Upgradeable Movement Abilities for Aliens
Triggerman
Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
<div class="IPBDescription">Adding a 2:nd rank to Leap, Blink, etc.</div><b><u>Upgradeable Movement Abilities</u>
All alien forms have some kind of movement-gimmick, and this proposed change will make it baseline for all the forms but can also be upgraded once with a tech-option. This allows for better balancing the early game as well as giving the feel of progression throughout the game.
</b>
<b>Problem:</b>
Currently the different forms all move differently through the map, but what is becoming an issue is how it should be balanced for early game.
However it's worth considering keeping that little unique movement ability as a <i>core ability</i> available from the moment you enter the form.
<b>Speculation:</b>
By allowing a second rank that can be unlocked by either per-form chosen by the player or Commander or unlocking all across the board, allows the movement-ability to be improved, properly balanced and made part of a strategy. By setting some penalties and improving some it could make the flow of game a lot different.
Rank 1 is given to the player without any need to purchase it first.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>Suggestion on Movement Abilities:</b>
<ul><li><u>Skulk Leap [Rank 1]:</u> The player needs to charge it first before he can Leap. Think of the Hunters in L4D. Does also promote the "skulking" gameplay in the early stages since the player needs to be stationary or await the target for it to work. Plus it's not usable in an early base-rush.</li><li><u>Skulk Leap [Rank 2]:</u> Leap is instantly performed, without any need to wait for it to charge.</li></ul>
---
<ul><li><u>Lerk Flight [Rank 1]:</u> Works the same way it does now.</li><li><u>Lerk Flight [Rank 2]:</u> Adds the "Roosting" ability which allows the Lerk to hang from a wall or ceiling by approaching the surface and holding down <button>. While Roosting the player is able to launch himself in the direction he is currently aiming with great speed, and this can be done repeatedly. This way it can latch itself anywhere, wait for a target and if seen can quickly get away, or simply raising the skill-roof of the Lerk since by Roosting and the launching away is faster than just flying.</li></ul>
---
<ul><i>Version 1.)</i></li><li><u>Fade Blink [Rank 1]:</u> Speculatively the first rank could be exactly like the Fade-blink we know from NS1. It's still in itself not ideal compared to Rank 2 since the player can still be tracked and killed while doing this. Some players could simply just use this rank instead if they are more comfortable with the old kind of Fade-play. Also will creep the hell out of the Marine-players since you'll never really know whether it's an instant-Blink or old-style Blink coming your way. Negative part of this is the inconsistency and confusion it could create.</li><li><u> Fade Blink [Rank 2]:</u> This works like the new Blink in NS2 currently implemented. Meaning the player chooses a target location to blink to by aiming with the mouse and then instantly move there.
<i>Version 2.)</i></li><li><u> Fade Blink [Rank 1]:</u> This works like the new Blink in NS2 currently implemented. Meaning the player chooses a target location to blink to by aiming with the mouse and then instantly move there.</li><li><u>1.) Fade Blink [Rank 2]:</u> In addition, after the Fade performs Blink, it deals XX damage in a small area where it lands.</li><li><u>2.) Fade Blink [Rank 2]:</u> In addition, after the Fade performs Blink, it remains out of phase and reduces all damage taken by XX% for X seconds.</li><li><u>3.) Fade Blink [Rank 2]:</u> In addition, a toxic vapour trail is left behind in the Fade's wake after a Blink, dealing XX damage every second and lasting for X seconds.</li><li><u>4.) Fade Blink [Rank 2]:</u> Range is increased and stamina cost is decreased.
