Development Blog Update - Detailed Skulk "reveal"

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Comments

  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    edited August 2009
    maybe a defensive alt-fire would be nice

    i'm thiking something like the octopus do.
    while skulk has little health something about 1~20 he can do a smoke gas around him, a really dense gas but with little radius, just to leap into a vent and run away.

    but i think it's difficult to do some alt-fire that doesn't overpower the skulk, maybe the alt-fire would be leap just to leap+bite easely.

    <img src="http://www.iconocast.com/B000000000000048_Portu/L2/News5_5.jpg" border="0" class="linked-image" />

    :)
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    My only problem with skulk latching on marines is that they would look silly. There would be tons of rape jokes and it also reminds me of this
    <a href="http://img524.imageshack.us/i/poisonzombie.jpg/" target="_blank"><img src="http://img524.imageshack.us/img524/1672/poisonzombie.th.jpg" border="0" class="linked-image" /></a>

    I'm voting for personal para, only you can see it for fixed time, like 30sec.
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    edited August 2009
    <!--quoteo(post=1721232:date=Aug 7 2009, 10:35 AM:name=elmo33)--><div class='quotetop'>QUOTE (elmo33 @ Aug 7 2009, 10:35 AM) <a href="index.php?act=findpost&pid=1721232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk model, skin and animations all look great, just like the onos. I also love the color scheme mimicing the one fade has in NS1.

    Now, I think that a grabbing attack would be great. How I thought it would work best is this.

    As a skulk, you can grab any limb or any specific spot you want to by aiming at it and doing the attack. This would leave the skulk grabbing/pulling/hanging form there, now the catch is that the skulk can still move, slower than normal of course, and pull the marine into different directions like you would think that a dog does, you know, pulling its head rapidly side to side. This would be done in the game by simply moving youre mouse, using WASD to move the skulk itself and the skulk would then pull to that direction, jerking the marines aim to the opposite direction. This would make it really hard to shoot the skulk off by yourself, but not impossible. Also i think the skulk should be able to knock the marine to the ground whit a nice powerfull pull if hes unable to get the skulk off. The skulk then could pull the still living marine to vents etc. and finish him off there, or get finished by the marine whos still perfectly concious and able to shoot back, altho really hard as I specified before. This would also open strategic placement off the skulk like if you see a marine near a vent, you could grab him, and start to pull the marine in to the vent, while being covered inside there. I can imagine the marines screaming as his leg is being pulled inside a vent by a skulkie ^_^<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would just like to note that although this is a great idea, I think it would be EXTREMELY hard to code into the game. The fact that the marine would be still shooting while he is being dragged wouldn't be TOO hard to code, but the way you describe how the skulk would be trashing his head would force any human to be thrown about, and probably knocked over but definitely affecting the marines aim. This would involve A LOT of animation work and synchronizing the skulk with the animated marine. You should read my post on page 7, however many people have posted similar ideas to ours.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1721237:date=Aug 7 2009, 09:28 PM:name=goblin)--><div class='quotetop'>QUOTE (goblin @ Aug 7 2009, 09:28 PM) <a href="index.php?act=findpost&pid=1721237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe a defensive alt-fire would be nice

    i'm thiking something like the octopus do.
    while skulk has little health something about 1~20 he can do a smoke gas around him, a really dense gas but with little radius, just to leap into a vent and run away.

