Deafening Sound
slayer20
Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
<div class="IPBDescription">for the alien commander</div>I can't think of a cool name for this, but the idea of this ability for the alien commander is to let him/her take out the sound within a certain area that has Infestation in it.
Here's how it'd work...
We know how the scanner sweep works. The commander scans an area and it unveils any cloaked structures/aliens. It's very similar to that, except of unveiling things, it would completely deafen the marine team that is in the area inside the Infestation.
This means they couldn't hear people over the microphone, footsteps, or anything except for a ringing in their ears. The alien team, however, could still hear everything.
We know sound plays a very important role in Natural Selection, and think this ability for the alien commander would be great.
This deafening sound ability could only be used inside areas with Infestation in them. This is to prevent the alien commander from spamming the marine start and making it so the commander couldn't hear people and such.
I don't know if I've explained this too well, but I hope I did.
Discuss.
Edit: This also would only last a certain amount of time. It'd have to be a short amount of time though.
Here's how it'd work...
We know how the scanner sweep works. The commander scans an area and it unveils any cloaked structures/aliens. It's very similar to that, except of unveiling things, it would completely deafen the marine team that is in the area inside the Infestation.
This means they couldn't hear people over the microphone, footsteps, or anything except for a ringing in their ears. The alien team, however, could still hear everything.
We know sound plays a very important role in Natural Selection, and think this ability for the alien commander would be great.
This deafening sound ability could only be used inside areas with Infestation in them. This is to prevent the alien commander from spamming the marine start and making it so the commander couldn't hear people and such.
I don't know if I've explained this too well, but I hope I did.
Discuss.
Edit: This also would only last a certain amount of time. It'd have to be a short amount of time though.
Comments
I'd also make them one-off abilities, useful for disorienting a hive attack squad, though having multiple commanders makes this complicated.
I do agree with steve though, nothing is worse than being in a fight when the commander remotely decides you are you are going to lose this engagement. (medpack carpets, for instance)
2) this could work with DI, similar to how the infestation sounds in NS1 were often deafening.
Blocking the gameplay sounds still works. No need to interfere with the communications. Actually limiting the gameplay sounds, but still allowing communication could in theory create interesting teamwork factor.
Or you could assume that the Infestation somehow absorbs the sound around it, like a sound proof room. The infestation could even change color to indicate that the area has no sound in it.
And yeah, the main thing for taking out the sound is so that you can't hear the alien team. Be it a hallway or a room that the marines are trying to push for, this could make a great ambush tool for skulks and other aliens.
But yeah, I think this ability would fit with the Sensory chamber and when activated, the sound would only deafen around the chamber.
hahahaha.
ahahaha.
ha.
but seriously....
How about this: Being able to "pop" some regenerating alien pustulating environmental growths as a distraction before a skulk arrives from the other side...
no need to get fancy
-Cool, test it when you can. It will probably only take 10-15 lines of Lua.
Honestly, the modability is the single most important feature of NS2. Will let the game live on for a loooong time.
When a rine is in the area of effect of a Sensory Chamber, perhaps only when walking on bacterium, the bacteria enters his ear and causes him to hear Gorge/Skulk movement sounds from random direction(s), making it seem like he's not alone/surrounded and distracts him from the real Skulk running up to him from behind.
"I hear a Gorge around the corner! Here Gorgie, Gorgie. Papa needs a new hat! Ow my butt! It's being viciously eaten!"
After all, we have more sensory inputs than sight which need fooling. Touch, taste and smell would be difficult to do anything about though...
I can't wait to see what kind of structures are on the aliens side, so we can call a rush on the marine team just like on the aliens in NS1 " rush the AA !! "
:D
Depends a bit. I think I'd be confused if I couldn't hear the surrounding marines either. It might take a short while longer to notice the firefight behind you and ect.
Something like this is thus not only easily bypassed, it can very well thus split communication channels, which does wonders to ruin proper team communication in common play. Yes, it has been attempted before - and failed for reasons given - in quite a few games, most notably many Source ones where, say, dead players can't chat with alive ones during respawn time.
You CAN block all non-voice-chat sound though if you really want to, a-la flashbang.
normally silence makes the skulks actions quiet - but what if it was the opposite, when the skulk is nearby all marine players cannot hear any sounds in the game (perhaps ambient map sounds stay and marines can still communicate via voice and text) sort of like in deadspace when you are in a vaccum
when a skulk is nearby the sound slowly and subtley fades out so that its not too noticeble.
so marines would be walking down a hallway and then after a while they notice that things are quiet - TOO QUIET (which means something is stalking them)
it could be explained as a type of mind control ability - maybe this could happen when you are hit by parasite ability?