<i>Penalty.)</i></li><li>Light flicker in the room while performing Blink. This is both atmospheric, revealing to other players when a Fade is nearby but also helps by mindgames and confusing the enemies with strobing lights. Of course, it could be simply too much.</li></ul>
---
<ul><li><u>Gorge Belly-Slide [Rank 1]:</u> Works like it does currently in NS2 but works better when going down a slope.</li><li><u>1.) Gorge Belly-Slide [Rank 2]:</u> In addition, the Gorge is also spreading a trail of infestation behind it.</li><li><u>2.) Gorge Belly-Slide [Rank 2]:</u> In addition, the Gorge regenerates health while belly-sliding atop infestation.</li><li><u>3.) Gorge Belly-Slide [Rank 2]:</u> In addition, the Gorge is able to paddle while belly-sliding, allowing the slide to go on longer. When paddling the player can change direction of the slide.</li></ul>
---
<ul><li><u>Onos Stampede [Rank 1]:</u> The Onos charges quickly and able to knock down players and doors.</li><li><u>1.) Onos Stampede [Rank 2]:</u> In addition, while charging increases the movement speed of friendly players in a X metres radius.</li><li><u>2.) Onos Stampede [Rank 2]:</u> In addition, damage taken while charging is reduced by XX% percent.</li><li><u>3.) Onos Stampede [Rank 2]:</u> In addition, XX% of the health lost while charging is restored over XX seconds after the charge has ended.</li><li><u>4.) Onos Stampede [Rank 2]:</u> Cost to maintain the charge is reduced by XX%.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Additionally:</b>
<ul><li>It's pretty important that the players are able to distinguish whether the form has an upgrade or not, including the player himself getting the upgrade. Things like changing the sounds or the way the view-model looks.</li><li>I think it's quite confusing enough that the different forms have different means of activating the movement ability (Gorge uses Left Shift, Lerk uses Spacebar, Skulk uses Right MB) so a bit of streamlining if possible could be at least considered. I personally don't have a problem with this but this is the time to look over things and make it more comfortable for the potential players.</li></ul>
All alien forms have some kind of movement-gimmick, and this proposed change will make it baseline for all the forms but can also be upgraded once with a tech-option. This allows for better balancing the early game as well as giving the feel of progression throughout the game.
</b>
<b>Problem:</b>
Currently the different forms all move differently through the map, but what is becoming an issue is how it should be balanced for early game.
However it's worth considering keeping that little unique movement ability as a <i>core ability</i> available from the moment you enter the form.
<b>Speculation:</b>
By allowing a second rank that can be unlocked by either per-form chosen by the player or Commander or unlocking all across the board, allows the movement-ability to be improved, properly balanced and made part of a strategy. By setting some penalties and improving some it could make the flow of game a lot different.
Rank 1 is given to the player without any need to purchase it first.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>Suggestion on Movement Abilities:</b>
<ul><li><u>Skulk Leap [Rank 1]:</u> The player needs to charge it first before he can Leap. Think of the Hunters in L4D. Does also promote the "skulking" gameplay in the early stages since the player needs to be stationary or await the target for it to work. Plus it's not usable in an early base-rush.</li><li><u>Skulk Leap [Rank 2]:</u> Leap is instantly performed, without any need to wait for it to charge.</li></ul>
---
<ul><li><u>Lerk Flight [Rank 1]:</u> Works the same way it does now.</li><li><u>Lerk Flight [Rank 2]:</u> Adds the "Roosting" ability which allows the Lerk to hang from a wall or ceiling by approaching the surface and holding down <button>. While Roosting the player is able to launch himself in the direction he is currently aiming with great speed, and this can be done repeatedly. This way it can latch itself anywhere, wait for a target and if seen can quickly get away, or simply raising the skill-roof of the Lerk since by Roosting and the launching away is faster than just flying.</li></ul>
---
<ul><i>Version 1.)</i></li><li><u>Fade Blink [Rank 1]:</u> Speculatively the first rank could be exactly like the Fade-blink we know from NS1. It's still in itself not ideal compared to Rank 2 since the player can still be tracked and killed while doing this. Some players could simply just use this rank instead if they are more comfortable with the old kind of Fade-play. Also will creep the hell out of the Marine-players since you'll never really know whether it's an instant-Blink or old-style Blink coming your way. Negative part of this is the inconsistency and confusion it could create.</li><li><u> Fade Blink [Rank 2]:</u> This works like the new Blink in NS2 currently implemented. Meaning the player chooses a target location to blink to by aiming with the mouse and then instantly move there.