    <img src="http://www.iconocast.com/B000000000000048_Portu/L2/News5_5.jpg" border="0" class="linked-image" />

    :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    that is a fantastic idea - but i think it would suit a gorge or lerk much more though :) (assuming their play styles will remain similar - but who knows until they reveal them !)

    but i do agree it would be interesting to see some kind of non aggressive ability, also as it would be the alt fire to bite, then maybe something that would assist the bite or survival (but i'm out of ideas!)
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    <!--quoteo(post=1721243:date=Aug 7 2009, 11:52 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 7 2009, 11:52 AM) <a href="index.php?act=findpost&pid=1721243"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that is a fantastic idea - but i think it would suit a gorge or lerk much more though :) (assuming their play styles will remain similar - but who knows until they reveal them !)

    but i do agree it would be interesting to see some kind of non aggressive ability, also as it would be the alt fire to bite, then maybe something that would assist the bite or survival (but i'm out of ideas!)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well the best thing I could think of would be either a fast but limited sprint ability that would help getting in close and also running away. However I think that sprinting should drastically increase the volume of the stalking skulk, and would only be used at the last second when audibility is irrelevant.

    However an alternative to that defensive ability could also be a charged leap. if you hold down the space button and jump at a marine, you pounce and either do more damage or possibly some knockback, this could also be used to retreat faster.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    isnt sprint just like leap except not airbourne?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I thought sprint was that celerity sort of upgrade?
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    edited August 2009
    <!--quoteo(post=1721246:date=Aug 7 2009, 12:00 PM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE (CoolCookieCooks @ Aug 7 2009, 12:00 PM) <a href="index.php?act=findpost&pid=1721246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->isnt sprint just like leap except not airbourne?<!--QuoteEnd--></div><!--QuoteEEnd-->

    well I hate to defend my poorly thought out idea, but sprinting could increase the length of the leap, and thus nullifying my previous idea of holding down the space button. It would be an alternative to leaping which would most likely make A LOT of noise, but sprinting would still make a good amount of noise, whereas if the alien-player is just walking around he is much more quiet.
  • AlienamiAlienami Join Date: 2009-08-06 Member: 68370Members
    edited August 2009
    Good to see more interesting ideas. I like the Parasites in the mouth and some sort of defensive one, but the smoke screen does seem more fitting to the Lerk. And especially the silence to the Marines via Parasite. I always get the silent attack evolution also.. makes a huge difference.

    I wonder if maybe a new alien structure.. some sort of Venus Fly Trap or Pitcher Plant, you dump the human bodies in there to heal all the alien structures or give resources, or some other use.


    Bite Cam debate -
    And.. I re-installed NS for the first time since HL2 came out (been hooked on CSS then TF2).. and the Bite Cam was no problem at all and did bring that immersion into the game even if it doesn't make sense to see through the mouth. I got into the game and did well all things considered I feel. Going to play the crap out of NS until NS2 releases. I definitely missed this game!
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    edited August 2009
    <!--quoteo(post=1721243:date=Aug 7 2009, 01:52 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 7 2009, 01:52 PM) <a href="index.php?act=findpost&pid=1721243"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but i do agree it would be interesting to see some kind of non aggressive ability, also as it would be the alt fire to bite, then maybe something that would assist the bite or survival (but i'm out of ideas!)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Fresh idea for non aggressive ability:
    Skulk stomps his legs on the floor more rapidly and this makes noices like there would be 3 skulks incoming. This ability could be trickered while running. Also in marine map it could be seen as 3 skulks or somethig but it shouldn't show that there are only 1 skulk.

    EDIT:
    Actually there have been some suggestions on how marines could electrify dead bodies in their own territory to earn some res. And aliens could do this to make bodies to become infestation and some res. So instead of dragging bodies simply 'use' them and insta res.
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    edited August 2009
    <!--quoteo(post=1721249:date=Aug 7 2009, 12:07 PM:name=Alienami)--><div class='quotetop'>QUOTE (Alienami @ Aug 7 2009, 12:07 PM) <a href="index.php?act=findpost&pid=1721249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good to see more interesting ideas. I like the Parasites in the mouth and some sort of defensive one, but the smoke screen does seem more fitting to the Lerk. And especially the silence to the Marines via Parasite. I always get the silent attack evolution also.. makes a huge difference.

    I wonder if maybe a new alien structure.. some sort of Venus Fly Trap or Pitcher Plant, you dump the human bodies in there to heal all the alien structures or give resources, or some other use.


