Alien Idea (feel free to rip apart)

Mr. NMr. N Join Date: 2008-08-06 Member: 64761Members
edited September 2009 in Ideas and Suggestions
<div class="IPBDescription">alien idea</div>This alien is more of a support/ambush character

size: bigger than a gorge, but about 1/3 the size of an onos

general look: Spider like, the back end looks similar to the harvesters from the matrix, 8 legs that are sharp (razor like) [open to ideas]

cost: 35-50

Walk speed: faster than gorge or lerk walk speed


Abilities:

+wall climb

1st - Slash (similar to fade, less damage)

2nd - Swarm (expells a swarm of bees/flies/insects attacking one unit)

Stats:
Light Inf - Slower walk speed, minor reduction to vision, minor damage over time (does not affect jetpack speed)
Heavy - Minor reduction to vision (no reduction to speed or dmg)
Buildings - No affect
Energy - 2-3 targets before drained (adren is up for grabs im not sure)

3rd a - Egg bomb (similar dmg to marine hand grenade, small area of effect, high energy consumption [to prevent spaming], +inf dmg -building dmg)

3rd b - Spore mine (basically the same as the add-on) [max of 4 until one explodes, stays active even upon death]

4th - Self-Destruct (similar to xeno [feel free to comment])

Stats:
3-5 sec until explosion
Suicide
Expells green liquid from egg sack covering allies/buildings/marines (5-10seconds long)
-provides minor healing over time to all allies within so many yards/feet
-slowly burns armor away (not hp) of any marine within the AoE of the green puss/liquid/whatever [rate slower than lerk spam]
-burns buildings within the AoE with an increased damage rate than that of the marines
Does initial building damage within a minor area

-When the skill is activated the alien glows with a humming then pops


this is just an idea, i expect to get ripped apart.

just thought id throw my idea out there


tell me what you think, thanks :)

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    We're not going to get another alien class, no matter how hard we wish...
    (glowies dont count)
  • Mr. NMr. N Join Date: 2008-08-06 Member: 64761Members
    yea, even so

    what did you think?
  • GregzenegairGregzenegair Join Date: 2009-06-26 Member: 67944Members
    So what's the goal of the post ?
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    *rips apart*

    Though seriously, while most alien ideas are of the type "let's make a new alien with a Zillion HP and an attack maybe like the fade", this one does have some thought behind it. It sounds clearly support-like, but I feel as if not a lot can be added to the alien arsenal. And it shows: your first attack is swipe-like (or lerk bite-like), your second attack spore-like, your third attack I'm not familiar with, but spores are already the slow area of effect damage, and I guess we could consider Acid Rocket as "the grenade" to some extent.
    So basically, this unit falls somewhere between Lerk and Fade (it's even reflected by the cost range), though without the mobility of either.

    I think that the thing that is most lacking to aliens is a way to quickly dispose of enemy RT's (the equivalent of the shotguns). This is somewhat offset by the high mobility of aliens, but as the game moves on, it usually becomes harder and harder for skulks to contain RT's. This is of course considering that marines are actually able to rebuild them, which means that as the game progresses, fades kill marines, skulks try to kill RT's without dying.
    This is in any case an NS1 statement, and I don't know precisely how RT's will be handled by aliens in NS2.
  • Mr. NMr. N Join Date: 2008-08-06 Member: 64761Members
    i forgot they added slow to spit
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    people wrote above that we will not have any further alien class in NS2, but anyway here some feedback:

    The third hive ability doesnt make sense. Why should you spend 40 res to xenocide? :D
  • Mr. NMr. N Join Date: 2008-08-06 Member: 64761Members
    the dmg within the minor area of explosion is extremely high

    the explosion is meant to help destroy turrets camps or assistance with base rush

    was thinking like 1k-2k building dmg within the area?

    maybe 10-15 ft radius
  • social3ngin33rinsocial3ngin33rin Join Date: 2010-10-18 Member: 74498Members
    <!--quoteo(post=1726533:date=Sep 8 2009, 01:23 PM:name=Mr. N)--><div class='quotetop'>QUOTE (Mr. N @ Sep 8 2009, 01:23 PM) <a href="index.php?act=findpost&pid=1726533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-slowly burns armor away (not hp) of any marine within the AoE of the green puss/liquid/whatever [rate slower than lerk spam]<!--QuoteEnd--></div><!--QuoteEEnd-->

    if it can burn armor, why shouldn't it do damage?
    how about if the armor completely fades away,
    it starts corroding your flesh XD
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