<i>Version 2.)</i></li><li><u> Fade Blink [Rank 1]:</u> This works like the new Blink in NS2 currently implemented. Meaning the player chooses a target location to blink to by aiming with the mouse and then instantly move there.</li><li><u>1.) Fade Blink [Rank 2]:</u> In addition, after the Fade performs Blink, it deals XX damage in a small area where it lands.</li><li><u>2.) Fade Blink [Rank 2]:</u> In addition, after the Fade performs Blink, it remains out of phase and reduces all damage taken by XX% for X seconds.</li><li><u>3.) Fade Blink [Rank 2]:</u> In addition, a toxic vapour trail is left behind in the Fade's wake after a Blink, dealing XX damage every second and lasting for X seconds.</li><li><u>4.) Fade Blink [Rank 2]:</u> Range is increased and stamina cost is decreased.
<i>Penalty.)</i></li><li>Light flicker in the room while performing Blink. This is both atmospheric, revealing to other players when a Fade is nearby but also helps by mindgames and confusing the enemies with strobing lights. Of course, it could be simply too much.</li></ul>
---
<ul><li><u>Gorge Belly-Slide [Rank 1]:</u> Works like it does currently in NS2 but works better when going down a slope.</li><li><u>1.) Gorge Belly-Slide [Rank 2]:</u> In addition, the Gorge is also spreading a trail of infestation behind it.</li><li><u>2.) Gorge Belly-Slide [Rank 2]:</u> In addition, the Gorge regenerates health while belly-sliding atop infestation.</li><li><u>3.) Gorge Belly-Slide [Rank 2]:</u> In addition, the Gorge is able to paddle while belly-sliding, allowing the slide to go on longer. When paddling the player can change direction of the slide.</li></ul>
---
<ul><li><u>Onos Stampede [Rank 1]:</u> The Onos charges quickly and able to knock down players and doors.</li><li><u>1.) Onos Stampede [Rank 2]:</u> In addition, while charging increases the movement speed of friendly players in a X metres radius.</li><li><u>2.) Onos Stampede [Rank 2]:</u> In addition, damage taken while charging is reduced by XX% percent.</li><li><u>3.) Onos Stampede [Rank 2]:</u> In addition, XX% of the health lost while charging is restored over XX seconds after the charge has ended.</li><li><u>4.) Onos Stampede [Rank 2]:</u> Cost to maintain the charge is reduced by XX%.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Additionally:</b>
<ul><li>It's pretty important that the players are able to distinguish whether the form has an upgrade or not, including the player himself getting the upgrade. Things like changing the sounds or the way the view-model looks.</li><li>I think it's quite confusing enough that the different forms have different means of activating the movement ability (Gorge uses Left Shift, Lerk uses Spacebar, Skulk uses Right MB) so a bit of streamlining if possible could be at least considered. I personally don't have a problem with this but this is the time to look over things and make it more comfortable for the potential players.</li></ul>
Comments
Skulk leap lvl1 - regular leap
lvl2 - ability to leap in the air once
* Fade Blink [Rank 2]: This works like the new Blink in NS2 currently implemented. Meaning the player chooses a target location to blink to by aiming with the mouse and then instantly move there.<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you aware that the "true blink" indeed <i><b>was</b></i> teleportation instead of omgimflyingwithoutwings?
The newer blink you are refering to as "Rank 1" was the reason I was totally unable to use the fade - Fade''s to slow on foot alone and the float-blink used way to much stamina to be of any use.
I know there are people that liked it that way much better, but I couldnt use it. I'm not argueing, I simply didn't Fade and that's it.
The newer blink you are refering to as "Rank 1" was the reason I was totally unable to use the fade - Fade''s to slow on foot alone and the float-blink used way to much stamina to be of any use.
I know there are people that liked it that way much better, but I couldnt use it. I'm not argueing, I simply didn't Fade and that's it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I haven't played that far back... but I've read about it.