    Bite Cam debate -
    And.. I re-installed NS for the first time since HL2 came out (been hooked on CSS then TF2).. and the Bite Cam was no problem at all and did bring that immersion into the game even if it doesn't make sense to see through the mouth. I got into the game and did well all things considered I feel. Going to play the crap out of NS until NS2 releases. I definitely missed this game!<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thank you for better describing this mutual idea. Like I said in my previous post in page 7, perhaps the marines would have some sort of resource use for dragging marine bodies (or alien bodies o_0, or some wierd variation of that) back to the base.

    And of coarse, the real motive of this is to create a mini-resource war of who controls the bodies. Some players will ignore this corpse conflict, and some will stray from the pack in order to get these corpses.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Sprint may be a viable choice in NS2 with the skulks losing speed and all, the only thing is we dont know how much slower he is.
  • JonSoloJonSolo Join Date: 2009-04-16 Member: 67203Members
    Whoops, my post got lost to the ether, so I'll try again.

    I had some more ideas for the alt-fire bite:

    Sawtooth teeth that can be used like a chainsaw to cut through armor and welding points.

    Acid or corrosive bites, or a spit attack that splashes around in a small area of effect, causing a small amount of damage over time? Could also be used on structures or armor?

    Spit onto a marine's head to temporarily blind their visor.

    How about a spit attack that increases dynamic infestation in an area?

    A tongue or tendril that can either trip a marine if aimed at the legs, thereby making them vulnerable to attack while the marine regains their feet or... a sharpened tongue that can sample DNA, thereby unlocking humanoid forms of the Kharaa (like the Fade), or which implants an enzyme which makes them appear friendly for a time (like the TF2 Spy), but just to the ones "parasited."

    I know camoflauge is covered under the sensory tower upgrades, but it might be cool if the skulk could morph into a mass to look like dynamic infestation, thereby hiding in plain sight, or something that works like OctoCamo from MGS4, where when standing still the skulk gets textures painted onto itself of the surrounding terrain.

    How about elevated hearing, which would allow the skulk to hear through walls (not sure about the implementation of that one-- might be able to determine position and distance of enemies based on direction and strength of sounds), or maybe an ear-piercing howl or shriek that will temporarily disorient enemies (reversing WSAD keys, etc)?

    Even a simple upward jump to adhere to the ceiling (without having to aim up) would be useful and would be theoretically simple to implement.

    It's coming along great, guys. Hopefully we're still on track for a release toward the end of this year. :)

    JonSolo
  • PyromaticPyromatic Join Date: 2008-04-17 Member: 64093Members
    And what about bhop?
    I've heard that there will be no bhop in ns2, is it true ?
    :3
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    <!--quoteo(post=1721253:date=Aug 7 2009, 12:20 PM:name=JonSolo)--><div class='quotetop'>QUOTE (JonSolo @ Aug 7 2009, 12:20 PM) <a href="index.php?act=findpost&pid=1721253"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had some more ideas for the alt-fire bite:

    Sawtooth teeth that can be used like a chainsaw to cut through armor and welding points.

    Acid or corrosive bites, or a spit attack that splashes around in a small area of effect, causing a small amount of damage over time? Could also be used on structures or armor?

    Spit onto a marine's head to temporarily blind their visor.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Great ideas, but sadly these have all been suggested already. Thanks for your reinforcement though.


    <!--quoteo(post=1721253:date=Aug 7 2009, 12:20 PM:name=JonSolo)--><div class='quotetop'>QUOTE (JonSolo @ Aug 7 2009, 12:20 PM) <a href="index.php?act=findpost&pid=1721253"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about a spit attack that increases dynamic infestation in an area?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes this cool, but I would like it if the dynamic infestation slowed down movement speed of marines.

