded a little?

Let me get more specific. Currently, the parasite damage is ten. Suppose we make it 20, and every once in a while, the marine will kind of shake or something, kind of as proof of the parasite doing something to them. On the other hand, the tracking would be more like a radar, showing up as a blip, and for limited range. This would also make SoF more useful. Also, parasites could be removed somehow, perhaps with a 1 res "kit" of some kind. The marines, after all, have become more accustomed after fighting the Kharaa.

This was just an alternate idea for parasite for all those that are bored with the old one. This, I think, would make parasites a little more fun to use, as well as add more of a point to SoF...perhaps SoF could detect buildings as well with a different symbol?

Comments

  • .fitoX.fitoX Join Date: 2007-08-28 Member: 62041Members
    mmmmm not sure
    the only thing i agree you with is te part of the traking. and the marine should feel dizzy.
    the advantage of the parasite, is obviously that you can see the marines at any place on the map, if not, it would have no sense
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    edited August 2007
    <!--quoteo(post=1646117:date=Aug 28 2007, 03:17 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Aug 28 2007, 03:17 PM) <a href="index.php?act=findpost&pid=1646117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey. I just got this idea while I was bored in class....<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, it is afterall just a parasite. If you start dealing out real damage with it, youll get parasite campers. It is rewarding enough to get a kill every so often with a parasite hit, OH YEAH BABY! But I think it would turn into skulk campers and more or less what the lerks do... However, I agree on all other parts that it should add alot more to the gameplay!

    One idea of showing damage would be, as time goes on and the marine carries ther parasite they start to lose a little damage unless they get healed. So after 3-4 minutes they would start to lose health at some determined rate, enough for them to get from one side of the largest map in the game to the other. Then they will either turn suicide and rush a hive or RT or aliens or whatever, *OR* they would run home, hoping to make it and get there on time. Then when reached the base's health station/ammo station they would recieve auto healing. Another thing it would discourage would be skulk campers who sit and try to spawn kill. They would be spitting at the rine base sure, but the marines could just get the parasite removed/healed at the station, so it would be pointless. So no problem with campers there-

    Also, I agree they chould have some really cool side effects like simple vision problems too. When they start losing damage after 3-4 minutes, they would also start seeing random small blurry spots, also telling them their health is starting to go down cause they waited too long. It would serve as a warning to parasite time and add a cool effect. They could also start to lose their accuracy as time goes on. So after 5 minutes they would only be able to shoot 75% as accurate as they could before! This would also encourage dealing with the parasite, but not overbear the marine. At that point they would either be back to base, or committing suicide with grenades or somn... Also they could be slowed down just a tad bit.

    Now all therse combined sound like alot, but it would only be a bit for each one. Combined there is an overall sense of "something is really wrong with me" and "damn, I gotta deal with it now", but not like being overtaken by the game-

    Finally, if balance becomes an issue, they could bring it more over to the aliens side a tad bit by making the possability of healing at remote health statins impossible. You would have to run to home base to get healed. This way they wouldnt just keep sittnig and camping at a remote ammo station and healing from the parasite. So only the home base "health" station would do the trick. Often an ammo station is spawned right next to a hive before an attack, so this would not be voided/exploited as a "i have a parasite, so ill camp here as long as I can" type of thing. Nnot that it would matter anyways, because then the aliens can either go around you or exploit your "sitting duck-ness" [yes i just made that up, hehe].

    *Or, if balance is to the aliens, they could make healing from parasites at any ammo station possible. This way the marine has a chance to get to one after 4-5 minutes and stop it. And the damage rate, vision difficulties and slowed movement could be ever so slight, just enough to add to the effect but not hinder the marine much other then not living for 15 minutes after parasite "hits" [as if it did nothing, which is sorta what it is like now]. Hell, I have been hit with parasites and if i'm with another couple people, noone cares! *shrug*
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Very nice points.

    Like you say, I didn't want parasite campers. That's why I made the damage less. It was basically an idea to give parasite cool effects and a little more damage in exchange for less tracking capabilities and more use for SoF.

    The main thing I wanted the marine to feel as he's walking around is, "I'm being stalked, and I'm not guaranteed to aim properly all the time." I was also thinking over time, instead of more HP loss, how about the screen would just start acting like the marine was losing blood from it - he could start dozing off, kinda closing his eyes for a second...his vision gets blurry...etc. So most of your stuff without the additional damage. And the kit idea would be something that would have to be dropped near an armory, I think, unless that was unbalanced. Then it could work like medkits / ammo now.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    Parasite sniping would become a big issue. 8 hits would kill a marine with starting armor. Which sounds like a lot. But imagine having a group of skulks. Parasite camping a marine spawn.

    I think skulks are perfect. I think leap doing a bit more damage would be cool though.
    Or alternatively, the skulks current speed giving a bonus on the damage.

    So Bite = 75 + (0.1 * (Current Speed - 300) )
    (where for example, leap would have a speed of 600, which would add 30 damage.

    Whereas say a skulk usually runs at 400, itd only get a +10 damage at full speed.

    (obviously this is probably too high a bonus, and would need balance, but i like it)
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    edited August 2007
    I didn't read all this stuff because I think you're talking about stats and the " long term effect " in the marine.