However in my eyes I think it's a logical upgrade to go from the NS1 Blink as it is clearly the inferior one since you can be tracked and killed while performing the Blink, but then you can upgrade to the new NS2 one later on. And clearly the new NS2 Blink is going to be a lot better, so much I think that the issue could arise that once a Fade gets into the game with the new NS2 Blink from the get-go in the hands of an experienced player that it could be unbalancing things really quickly in favour of the aliens. How does having a Fade suddenly appear behind you, kill you in a few hits and then disappear without a trace and happily enjoying the resources some two corridors away? It's pretty darn powerful unless they are introducing a cooldown between each use that could prevent that.
And in defence of the old NS1 Blink is that the stamina drain is easily adjusted, although for some reason I don't think it's going to be much of an issue considering how well Fade-players could control the map in NS1. But hey if you have a suggestion on what Rank 1 could be instead just share it with us.
Step 2 and beyond should be amazing.
Remember folks: We don't balance games by making everyone ######. We balance awesome with more awesome.
I'm having a hard time thinking of two distinguishable stages for all lifeforms.... so this idea has merit but there may be overlap which is bad and we want zero badness in NS2.
Step 2 and beyond should be amazing.
Remember folks: We don't balance games by making everyone ######. We balance awesome with more awesome.
I'm having a hard time thinking of two distinguishable stages for all lifeforms.... so this idea has merit but there may be overlap which is bad and we want zero badness in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. Power to the player, but make sure you don't end up hurting the experience in the process by making him too powerful too early.
Anyway, some lifeforms are by themselves more costly and thus should have a slightly better Rank 1 by default, such as the Onos. Becoming the Onos is more of a complete package by itself and compared to the other forms have a pretty defined role since they are supposed to be able to break down welded doors. Same philosophy applies for the Gorge who ideally in the future should be able to help spreading the infestation (whatever advantage that gives is of course unclear at this point). Lerk, Skulk and Fade are just supposed to be agile killers with different approaches.
But it's an idea at least that could be tweaked. I don't have any real understanding how to balance Natural Selection so all I've written is basically just moot from a balance-perspective.
* Skulk Leap [Rank 2]: Leap is instantly performed, without any need to wait for it to charge.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perfect.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->* Lerk Flight [Rank 1]: Works the same way it does now.
* Lerk Flight [Rank 2]: Adds the "Roosting" ability which allows the Lerk to hang from a wall or ceiling by approaching the surface and holding down <button>. While Roosting the player is able to launch himself in the direction he is currently aiming with great speed, and this can be done repeatedly. This way it can latch itself anywhere, wait for a target and if seen can quickly get away, or simply raising the skill-roof of the Lerk since by Roosting and the launching away is faster than just flying.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also, perfect.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->* Fade Blink [Rank 1]: Speculatively the first rank could be exactly like the Fade-blink we know from NS1. It's still in itself not ideal compared to Rank 2 since the player can still be tracked and killed while doing this. Some players could simply just use this rank instead if they are more comfortable with the old kind of Fade-play. Also will creep the hell out of the Marine-players since you'll never really know whether it's an instant-Blink or old-style Blink coming your way. Negative part of this is the inconsistency and confusion it could create.
* Fade Blink [Rank 2]: This works like the new Blink in NS2 currently implemented. Meaning the player chooses a target location to blink to by aiming with the mouse and then instantly move there.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the Blink should be like the current NS2 blink(instant teleport). It should not change from NS1 blink to NS2 blink in an upgrade, it too big of a change in gameplay.
* Fade Blink [Rank 1]: Instant teleport to location within a short range.
* Fade Blink [Rank 2]: Instant teleport with a longer range and increased armor for 2 seconds after a blink.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->* Gorge Belly-Slide [Rank 1]: Works like it does currently in NS2 but works better when going down a slope.
* Gorge Belly-Slide [Rank 2]: In addition, the Gorge is also spreading a trail of infestation behind it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Rank 2 might become a problem for a Gorge to escape if he leaves a trail to follow him by. How about adding a small amount of steering to the slide at rank 2? Just so he can make small adjustments to the direction of the slide, nothing major.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->* Onos Stampede [Rank 1]: The Onos charges quickly and able to knock down players and doors.
* Onos Stampede [Rank 2]: In addition, increases the movement speed of friendly players around him.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also good.