    <!--quoteo(post=1721253:date=Aug 7 2009, 12:20 PM:name=JonSolo)--><div class='quotetop'>QUOTE (JonSolo @ Aug 7 2009, 12:20 PM) <a href="index.php?act=findpost&pid=1721253"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A tongue or tendril that can either trip a marine if aimed at the legs, thereby making them vulnerable to attack while the marine regains their feet or... a sharpened tongue that can sample DNA, thereby unlocking humanoid forms of the Kharaa (like the Fade), or which implants an enzyme which makes them appear friendly for a time (like the TF2 Spy), but just to the ones "parasited."<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think marines would get very annoyed if they got tripped around every corner, although it sounds effective, I think an alternative to the tongue use would be better. Some users have suggested that the tongue is used to lick up blood spatters for health, and I would suggest that the only other use for the tongue would be either to slightly entable and disable a marine's shooting arm, or wrap around a leg to lock him in place while another skulk chomps away. As for the spy disguise idea, I think that is really a bit too farfetched for this game, A much more viable option would be for an alien to take control over a dead marine ragdoll, and the only notification of this "spy alien" is blood on the body, and a lack of a that marines info on living marine's displays.


    <!--quoteo(post=1721253:date=Aug 7 2009, 12:20 PM:name=JonSolo)--><div class='quotetop'>QUOTE (JonSolo @ Aug 7 2009, 12:20 PM) <a href="index.php?act=findpost&pid=1721253"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know camoflauge is covered under the sensory tower upgrades, but it might be cool if the skulk could morph into a mass to look like dynamic infestation, thereby hiding in plain sight, or something that works like OctoCamo from MGS4, where when standing still the skulk gets textures painted onto itself of the surrounding terrain.

    How about elevated hearing, which would allow the skulk to hear through walls (not sure about the implementation of that one-- might be able to determine position and distance of enemies based on direction and strength of sounds), or maybe an ear-piercing howl or shriek that will temporarily disorient enemies (reversing WSAD keys, etc)?

    Even a simple upward jump to adhere to the ceiling (without having to aim up) would be useful and would be theoretically simple to implement.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the camoflouge idea, however I think this would be better suited to fade. The skulk already has the major advantage of being able to climb on any surface and being very quick. I would agree with the elevated hearing if it was a perk granted through the alien's tech tree, but only if it applied to that individual player. I think the bat screech would too much of a "nerf" to the skulks radar considering that it kind of give away the alien players position and would be just an extra chore if it couldn't just HEAR things and have some visual que to display enemies, and any sort of disorientating ability seems to be frowned upon in this forum. As for the upward leap, we'll see, that might already be part of the dev's plans.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    <!--quoteo(post=1721253:date=Aug 7 2009, 01:20 PM:name=JonSolo)--><div class='quotetop'>QUOTE (JonSolo @ Aug 7 2009, 01:20 PM) <a href="index.php?act=findpost&pid=1721253"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whoops, my post got lost to the ether, so I'll try again.

    I had some more ideas for the alt-fire bite:

    Sawtooth teeth that can be used like a chainsaw to cut through armor and welding points.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You mean like a chainsaw skulk?

    <img src="http://img198.imageshack.us/img198/6264/chainsawskulk.jpg" border="0" class="linked-image" />
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    <!--quoteo(post=1721254:date=Aug 7 2009, 12:26 PM:name=Pyromatic)--><div class='quotetop'>QUOTE (Pyromatic @ Aug 7 2009, 12:26 PM) <a href="index.php?act=findpost&pid=1721254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And what about bhop?
    I've heard that there will be no bhop in ns2, is it true ?
    :3<!--QuoteEnd--></div><!--QuoteEEnd-->

