Alien Comm/Upgrade Suggestions
Rasputin
Join Date: 2009-06-16 Member: 67854Members
<div class="IPBDescription">Any suggestions regarding alien "command" or upgrades</div>I know there are already a few threads up with these kinds of suggestions, but I didn't see any threads specifically for this category. I was just checking out a flow chart of how Alien upgrades might work in NS2 ( <a href="http://www.ns2res.com/?page_id=318&file=NS2+Designing%2FNS2_alien_commander.jpg" target="_blank">http://www.ns2res.com/?page_id=318&fil...n_commander.jpg</a> ). I like the idea of having to sacrifice certain traits in order to become better at others.
So far I have one suggestion for the "attack damage" upgrade: I think Aliens (who rely more on sporadic and individual attacks than Marines) should also have a chance for every attack to be a critical attack, doing more damage than a normal attack. I think this would scale perfectly with increased attack damage upgrades. For example, a skulk with level 1 attack damage might only have a 3% chance of dealing a critical attack, doing extra damage. By level 6, this critical attack chance could be closer to 15 or 20%, with more extra damage than a level one critical attack.
I think this could be very simple to add into the game, yet it would add more depth and unpredictability. For example, a skulk could have a better chance at surviving a skirmish with a marine by landing a critical attack and killing the marine in fewer blows (especially if the Marines haven't upgraded armor yet). Any thoughts or additional suggestions?
So far I have one suggestion for the "attack damage" upgrade: I think Aliens (who rely more on sporadic and individual attacks than Marines) should also have a chance for every attack to be a critical attack, doing more damage than a normal attack. I think this would scale perfectly with increased attack damage upgrades. For example, a skulk with level 1 attack damage might only have a 3% chance of dealing a critical attack, doing extra damage. By level 6, this critical attack chance could be closer to 15 or 20%, with more extra damage than a level one critical attack.
I think this could be very simple to add into the game, yet it would add more depth and unpredictability. For example, a skulk could have a better chance at surviving a skirmish with a marine by landing a critical attack and killing the marine in fewer blows (especially if the Marines haven't upgraded armor yet). Any thoughts or additional suggestions?
Comments
I'm not ok with this. One HM likes to have x at high speed, the other wants to deal them more damage.
If Players have no set values of speed and damage, this Game will die faster than a Fish on Land.
If that's a per player basis... excellent.
Since the Days Focus has been introduced I constantly whine how its absolutely against my "Juju".
It would also be cool if parasite (assuming it finds its way into NS2) would benefit this critical attack chance somehow.
I wouldn't mind if aliens could aim for critical areas, sort of like fallout 3. Once the armor was down, the limb or head or w/e would be one hit away from loss. With a crippled limb the marine would be slow, or fire inaccurately or something, and would need a medpack to regenerate the wound over time; and if the wound is on the head it's game over (of course, head shots are harder, so it works out). Now, this is almost a direct copy of the fallout 3 system, but it's not like it's a really innovative idea so I don't think anyone would care. The idea of allowing aliens to aim their bites better through the slider, thus allowing them better chances to crit-hit (coined it) that way might be a way around the argument, too.