"Gas Mask" upgrade for marines

Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
edited July 2011 in Ideas and Suggestions
<div class="IPBDescription">Early game solution to spores</div>I read on the design log that lerks might be getting an even more annoying spore attack. While spores are an effective and important tool for aliens, I think marines need some sort of counter to them other than the exosuit.

So, I propose the gas mask.

It would be a researchable upgrade from the armory, and once researched, it adds an option to the armory buy menu for marines to spend about 5 res to unlock a new ability.

When the marine enters a spore cloud, his helmet closes up to protect him from the spores, this prevents the spores from damaging him but also restricts his view around the edges, making it harder to see aliens flanking him.

It would be purchaseable because some people may prefer having visibility and also to prevent everyone from buying one. Spores would still be useful as marines using gas masks would still be hampered by spores, because it would be harder to see in them both from the particle effect and the restricted view, but it would generally be better than being damaged by the spores.

Visibility wise, aliens should be able to see a change on the marine model indicating that they are using this ability. If animating an actual metal cover going over the marine is too fiddly, you could just project a stronger version of the blue hud hologram over the entire face of the marine, and represent the view disruption in first person as a strong blue <a href="http://en.wikipedia.org/wiki/Vignetting" target="_blank">vignetting</a> in the corners of the screen, that should be easy to implement.

I think this would help address spores being incredibly annoying as marines, while keeping them effective against non-exosuit marines.

I did consider having the ability be button activated, but that might be annoying to have to turn on and off, automating it would be more helpful to the user I think.

Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    It depends a bit on how the game works in general, but I think I'd prefer the gas mask to have a ridiculously small oxygen tank or filter battery if the masks are put into the game in the first place.

    At that point the marine can stay in the spore cloud for a brief while and avoid the damage if he wants, but he's still forced to reposition or take damage after the battery runs out. This gives the game pretty nice dynamics where you have to cycle the most spore heavy duties between the masked marines to keep the damage minimal and batteries charging.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2011
    That kind of defeats the purpose of them.

    The idea is that it allows marines to fight through the spores rather than retreat, currently fighting through them to kill the lerk isn't very effective, and lerks can spam spores quite happily, safe in the knowledge they'll eventually kill or force marines to retreat. By changing spores from a damage inducing effect to a debuff, it forces lerks to use their other abilities and encourages marines to push forward, something they have real difficulty doing at the moment.

    If you give them another reason to run away they'll do it just as much. Further you really can't expect marines to be that coordinated that they can keep track of the health and energy of every member of the squad while trying to fight aliens at the same time.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Not sure about having a new item which is only to counter lerk spores. If there were more spore attacks in the game, e.g. from the infestation pustules, or the crag or hive, and spores took up a large area for a lengthy period, then the gas mask could be an interesting addition. Right now there are only a few clouds of spores at once, and marines can just walk out of them or kill the lerk.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1857626:date=Jul 2 2011, 10:06 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 2 2011, 10:06 AM) <a href="index.php?act=findpost&pid=1857626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure about having a new item which is only to counter lerk spores. If there were more spore attacks in the game, e.g. from the infestation pustules, or the crag or hive, and spores took up a large area for a lengthy period, then the gas mask could be an interesting addition. Right now there are only a few clouds of spores at once, and marines can just walk out of them or kill the lerk.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree with Peregrinus here.

    There needs to be more things before the Gas Masks will have a proper use.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Lerk spores are involved in almost every major fight you'll be part of as a marine, I'd say that's pretty damn useful.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    I don't think a gas mask would be a great idea, every time i think of spores... I think of it being kind of acidic, which means touching the marines at all would hurt them, not just by them breathing it in..

    What I always thought would be a neat way to counter spores, was if you'd be able to use a flame thrower, to destroy the spores. Somewhat like how the flamethrower gets rid of infestation. Lerk spores, you've upgraded enough to have flamethrowers, you're ahead of your team, destroying all the spores around and you make your way through.

    Would be neat, that's what i'd like to see.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2011
    Acid would make sense if they damaged anything other than marines, which they don't.

    Flamethrower would be kinda difficult as you'd have to keep spamming it and the lerk could just re-spore right after you kill it.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    Spores does not need a new counter, run away.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Instead of negating the damage entirely, how about it just reduces the damage that the player takes from spores, means they still have to retreat after a while.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    My biggest issue with the spore attack is that it heavily obstructs my vision, not the damage. If the gas mask also allowed you to see through spore spray, then I'd support this.
  • SomeMiceDrinkingTeaSomeMiceDrinkingTea Join Date: 2011-06-11 Member: 103818Members
    I don't really think there is a need for a counter to spores for the moment, not until every asset is in the game. Once this is achieved, then we should contemplate adding extra game mechanics. That said, i too have pondered the prospect of gas masks, except instead of making marines invulnerable to spores indefinitely, i personally think that a gas canister should be attached to the mask which feeds oxygen to a marine whilst he is in the spore cloud, and once the air levels have been depleted, the marines begin taking damage. The canisters automatically refill once a marine steps out of the cloud. Why primitive air canisters and not filter systems? well you could argue that the spores are acidic and would clog/melt/damage the mechanical instruments within the mask. Overall, if gas masks are implemented then they should be balanced so that marines are partially invulnerably to spores, allowing them to charge through and force that Lerk to GTFO. You don't want marines to be completely immune to spores, thereby making them useless, that's the exo's job. Spores don't really obscure vision that well and if marines could stand in a spore cloud for as much as they like, would he really mind about slightly impeded movement? not really.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1857666:date=Jul 2 2011, 05:38 PM:name=xVisions)--><div class='quotetop'>QUOTE (xVisions @ Jul 2 2011, 05:38 PM) <a href="index.php?act=findpost&pid=1857666"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spores does not need a new counter, run away.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Clearly a sustainable strategy.
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    I always thought the spores were more of a hazard to one's skin and armor, not just the lungs.