    It doesn't mention this in the blog so its possible that what you heard was just rumors and speculation, like how the skulk will now be slower.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    /me ignores C3's paint job of awesome.
    <!--quoteo(post=1721257:date=Aug 7 2009, 08:39 AM:name=N3MES1S)--><div class='quotetop'>QUOTE (N3MES1S @ Aug 7 2009, 08:39 AM) <a href="index.php?act=findpost&pid=1721257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't mention this in the blog so its possible that what you heard was just rumors and speculation, like how the skulk will now be slower.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There was a bunch of discussion about it in the twitter posts. Read em if you are interested (basically it is likely gone, in favor of some other form of skill based movement)
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    I'm pretty sure somewhere ive read the skulk WILL now be slower, it isnt just rumors/speculation.
  • SlaughtSlaught Join Date: 2005-02-12 Member: 40780Members
    edited August 2009
    The Skulk is looking great guys! Can't wait for the alpha! :D

    I got over reading all the suggestions - too lazy ^_^. So here's my initial idea for the secondary attack:
    Quite a few games have a quick attack on primary and a charging attack on secondary, especially melee based fighting. It tends to work pretty well - essentially making yourself vulnerable (unable to attack during charge) in return for higher damage to opponent (if you don't miss :P). Having a charged bite doing more damage as secondary would allow the skulk to charge a bite while leaping, where normally you'd be flying and waiting to bite. The further your leap the more time you have to charge the bite, but the more likely you are of getting killed in the process. I think, if balanced correctly, this could add another factor of skill; which irritating DoT and disorientating doesn't. This would sortof fit into the new stronger Skulk idea I think as well.

    (If you posted this already - sorry. :) )
  • BruteBrute Join Date: 2009-06-10 Member: 67778Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    just 2 ideas that crossed my mind:

    <b>disarming tongue</b>
    the skulk can have a quick (medium ranged) slash with the tongue, much like the <a href="http://www.youtube.com/watch?v=QaQmYOEhF_c" target="_blank">licker</a> in resident evil. the tongue will then attach to the marines current weapon, and throw it away 1-3meters. the marine now has the choice between picking up the weapon again, which buys the skulk time to approach/escape, or fighting the skulk with the secondary weapon. for obvious reason, a skulk is not able to disarm a marine holding a taser and will take damage instead.

    <b>stationary grapple</b>
    the skulk can climb a ceiling and transform into something like the HL barnacle
    <img src="http://images2.wikia.nocookie.net/Annex/images/thumb/f/ff/HalfLife_Barnacle.jpg/300px-HalfLife_Barnacle.jpg" border="0" class="linked-image" />
    transformation process could be illustrated by a big blob of dynamic infestation growing around the skulk
    once in position, the skulk is complete immobilized waiting for some clueless marines to pass by. pressing alt fire again will switch back to mobile skulk mode.
  • RzrRzr Join Date: 2009-04-02 Member: 67002Members
    Ok I have an idea...


    - (New ability) Slime: This skill allows the Skulk to spit Slime on his way. This sticky Slime slows down marines and assists on a quick escape. or creates the perfect opportunity for ambushes and counter-attacks. Since the Alien skin has been improved greatly since NS1, they are likely to not be affected by their fellows slime. Multi-purpose ability that can be countered to an extent by skilled marines that are able to identify the slime and dodge/jump it.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1721266:date=Aug 7 2009, 11:05 PM:name=Rzr)--><div class='quotetop'>QUOTE (Rzr @ Aug 7 2009, 11:05 PM) <a href="index.php?act=findpost&pid=1721266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok I have an idea...


