Cool Onos "disruption" type abilities
Rainseeker
Join Date: 2008-01-29 Member: 63530Members
Ideas:
1. Intimidating Roar - Jams bullet-type weaponry, cone of effect
2. Menacing Growl - If NOT in view by marine, marine will freeze for a split second to listen. Long(ish) recharge time.
3. Cry of the Behemoth - "Blacks Out" area of view of the marine commander around the onos for a time
1. Intimidating Roar - Jams bullet-type weaponry, cone of effect
2. Menacing Growl - If NOT in view by marine, marine will freeze for a split second to listen. Long(ish) recharge time.
3. Cry of the Behemoth - "Blacks Out" area of view of the marine commander around the onos for a time
Comments
- Cause marine structures in the area to stop operating
- Make marines drop their weapon
- Cause marines to start turning away from the Onos. (They could still counter this by turning in the opposite direction, but it would require effort).
- Make other game sounds fade mostly out and only the onos-related sounds could be heard. Kind of like shell shock, but still able to move around and see normally.
Can't do that or beacon and IPs would become useless.
- Make marines drop their weapon
1. Intimidating Roar - Jams bullet-type weaponry, cone of effect
Funny stuff but little overpowered probably.
- Make other game sounds fade mostly out and only the onos-related sounds could be heard. Kind of like shell shock, but still able to move around and see normally.
I like this. Making the marines tunnel visioned by fear and the adrenaline that kicks in from their training. Then throw in some teamwork. Other aliens could become effective for a time because the other sounds would be muffled. Maybe even muffle the shots of teammates a bit so you don't know that they are shooting at other things. Maybe blur the edges of the vision a tiny bit but nothing outrageous. When a high amount of adrenaline is pumping through your body, your vision blurs anyways...
The Black Out or shell shock ideas are actually pretty neat. Tunnel vision (i.e. blurred/streaked outer region of the screen) plus temporary hearing loss can really mess with people. Combine it with a nice flank from other Aliens and you've got a solid way to soften them up. Similarly, messing with the Power Grid or ability for the Comm to directly interact sounds like a really neat idea to help isolate them from their overseeing Commander. Plus, a design idea was for Stomp to temporarily disable buildings, so causing a flicker in the Power Grid could also work.
'Menacing Roar', which could cause temporary deafness/ringing of the ears ALA Half-Life 2 and possibly a temporary jamming of mechanical guns.
'Pound' the Onos could pound it's front two feet into the ground causing a sort of mini-earthquake, causing players to wobble/vision to wobble off balance.
2. A roar of somekind that when channeled over a period of 2 - 3 seconds causes all marines in area of effect to momentarily lose the ability to focus properly , making their vision blurred and vibrating from left to right until the roar is finished. While channelling this skill the onos is vunerable to long range fire by marines too far to be effected by the skill.
But have the marines only be effected by this once every 15 seconds, otherwise you could have 2 onos's come running into a base and just one after the other cause the marines to be unable to target.
3. Charge of some kind, the onos builds up momentum to the point where when he eventually comes in contact with something solid (A wall) he causes a shockwave that knocks marines down forcing them to spend the next 2 seconds attempting to get back up. This skill would require you get to a certain speed before being able to pull it off correctly. Due to the nature of the skill the onos would spend 3 - 4 seconds dazed (You ever tried running into a wall head first at full whack?). The skill would be designed as a mass disable, giving the Alien team a short advantage but also taking the onos out of the fight for a longer period of time than the actual disable.
4. An Aura eminating from the Onos that instills fear and dread in the marines, causing nearby marine players to loose 10% run speed. (Doesn't stack with multiple Onos's)
I know some of these are almost the same as previous ones mentioned, just expanded on them slightly.
how do you explain that? I'd rather have them fall to their knees or asses because of the shaking.
The onos' stomp makes just the right frequency to make the mags resonate.
that could be part of the effect as well, i only suggested the ammo idea because all these ideas are very similar... blurred vision, screen shaking, falling over... it's all lose of control, maybe the marines could loose something other then control for a change.
Primal Scream: All marines' weapons in a radius around the onos become MUCH less accurate. They could still easily hit the onos, but it would make it REALLY hard to hit smaller aliens.
Nah, all of those make onos even more overpowered than it is already. Primal scream or com view disabling maybe, but need better ideas. stomp on ns1 was also kind sucking and pretty weak.
I could suggest kind of 'jumping-then-smash-ground-with-epic-strenght' and it would send marines flying/jumping high randomly for a while.
