FriendlyFire
Floodinator
[HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
<div class="IPBDescription">Nano-grid instability</div>I was reading the good old NS1<a href="http://3-pg.com/urd/manual/introduction.html" target="_blank">Manual</a> again after some years and found this:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A note on "Friendly Fire": the phenomena of "friendly fire" (weapons damaging one's own teammates) has been circumvented in the 22nd century, by the use of nano-triggers and nano-weaponry. Currently the term "FriendlyFire" refers to this system. Shrapnel, bullets, and blast particles are split-second destabilized before striking any Frontiersmen, fragmenting harmlessly against their armor. In rare cases nano-gridlock has been known to interfere with this protection for the duration of a battle. Another strange gap in the FriendlyFire system: a fired weapon still injures the person who activated it. This is only a danger with grenades and mines … but is very important to note.<!--QuoteEnd--></div><!--QuoteEEnd-->
After reading about the FriendlyFire nano system and nano-gridlock I got a little Idea.
As it is standing in the old manual the nanotech and bacteria are fighting each other and that thanks to the nano armor and nano ammo there is no FF.
But if the bacteria is more present than nanites the FriendlyFire system will not work or not well.
So my Idea is that parasited marines and marines standing in infestation (maybe even spores/umbra/fury) will have a reduced FF resistance because of the bacteria attacking the nanites on and in his body.
A parasite will reduce the effectivity of FriendlyFire too f.e. 96%. Or a Marine standing on infestation has only 70% working nanites.
I don't really have an idea about the numbers.
It would be a lot work to balance it right but it would bring more depth in the game (or would it be to complex?) what does the comu think?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A note on "Friendly Fire": the phenomena of "friendly fire" (weapons damaging one's own teammates) has been circumvented in the 22nd century, by the use of nano-triggers and nano-weaponry. Currently the term "FriendlyFire" refers to this system. Shrapnel, bullets, and blast particles are split-second destabilized before striking any Frontiersmen, fragmenting harmlessly against their armor. In rare cases nano-gridlock has been known to interfere with this protection for the duration of a battle. Another strange gap in the FriendlyFire system: a fired weapon still injures the person who activated it. This is only a danger with grenades and mines … but is very important to note.<!--QuoteEnd--></div><!--QuoteEEnd-->
After reading about the FriendlyFire nano system and nano-gridlock I got a little Idea.
As it is standing in the old manual the nanotech and bacteria are fighting each other and that thanks to the nano armor and nano ammo there is no FF.
But if the bacteria is more present than nanites the FriendlyFire system will not work or not well.
So my Idea is that parasited marines and marines standing in infestation (maybe even spores/umbra/fury) will have a reduced FF resistance because of the bacteria attacking the nanites on and in his body.
A parasite will reduce the effectivity of FriendlyFire too f.e. 96%. Or a Marine standing on infestation has only 70% working nanites.
I don't really have an idea about the numbers.
It would be a lot work to balance it right but it would bring more depth in the game (or would it be to complex?) what does the comu think?
Comments
It would make skulks more useful in the late game as scouters, and information on voicecom will be reduced:
"The parasited guy is a shotgun!"
There is plenty of more useful information to talk about during a game.
And making the parasite "say" this with game mechanics would be great in my opinion.
A marine standing on infest should get atleast 30% of the DMG caused by TSA weapons f.e., because they stay on pure bacteria. Also it can be good f.e. A marine has a para but healed at the armory so he is 100hp. Shoot him to 99hp get him a med and the para is gone. In L4D2 getting killed by teammates and getting healed is a common tactic to get 50hp.
I know the fear of griefers but marines as soon as they have 2 CS you will have the same problem. Sometimes when you jumped out as com to defend the base and the skulk killed ya another on can login and rec all buildings. Griefers do it once and then get banned it is so easy.
This is a good way to stop grenade spam and flamethrower spam.
Can only think of situations where khaara would exploit this idea, hoping marines shoot each other.
As others say, discussing parasite would be great way to take this topic.
<!--quoteo(post=1876931:date=Sep 26 2011, 04:15 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Sep 26 2011, 04:15 AM) <a href="index.php?act=findpost&pid=1876931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope the devs allow friendly-fire damage percentage to be modified by the server. It should only take a few minutes to implement I imagine. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, the current FF mod does too much damage to friendlies :P
It forces them to think at what they are doing instead of spamming grenades and flames on their teammates.
On the other hand, two fades attacking at the same time in a narrow corridor usually end up killing each-other. It also makes the attacks on the powernodes a bit (too ?) tricky sometimes.
The amount of damages dealt by friendlies could be decreased though. Having parasite turn FF on could be fun, but I think 96% is not enough to make a difference, something like 60-80% would make parasite an asset.
In clan play, parasite is very important in the early game. Also, med packs removes spore when a marine picks one up.
Friendly fire should not be added to the game imo. The game is balanced without it, so to add would only damage the core game play, realism aside.
Ty. That was actually the reason I suggested it, the story said FriendlyFire stands under the influence of bacteria.
And fore some of you. I suggested a temporal state of FF (and not 100% FF on all the time, but some don't really read the post or not well) that is activated at, this is an example, 40% DMG taken when parasited, standing on infestation, sitting in a furycloud and inhalating Spores ( just examples they can be limited to some bacteriatypes only).
Griefers will have a hard time. If you are parasited and you can take 5% DMG ( again just and example) and you have 280hp (LMG is light DMG so 2x armor), the LMG does 10 DMG so you deal 1 DMG per 2 shots to the parasited one. Result: you need 560 rounds out of an LMG, that is more than 11 clips. A SG would deal 9 DMG at PB.
It is a form of FF that penalises marines that are in direct contact with bacteria and bad Aiming teammates. The bigger guns do more DMG but it still needs a lot of hits to really kill a Teammate.
Think about a squad of marines standing near a hive GLing it. They would get a lot of DMG so aliens have a chance to clear the situation in less bites.
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I have 2 suggestions for parasite;
1. They have a distance effect/rate of damage (ignoring armor).
e.g. Parasiting a marine at maximum distance does the same or less damage as it does already, where as parisiting a marine at minimum distance will cause greater damage to the marines health then what a bite would (to his/her health). leaving the armor undamaged: health reduced by 55(?) armor still at 100%
2. A parasite does damage over time. An infected marine is doomed unless medicated with 'catalyst'. Approx. 6mins for complete organ failure (if not medpacked).
It creates a scenario where, even if aliens are un-able to reach a second hive, they still have hope with the right kind of action. eg. a team of marines all infected will not stray from an armory with out the aid of catalyst, etc.
Nah. The flames aren't projectiles. The TSA armor is non burnable.
2. A parasite does damage over time. An infected marine is doomed unless medicated with 'catalyst'. Approx. 6mins for complete organ failure (if not medpacked).
It creates a scenario where, even if aliens are un-able to reach a second hive, they still have hope with the right kind of action. eg. a team of marines all infected will not stray from an armory with out the aid of catalyst, etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
How many Marines do you know that routinely survive for 6 whole minutes without going back to an armory to resupply? If Marines are away from base for that long (and not being attacked enough to use their ammo), the Com can just drop an armory at their position for dirt cheap; maybe even a PG and a couple turrets to turn the area into a beachhead.