    - (New ability) Slime: This skill allows the Skulk to spit Slime on his way. This sticky Slime slows down marines and assists on a quick escape. or creates the perfect opportunity for ambushes and counter-attacks. Since the Alien skin has been improved greatly since NS1, they are likely to not be affected by their fellows slime. Multi-purpose ability that can be countered to an extent by skilled marines that are able to identify the slime and dodge/jump it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Could work it that only Gorge's could use it and include it with the Gorge Slide ability?
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    edited August 2009
    <img src="http://img197.imageshack.us/img197/1299/skulkchainsaw.jpg" border="0" class="linked-image" />
    Skulk chainsaw FTW!
  • WellWell Join Date: 2006-10-04 Member: 58054Members, Squad Five Blue, Reinforced - Shadow
    edited August 2009
    WTF?
    <img src="http://img17.imageshack.us/img17/4115/lowerjaw.th.jpg" border="0" class="linked-image" />
    lower jaw look like snake mouth. it is terrible.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited August 2009
    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Simple Alt-Fire or Parasite Alternative/Inclusion</b><!--sizec--></span><!--/sizec-->

    Instead of a permanent marker, ala NS1, since you're expecting the alien commander to do you scouting, have a skulk parasite ability mark a target (human/tech) for 15 seconds. With every additional hit within the current parasite's lifetime, it increases the time by additional 10-15 seconds. To make it tactical, maybe if 5 parasites are shot into the same structure/marine, it becomes permanent.

    <b>Benefits:</b>
    <ul><li> Give Skulks a distance taunt of minor damage. </li><li> It's a temporary marker, so it'll cause the marine to do two things. Chase the attacker, or hold position until the parasite disappears. Secondarily, if s/he holds position, s/he runs the risk of getting hit by more parasites, making it longer lasting/permanent.</li><li> Can be used if a skulk spots a lone marine in a tactically poor situation. If the skulk feels they'll die before they can kill him/her, a temporary tracker to follow the marine until a tactical advantage presents itself.</li><li>When marines have forward bases, Heavy armor, fast moving marines (jetpacks), it gives a quick temporary to permanent tracking device. If a skulk encounters a JP in a vent on the way to a key point, a 15 second tag can help the other aliens track it. If they manage to hit an HA with 5 parasite, they'll always know his/her movements.</li></ul>
    Thoughts?

    <b>EDIT:</b> Branched this to a <b><u><a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107139" target="_blank">new topic</a></b></u> in I&S, which means the likelihood of it being seen is poorer, but feedback/ideas are easier to follow. I also added some more ideas toward implementation. I'd love the devs to at least give it a read, I think it's pretty sound.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Reminds me of the Mutalisk's mouth from starcraft.

    <img src="http://homepage.mac.com/cheethorne/Starcraft/images/mutalisk.jpg" border="0" class="linked-image" />


    @ Tom Hoen - when did the TSA turn into Masterchief? ;)
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->lower jaw look like snake mouth. it is terrible.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it's supposed to indicate that the skulk can unhinge its jaw to consume large prey like a snake.
  • DasBrotDasBrot Join Date: 2008-07-20 Member: 64670Members
    <!--quoteo(post=1721251:date=Aug 7 2009, 01:11 PM:name=N3MES1S)--><div class='quotetop'>QUOTE (N3MES1S @ Aug 7 2009, 01:11 PM) <a href="index.php?act=findpost&pid=1721251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thank you for better describing this mutual idea. Like I said in my previous post in page 7, perhaps the marines would have some sort of resource use for dragging marine bodies (or alien bodies o_0, or some wierd variation of that) back to the base.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I mentioned something similar towards the end of page 3. but have since brought up the idea in more detail in the ideas and suggestions forum. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107136" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=107136</a>
    unfortunately, so far it hasn't had much of a positive reception. :(


    on the alt fire topic, I like the idea of a simple. "charged bite" holding the alt fire for a few seconds charges a more powerful chomp.

    I'm also up for keeping the bite cam. it has never caused me any problems.
  • PhlashPhlash Join Date: 2008-02-18 Member: 63674Members, Constellation
    I think it would be great if the skulks alt-fire healed them, a-la the Fade's second hive ability in NS1. If there is one thing that annoyed me more than anything as skulk it was having to run back to the base everytime I got hit a few times to reheal. It would also make early on alien-pushes more interesting since the aliens would be able to move through marine after marine until they got to the base, being healed the whole time.
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