    Similar to mustard gas, which causes terrible burns everywhere around the body.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    It just seems illogical that spores erode your armor, but a glass transparent gas mask would all of a sudden make your armor invulnerable to spores. Maybe if all the gas mask did was make it so it did the same damage, but it only effected your armor, not your actual health. That would make it so Lerks can still use their spores to reliably make it so they can still whittle down your armor so skulks can go in for the 2 bite kill. Add this with making Gas Masks cost 15 or maybe 10 at the lowest Pres and i'd be okay with it, so it costs the same as the shotgun, and you've got to make a tactical choice. Nothing would be more annoying as a Lerk to fight an entire marine team using Gas Masks.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    You would have to make more alien Gas damage types.

    Make the Gorge heal spray a gas attack. Make Umbra a gas attack (though a bit weaker than spore). Make damaged Cyst release spore cloud type attack. Hell... maybe even make all burning alien structure release a small AOE gas damage (making gas masks a good choice with flamethrowers).

    Then add something like below. Notice I simply got the black marine head gear, painted it green and added a black visor. This could also act as a helmet for extra armor..so even if you are not intending to go after lerks/gorges/cysts.. it still has use.

    <img src="http://i811.photobucket.com/albums/zz40/OutlawD1/GasMaskMarine65.png" border="0" class="linked-image" />
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1857697:date=Jul 2 2011, 09:12 PM:name=SgtHydra)--><div class='quotetop'>QUOTE (SgtHydra @ Jul 2 2011, 09:12 PM) <a href="index.php?act=findpost&pid=1857697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always thought the spores were more of a hazard to one's skin and armor, not just the lungs.

    Similar to mustard gas, which causes terrible burns everywhere around the body.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Lorewise, that's how it is. It eats at the armour as it can detect the flesh underneath (HA is too thick), and thus structures are unaffected.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1857719:date=Jul 3 2011, 12:29 AM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ Jul 3 2011, 12:29 AM) <a href="index.php?act=findpost&pid=1857719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You would have to make more alien Gas damage types.

    Make the Gorge heal spray a gas attack. Make Umbra a gas attack (though a bit weaker than spore). Make damaged Cyst release spore cloud type attack. Hell... maybe even make all burning alien structure release a small AOE gas damage (making gas masks a good choice with flamethrowers).

    Then add something like below. Notice I simply got the black marine head gear, painted it green and added a black visor. This could also act as a helmet for extra armor..so even if you are not intending to go after lerks/gorges/cysts.. it still has use.

    <img src="http://i811.photobucket.com/albums/zz40/OutlawD1/GasMaskMarine65.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    It should work on gorge heal spray certainly, although the point is to make gas attacks less annoying, not to make them more prevalent and thus even more annoying.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    <!--quoteo(post=1857740:date=Jul 3 2011, 01:19 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 3 2011, 01:19 AM) <a href="index.php?act=findpost&pid=1857740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It should work on gorge heal spray certainly, although the point is to make gas attacks less annoying, not to make them more prevalent and thus even more annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well that brings up a good point, if something is so annoying that we shutter at the prospect of adding more of it, why is it even in the game to begin with?

    What makes the lerk spore gas so annoying is that it obstructs your vision and the lerk can shoot it from range. Its difficult/annoying to counter since you either have just run away or run through gas taking damage....all the while the lerk simply has to shoot in your general direction..not even directly at you. To put it simply it feels a bit on the cheap side.

    However if we really want gasmasks in the game we really need more reasons to use them, and they shouldn't be a complete hard counter to spore gas.

    Now just imagine that cysts and burning alien buildings dealt gas damage when damaged. You the player would know exactly what you were getting yourself into. Its a choice you made. Plus the source of that damage is right in front of you. There is no blind running around trying to find the source. It almost acts like a hydra at this point, but a hydra that only attacks when you attack it. Its not going to be anywhere near as annoying.

    There is purpose to these suggestions I made. I have been thinking about gas masks for some time. I made that image a while ago..playing around with it seeing how it could look in game. I wanted to wait until cysts were released to see how they fair, but one thing I fear is that Cysts will be easily taken down by shotguns. Cysts releasing a gas damage had the purpose of countering point blank shotgun damage.

    With burning aliens structures releasing gas, I wanted flamethrowers to have a more defined role, but at a price. Right now they act as a way to slow down fades. For everything else the shotgun or GL does better. Ohh yea, it can take out infestation, but thats being changed to be focused around cysts structures. Again I wanted to wait until cysts were released to see how flamethrowers fared. The idea was that ft could have a defined role in sieges, but at price of taking gas damage. FTs wouldn't be the main damage dealing siege weapon, but structure on fire could effectively stop functioning (or at least function a lot less efficiently). That means hydras would stop shooting (or shoot less), whips stop hitting (hit less), harvesters stop res production (produce less)..and so on. The price was that players would start taking an AoE gas damage. However, if players were wearing gas masks, they would mitigate some (or all) of the damage...and flamethrowers would have a unique part to play in sieges.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1858108:date=Jul 5 2011, 09:07 AM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ Jul 5 2011, 09:07 AM) <a href="index.php?act=findpost&pid=1858108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->structure on fire could effectively stop functioning (or at least function a lot less efficiently). That means hydras would stop shooting (or shoot less), whips stop hitting (hit less), harvesters stop res production (produce less)..and so on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    oh this idea i like. the main purpose of the FT is anyway to cripple the enemy, so it would make perfect sense. In addition to what you wrote:
    Hives produce less eggs
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