A. Cause a quick wobble of the marine's and nearby kharaa's (apart from other onos) viewpoint (screen) not immobilizing them just a greater jolt of the screen than the usual wobble of the onos running around.
B. The roar causes temporary deafness or greatly muffled sounds plus tinnitus ringing and tunnel vision, this doesn't last very long tho, similar to that of the flashbangs in other FPS
C. The stomp vibration and roar frequency combination (evolutionarily tuned) temporarily impacts electrical systems like an electromagnetic pulse and lights, buildings etc. flicker off until they auto-reboot. Might last as little as 3-5 seconds.
This includes knock down (especially if you can do a permanent disable), stuns, inability to fire weapon, dropping weapons, weapon jams, loss of aim, forcing players to turn away, and complete blackouts.
Partial blackouts, sound distortion, fuzzy/streaked edges of the screen (not whole screen) are manageable in my book.
Knocking out buildings, Janos' slowing of your speed idea, charge up and push back, boosting adrenaline of nearby Aliens, and the like are cool ideas in my book.
Perhaps we could allow a limited number of spawns off of the Onos. Dead aliens would have the option to choose the Onos as a spawn point. After X many spawns (maybe 5 or so) he'd loose the ability or it would go on cooldown for a little. A smart Alien team could use this to keep a rush going and a smart Marine team may make the Onos their priority target to stop the spawning (and shielding, stomping, and other disruptions).
Also: MACs should flee in terror when they see an Onos.
As i always say, with regards to balancing, i will tolerate the most ridiculously overpowered alien upgrades in exchange for a 2-or-3-aimed-shots-to-chest-from-rifle = dead-fade fast-paced type tactical fps experience (it worked in the Aliens games like avp2 (the game), although that was more like 10 bullets due to the high rate of fire). The point being that the insanely fast speed, silent movement, wall climbing, super-jumping abilities, and powerful melee attacks were offset by their incredibly low tolerance to light armor piercing explosive tip 10mm SMG ammunition).
(Since the marine rifle is 30 rounds, then that tells me the devs are planning on buffing its damage... especially so if its supposed to be a viable weapon for the end game).
Also i think, depending on how severely overbalanced the onos/aliens becomes, that if it goes to far beyond marine-death-inflicting-abilities that we can easily justify anti-tank (instant death for onos / fades but not detonatable to lower lifeforms like gorges) mines, and an armor-piercing-ammunition upgrade for all marine weapons (including TFs) (think of it as damage-upgrade-#4), and even a rocket launcher for good measure (not for super splash damage, but for super-armor-piercing damage). Beyond that i think our tear-gas grenades and flamethrowers should be sufficient.
Sticky onos poop - risky to "use" - takes a few seconds to drop, and spreads like a puddle...
A) Stops friendly fire protection for those marines within its effect
B) Causes all command controlled equipment to report the marines within the area of effect as Kharaa and treat them as such. (Does the M.A.C. have any automated defense routines? Whoopsie!)
C) Causes all marine structures to act as if the marines within the area of effect are Kharaa (so armory won't function, turrets target them, etc.)
D) Cuts off the marines lines of communication to the commander and vice versa.
E) Cuts out any kind of motion/communal tracking the marine may be part of.
In short, to all intents and purposes, the marines in the field of effect seem to be Kharaa to any marine controlled nanites in the region.
Ok, that sounds kinda imba. Especially retargetting the turrets.
Sorry, what is "imba?"
He means imbalanced.
also its sheer mass is predestined to enable a smash attack when going fast (for a stamina penalty - the moving, not the smashing).
for a laugh there should be a gas attack that inflates the onos and fills the whole room with spores. i know, its stupid and probably won't make it. but just thinking about the hilarity of farting into the commanders face lets me open a can of chuckles.
it'd be nice if the onos could make some sort of electrical current, bathing the room with arcs of lightning a la infamous, haywiring all equipment in there without damaging it severely (its safe guarded through nanite fuses, so it shuts down for some seconds once the building loses randomly 15~25% of its health).
-> a current induces magnetism which in turn may inflict shorts on equipment due to electrons from the flow in the circuit itself beeing affected. <-
that ability would be no permanent drain but takes about 70% off the onos stamina and leaves it stunned for the duration.
the player might be allowed to use petrify, but can not move nor turn when the <b>ark wave</b> is executed. what a lame name.
only the flamethrower could not be operated safely, but everyting else should be safe to use. and the marines are <a href="http://en.wikipedia.org/wiki/Faraday_cage" target="_blank">faraday caged</a>.
edit: ok who wrote park wave? i made even sure it read ark wave. or i tried to type spark wave and forgot about the p. whatever. i have chicken now.