    <b> But what would be cool is to ( at least... ) see parasited & scent of fear-ed marines on the minimap</b> ( I mean, the aliens can see them when using +minimap )
  • AkimboAkimbo Join Date: 2003-07-20 Member: 18300Members
    Perhaps have it do 20 damage, that gets reduced to 10 after a few seconds, like being poisoned in HL2.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646315:date=Aug 30 2007, 04:12 AM:name=Akimbo)--><div class='quotetop'>QUOTE(Akimbo @ Aug 30 2007, 04:12 AM) <a href="index.php?act=findpost&pid=1646315"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps have it do 20 damage, that gets reduced to 10 after a few seconds, like being poisoned in HL2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not bad.
    Perhaps even 10 damage + 20 or 30 poision, which would slowly decrease their health, BUT would rapidly recover after the marinse taken the damage.

    Also, maybe the poison itself shouldnt be able to reduce teh marines health below 5 or 10.


    Anyway, in this manner, you could parasite a marine, wait for it to take effect, then POUNCE!

    Also, poison damage wouldnt stack.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Do you know how phase gates don't let Kharaa through?

    Well, how is this for an idea on parasiting: A parasited marine is unable to phase, since they have a Kharaa signature on them.

    Alternatively, you could have a phase gate "phase out" the parasite on the marine.

    Just a couple of ideas, influenced by my first point of gameplay from NS1.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    maybe the parasite itself doesnt deal any damage - but makes the marine take more damage from a bite <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    that way it gives more reason to parasite marines, without making the skulks camp and shoot parasites.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646431:date=Aug 30 2007, 02:58 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Aug 30 2007, 02:58 PM) <a href="index.php?act=findpost&pid=1646431"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you know how phase gates don't let Kharaa through?

    Well, how is this for an idea on parasiting: A parasited marine is unable to phase, since they have a Kharaa signature on them.

    Alternatively, you could have a phase gate "phase out" the parasite on the marine.

    Just a couple of ideas, influenced by my first point of gameplay from NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I dont think parasites should be able to be removed, espeically as easy as simply phasing.

    However i do like the inability to phase.
    Parasiting usually occurs more early game. Not so much late game. It'd encourage parasiting a lot.
    But i think this would be too good.
  • AlfadorAlfador Join Date: 2005-01-11 Member: 34804Members
    I get the impression parasite is getting a big issue... Parasiting is a strategy only component, marines can't hide or camp effectively, if a skulk can't attack, he can parasite and be on his way or use that to do a surprise attack. If you can kill a marine with a parasite, mind as well throw teeths against him, and grow new back. I disagree a lot with this parasite damage increase.

    How about, Humans have electronic eqipment that allows them to phase as soon as it's researched and are inteligent enough to operate and prepare large eletronic equipment and... Kharaa can't. If parasite prevented from phasing, well, mind as well camp base, parasite all of them, there you go, you can take over the map while they kill themselfs to be able to phase again. That or use a special medical chambers that allows parasite removal and waste even more time than you would if you committed suicide.


    Parasites are for seeing behind walls... isn't that great already? Marines can't hide! Skulks are required to scout or you'll get sneaky phase gates more easily. They forget to parasite later in the game, and that may lead to loss. No need to encourage it if you can't remember to use it for the good of the team, if one thinks you can kill that lone marine with level 2 amor you'll easily forget parasiting >:

    Though the parasite could act in different ways. Shot in the armor? Pffff! Shot in the unarmored zone? (Leg junction, neck, arm junction, etc) Successful parasiting! In the head? ... That's gotta hurt! With that speed being hit in a brain, with a parasite? He's gonna do more damage and have more anoying effects. In this way, I agree with you guys said. (Though poisoning is a guaranteed death, unless you can yell "MEDIC!" and someone with a medpack keeps pushing a button). (Warning: Team Fortress nostalgia)

    Now I do disagree a lot if the unphasing parasite ability, as well with the unparasiting with phasing (specially if the parasite has the same effects as the original NS).


    I wish it could be removed by medics. Restoraaation... damn Queen... >: (Warning: Starcraft nostalgia)


    You should take a look at both marines and Kharaa or else you'll get a lot of strange and unbalanced issues d:

    Remember; parasite = strategy scheme ; Kharaa = meele beasts. Leave the ranged for the marines. That's why I like to play Kharaa, have to get quite close and Marines, you can attack from afar <:

    That should be all I have to say right now c:

    Cheers! <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    He's ######ing right <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    But I must say that they're not saying that they want this or that into the new NS. They just say things, good or bad, balanced or not, to show an <b>idea</b>. Maybe this idea will lead to another, wich might be good or not.
    Trying to modify everything in the game isn't intersting, but saying modifications of everything and let the dev pick up the best is intersting.
    I think you wasted time to argue that increasing damage or doing marines unable to phase is too much and unbalanced. In my own opinion, I actually would decrease dmg, to avoid the campers skulk whoses are parasiting you for 10 minutes in a row...

    I think that the parasite will be one of the thing in the " one third unchanged " of NS2 ^^


    PS : Read post #6. xD
  • AlfadorAlfador Join Date: 2005-01-11 Member: 34804Members
    I didn't argue, I hardly ever do! X:
    But I know what you mean and it's taken under mental note <:
    Though I told my ideas in general, of what I think and etc... it indeed does look like a rant.


    Ugh, how did I miss your post? I read them all D:
    Marines present on the map is indeed good for the aliens, somewhat like MT. That would be a good addition even on the original NS :v
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    Yeah well said. Parasite meow.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    The damage increase was just trying to balance things out a little from some stuff I was taking away. And like it was said, this is only a suggestion. 20 damage was just an idea so that it would be more useful against marines with higher armor levels - thus encouraging more use. However, perhaps it could just gain something like 5 damage per hive. Or none at all, and it could just screw marines up more!
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