Sensory Chamber
My Name Is Ray
Join Date: 2009-09-10 Member: 68735Members
Dear Natural Slection Community,
It has come to my idea that the Sensory Chambers in NS:Source has been given some thought. It's art assets are well-endowed for sure, but it is my opinion after having played several Natural-Selection: Original Combat, that it could use some changes that you didn't think of yet. Here is what you need to do developers:
1) Sensory Chamber should now provice cloaking to a larger radius, perhaps six to nine times the field now available. The chambers are great but at the start of game whenever a player drop sensory it is yelled "DO NOT DROP THE SENSORY" so they need to be more useful, especially for newer players who take bad upgrades that do not turn you invisible.
2) Sensory Chamber needs some kind of a way to defend itself from marine with shotguns. It is true that they are invisible, but what about obs? The obs is too strong, so it should show only the half of skulks around the chamber and not ever show the chamber itself. This will allow a strong commander to consider what he will do before he send marines in blind and not able to get victory.
3) Sensory Chamber are given a black soft finish texture. Also, if a skulk ever is not cloaked, it will make the skulk turn the black color to give away that he has the very strong upgrade, and will give the marine a bite if he is not careful what part of the world he goes. This is for several reasons. First reason is because, it will be dark and stealth just like the cloaking that the chamber is for. Second is to let the player be in more atmosphere of the dark alien force. Third is to give developing time to the team to get more games now! :)
4) The Sensory Chamber should have tendrils removed. Because they are too feminine for such a strong chamber. Instead you should replace them with something more manly such as a pitchfork with lightning out of it. However, this change is not fair to the many women who play the Natural-Selection: Source, so to balance you must include new chambers that that sometimes will only heal fades unless the player fov is centered on the chamber in question. This will be more skill and balance the change.
Thank you for your time, I look forward to your replies.
It has come to my idea that the Sensory Chambers in NS:Source has been given some thought. It's art assets are well-endowed for sure, but it is my opinion after having played several Natural-Selection: Original Combat, that it could use some changes that you didn't think of yet. Here is what you need to do developers:
1) Sensory Chamber should now provice cloaking to a larger radius, perhaps six to nine times the field now available. The chambers are great but at the start of game whenever a player drop sensory it is yelled "DO NOT DROP THE SENSORY" so they need to be more useful, especially for newer players who take bad upgrades that do not turn you invisible.
2) Sensory Chamber needs some kind of a way to defend itself from marine with shotguns. It is true that they are invisible, but what about obs? The obs is too strong, so it should show only the half of skulks around the chamber and not ever show the chamber itself. This will allow a strong commander to consider what he will do before he send marines in blind and not able to get victory.
3) Sensory Chamber are given a black soft finish texture. Also, if a skulk ever is not cloaked, it will make the skulk turn the black color to give away that he has the very strong upgrade, and will give the marine a bite if he is not careful what part of the world he goes. This is for several reasons. First reason is because, it will be dark and stealth just like the cloaking that the chamber is for. Second is to let the player be in more atmosphere of the dark alien force. Third is to give developing time to the team to get more games now! :)
4) The Sensory Chamber should have tendrils removed. Because they are too feminine for such a strong chamber. Instead you should replace them with something more manly such as a pitchfork with lightning out of it. However, this change is not fair to the many women who play the Natural-Selection: Source, so to balance you must include new chambers that that sometimes will only heal fades unless the player fov is centered on the chamber in question. This will be more skill and balance the change.
Thank you for your time, I look forward to your replies.
Comments
-Paul Wall
The SC is (in my personal opinion) fine. If I would suggest something, then it would be to beef the DC little bit more to make it again viable as hive 1 option. But this place here is anyway the wrong forum for that kind of discussion, since it is dedicated to NS2 :)
Oh, and for the case that you suggestion is for NS2: All chambers will be reworked, at the moment we even dont know if there will be a sensory chamber and what would it look like
+1
The SC is (in my personal opinion) fine. If I would suggest something, then it would be to beef the DC little bit more to make it again viable as hive 1 option. But this place here is anyway the wrong forum for that kind of discussion, since it is dedicated to NS2 :)
Oh, and for the case that you suggestion is for NS2: All chambers will be reworked, at the moment we even dont know if there will be a sensory chamber and what would it look like<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes it is true that the Natural Selection is not the Source Game, thank you for the information on this. However, no you are wrong, I am not talking about "Natural Selection" but instead, "Natural Selection Two", which is a different game of much promise.
I will absorb your argument about the Defensive Chamber because to prove a point. The Defensive Chamber is not a bad first chamber as the player might think at first. Do you gain health from Sensory Chamber? No. Do you able to shot Sensory Chamber gorge with one LMG clip? Yes!! The argumentative problem of yours is that the Defensive Chamber is strong for any player, while the Sensory Chamber is only good in the hands of the expert.
Now for my attack, you say there will be no Sensory Chamber in the natural selection two?? This can not be the case, because the Sensory Chamber is ripe with too much promise to be removed in the natural selection two. For this reason you can conclude that there will be even More to consider with regard to Sensory Chamber in the natural selection sequel.
Thank you.
<b>EDIT FOR THE LIGHTNING PITCHFORK PROBLEM:</b>
It is the lightning idea that is only an example. You must take the idea and use your mind to think about its possibilities, so you could maybe allow the thought to become more than one example.
Also, I have applied the Urban Dictionary and the Google to the words NAACP and they told me different ideas. One said that it is a group that is racist like the Hitler in History, but the other said that they are good people to make everyone free. I think it is good that everyone is free, and often I find the Google to be more reliable so I will say that NAACP is the good place full of good people, but I am not sure..
Lets face the situation in early stages of a game, where your (alien) team has choosen the hive 1 chamber. If it will be DC, then your skulks are too slowly. Its true that, in some specific maps, clever placed DCs can be very useful and skulks / lerks can benefit from it. Lerks will have no adrenalin for sporing the marines, so they would have to engage in close combat more often and risk their lifeform. For close combat it would be useful to have either focus or celerity (hive 1) which is both not the case when you choose DC. What you can do is upgrade carapace, which would slow you even more down, but would make you at least tougher. From the view of the skulk: If you choose a good ambush position you can wipe out 2 - 3 marines at once, with carapace and clever placed DCs backing you up. But you need such ambush positions and clever timed attackes
Well, one main problem still remains on the DC: you can not expand in early stages of the game, at least not easily. You NEED ambush positions to kill marines, straight forward attack will not work because of your low speed.
With the SC and cloaking choosen (or next to you a SC is placed) you have no problem to lower the distance to your enemy. As long as the commander is not scanning the area or dropping an obs you will be fine with cloaking. If he does so, you have to choose focus -> slow weak skulks that have to ambush or at least attack at the right time to hit a marine.
So, this was about natural selection ONE. Actually you could ignore now my whole post (and the one before), since your ideas / suggestions are for NS2. Just wanted to clear out that I was talking about NS1, not 2, and I thought you did aswell. I did not mean to make your ideas bad
I hope that SC (and DC) get buffed as viable option for hive 1 in NS2. UWE wrote anyway that access to the game and its mechanics should be easier for newer players, but want also provide enough depth to give something to the "pros". And yeah, the SC upgrades in NS1 are for more advanced players. One thing still remains: UWE never confirmed that they are going to include SC, DC, MC and never wrote anything about possibly related upgrades.
As far as we've been told, Gorges can't even place Sensory Chambers (they can only do OCs and DCs). Heck, we're not even sure they exist. The tech tree system is being revamped.