Fetch ability for Skulks

TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
<div class="IPBDescription">Carry weapons away with the "Use" button</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><u><b>Fetch</b></u>
<b>Activated by a Skulk pressing the "Use"-button.
When a weapon is dropped the Skulk can bite on to the weapon and drag it elsewhere.
This would most likely require that weapons don't despawn at the same rate or at all like it does in other games.
The weapon is of course dropped if the Skulks bites or attacks again, and giving the Skulk a small movement penalty while carrying the object.</b>

<b>Further speculation of abilities:</b>
<u>Tracking Device</u>: The Marine team can later on decide to upgrade their weaponry to have a positionary system that allows the commander to see as dots on his map where dropped weapons are to counter excessive hiding of the weapons.

<u>Disintegrate Weapon</u>: Possibly the Kharaa can store the Marine weapons inside a structure built by Gorges to break it down for a small amount of resources to the Kharaa team if it remains inside the structure long enough, but at risk of revealing the location of the structure if the Marine team gets the Tracking Device upgrade.

(<u>Thievery</u>: What if certain parts on structures inside the Marine base could be stolen? The Skulk can enter the base and try to get away with a specific part of a specific structure, for example disabling an Armory until the missing piece is retrieved or the Commander repairs it.)

<b>Conclusion:</b>
It gives the Skulks a tactical ability to lure Marines into traps, as well as stopping the Marine's assault if the Skulks are left alone long enough to hide the weapons.
It could (speculatively) also create a battle for resources by introducing two new tech-skills; one for each team such as Tracking Device and Disintegrate Weapon.<!--QuoteEnd--></div><!--QuoteEEnd-->

Idea I wrote in the General forum but thought I'd move here instead.

Comments

  • jeffwatsjeffwats Join Date: 2008-12-26 Member: 65877Members
    edited August 2009
    I like everything but the "Thievery" skill. I think that adds too much complexity and would distract players from the actual game. Also it would be too overpowered if a single skulk could disable a key undefended structure in like 2 seconds.

    However I do like the other skills. That would encourage patrolling of alien territory by skulks (since they would have to go from the front line back to base, etc.) but I think there should be some method to keep it from being overused. Maybe each player can only do it once every five minutes or something. Something to keep players from disintegrating constantly, not contributing to their team, and then getting enough res 5 minutes in to onos.

    /edit

    Also, I like the weapon tracking idea. Much better than the BS overpowered motion tracking in NS1. Note that a clever alien team can misguide the marines into thinking there's alien structures where there isn't.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Agreed with above, I like all but the thievery option.
    Being the Kharaa is a parasitic infection it would have some smarts and realise "the baddies hurt us with these, let's take them away" =)
  • General_WarhammerGeneral_Warhammer Join Date: 2009-02-14 Member: 66414Members
    <!--quoteo(post=1723205:date=Aug 16 2009, 05:35 PM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Aug 16 2009, 05:35 PM) <a href="index.php?act=findpost&pid=1723205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed with above, I like all but the thievery option.
    Being the Kharaa is a parasitic infection it would have some smarts and realise "the baddies hurt us with these, let's take them away" =)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree too. I think there should be no limit to the number of weapons a skulk can "fetch" though, it would just be that only a certain amount can be disintegrated for res at a time. So this way a Skulk could stock up a bunch of weapons and periodically put them in the disintegrater (acid pool? open stomach of acid kinda thing?) but at a cost of long time reveal of alien structure.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited August 2009
    Maybe if the alien sticks the gun up its ass it can shoot marines with firerockets that burst out of its ass hole.


    ...this is a bad idea
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    We don't even know, if you can still recover weapons as marine in ns2.
    After all it's one of those things that doesn't scale well with player size, unless aliens have some way to recover their res from dead lifeforms, e.g. the alien commander can assimilate dead lifeform corpses in infested areas in order to get some res back.

    I also think it wouldn't be much fun for a skulk to carry around stuff, instead of trying to ambush the marines, when they try to recover the weapon.
    Somehow transforming dropped weapons into personal res would probably be a nice thing for gorges, though.
  • jeffwatsjeffwats Join Date: 2008-12-26 Member: 65877Members
    Maybe this could be a 2nd hive ability for both skulks and gorges? Skulks can "fetch" the marine weapons and drop it next to a gorge, and the gorge can turn it into res?
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    I say the Onos should poop Grenade Launcher rounds that would turn into Anti-Personal Mines.

    Food for thought. (BAD PUN IS BAD, LOL Z!!!)
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    For what purpose... if you hide guns, then marines will automatically not try to reclaim them, so you will loose out on that camp-kill.

    The cool thing is if you got randomed on the alien team and you decide to do everything in your power to inhibit alien expansion (as you wait for a slot on the marine team to open)... then you can go battle-gorge and deliver weapons back to the marine team... that's sort of like a mini-game lol. You gotta be sneaky to both teams xD
  • NeidNeid Join Date: 2009-08-27 Member: 68622Members
    I've been following the forum for a long time without creating an account but I had an idea for this bite/fetch ability for Skulks that I wanted to share.

    Either have it bite down when you click the mouse and un-bite when you let go or have it be the 'use' command. (Although personally I prefer the mouse-click idea)

    Potential uses: (A lot of these ideas have already been requested, so these are a bit recycled. Just my compilation of cool ideas that I can't take credit for)
    1) Dragging Bodies - This would be particularly useful if aliens could gain res back from eating marine corpses. Dragging them out of line of sight would be ideal and add a creepy visual for the marines.
    2) Dragging Aliens - I was thinking it would be cool (and kinda funny) if the Skulk could grab and drag around other smaller aliens (mostly the Gorge). Sort of like in NS1 when a Skulk would help lift a Gorge up a wall, except instead the Skulk would bite on and drag the Gorge up instead.
    3) Riding Aliens - Allows the Skulk could 'hitch a ride' on bigger aliens. So you could clamp on to the back of a Fade as they jump into an area or have a swarm of Skulks clamp on to the sides and bottom of an Onos and use it sort of like a trojan horse riding into combat. Then they get into the middle of the base and pop off and swarm around. Would be an awesome visual and a fun strategy.
    4) Activated Levers/Doors - If you have those big classic switches to activate doors, the Skulk could clamp on and pull them down to open them.
    5) Damage Over Time - If a Marine is all on their own, clamping onto their back for a damage over time effect would be cool. It might slow them down and take awhile but it's safer than normally attacking them as they'll need a teammate to shoot you off. This could also work for a method of damaging buildings more effectively. Just picture a bunch of Skulks clamping on to a res tower and thrashing about (they do have blades for legs, after all).

    Again, most of these have been requested before (I think I saw 1 and 5 in the Skulk reveal). Just thought I'd throw in my 2 cents. :)
  • social3ngin33rinsocial3ngin33rin Join Date: 2010-10-18 Member: 74498Members
    edited October 2010
    I don't really see much point in tracking since people will likely either move it a very short distance,
    or bringing back to base in the furthest corner from the entrance.
    The disintegrating structure will likely be in the main base anyways.
    So no real point in tracking.

    Edit: very funny idea though!!!
    I would love to steal weapons and run off while they try to pistol me!!!
    lolol
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