Metabolize

GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
<div class="IPBDescription">the only way i can see to make it..</div> ..is to allow it to absorb more energy than you can hold. Lets say your normal energy is 100%, using metabolize and getting shot by a couple of guys with HMG on full auto, it should make your energy go way up, like 500% this energy will quickly disipate if you don't use it right away.
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Comments

  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    edited May 2003
    Why would you need this to make it work?

    2 marines firing at a Fade who's closing in on them and doesn't take the damage for a second sounds like a good deal to me for the Fade.

    <edit > need... more... sleep... for... correct... grammar... </edit>
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    hrm.... not sure.. it really sounds confusing/not too useful...
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    It's gonna mean Fade players who are quick on the micromanagement are going to be DEATH.

    Blink, reappear, Metabolize, claws, blink.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> @ the fact I <b>know</b> I can pull this....
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    Thats the next script ppl will make since pistol script will be worthless in 1.1 lol
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think the fade should still take a little bit of damage, just significantly reduced. Otherwise this could be kept up indefinitely.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think the fade should still take a little bit of damage, just significantly reduced. Otherwise this could be kept up indefinitely.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    As I pointed out in the patch thread, we don't have enough information to make that assessment. For example, the fire rate could be once per minute , to pick an extreme case.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--clamatius+May 30 2003, 05:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ May 30 2003, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think the fade should still take a little bit of damage, just significantly reduced. Otherwise this could be kept up indefinitely.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    As I pointed out in the patch thread, we don't have enough information to make that assessment. For example, the fire rate could be once per minute , to pick an extreme case.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You should be able to use the 'attack' whenever you have enough adrenaline, and metabolize will refill adrenaline (as far as I have seen), so when a fade is under a lot of fire they can become almost invincible. Besides adrenaline, I don't see any possible limit to using this repeatedly. Please explain what you mean if I am missing something here.
  • BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
    I am a little weary to embrace Metabolize, and Devour for that matter. They just don’t sound like they belong in NS; I mean you get to be some kind of uber-fade for a second, what’s the point? And Devour, what Onos would do this in the middle of a big fight, it just sound like the kind of thing you to lone marine, then you both have a good laugh. But I guess I have to trust Flayra's judgment he hasn't let me down so far, and I am sure 1.1 is going to kick **** and chew bubble gum at the same time.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You should be able to use the 'attack' whenever you have enough adrenaline, and metabolize will refill adrenaline (as far as I have seen), so when a fade is under a lot of fire they can become almost invincible. Besides adrenaline, I don't see any possible limit to using this repeatedly. Please explain what you mean if I am missing something here. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, adrenaline isn't the only limiter on rate of fire. For example, gorge spit firerate in 1.04 is pretty slow. For another example, here's a quote from the 1.1j changelog.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also lowered rate of fire on charge to avoid useless spamming.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    edited May 2003
    I gotta say, i thought there would be a more offensive ability in the fade's 'mystery slot'. Im a little dissappointed, if you will. And if the game plays a sound when this is activiated, wouldnt the marines just...stop shooting for (literally) a sec?


    also, id like to slip in a suggestion...wouldnt this be better as a movement upgrade? it would be a passive thing, where the alien would get a bit of energy for getting hit (taking damage, however). silence would then be moved to the sensory's upgrades, filling in for pheroumns (however its spelt). Doesnt it make sense? <b>metabolism=> movement, silence => sensory</b>. and it sounds fitting too...
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    <!--QuoteBegin--Umbraed Monkey+May 30 2003, 06:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ May 30 2003, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I gotta say, i thought there would be a more offensive ability in the fade's 'mystery slot'. Im a little dissappointed, if you will. And if the game plays a sound when this is activiated, wouldnt the marines just...stop shooting for (literally) a sec?


    also, id like to slip in a suggestion...wouldnt this be better as a movement upgrade? it would be a passive thing, where the alien would get a bit of energy for getting hit (taking damage, however). silence would then be moved to the sensory's upgrades, filling in for pheroumns (however its spelt). Doesnt it make sense? <b>metabolism=> movement, silence => sensory</b>. and it sounds fitting too... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ok stack of 10 mines.... you have 10 hp.... metabolize and run through the mine wall. FULL HP! also, nade spam, metabolize and run into it, FULL HP! HMGer rounds corner, METABOLIZE AND CLAW!
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you have 10 hp.... metabolize and run through the mine wall. FULL HP! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It doesn't currently give you hp, just energy.
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    Well looks like Metabolize will be the official mine counter! (Figuring you still blow up mines) And this move seems a little worthless to be honest... If you have low energy and need to get it back, you won't have enough Adreneline to use Metabolize, making this move totally worthless except for the 1 second of invisibility (enless you get an "extra tank" of adreneline you automatically use when you run out?)
  • TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
    edited May 2003
    edited - opps should have read the description properly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    so with metabolise, you run it, start getting shot at, hit metabolise, energy starts to drain, bullets top it up again, metabolise keeps going, switch to swipe and run around taking out a base with out getting hurt?

    so will this completely negate turrets and electricity upgrades?
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    <b>Freemantle's Vision of Metabolize</b>

    Severe props for whoever thought of implementing this ability, as it was much needed (though it clashes with umbra, the Fade needs a more shock troop feeling anyway.)

    Here is how I believe metabolize should work:

    Metabolize costs .99 energy to activate. That's rigtht boys and girls, a full bar.
    When you activate it, it will drain all of your energy and .5 seconds later you will begin to hiss. As long as you hiss, you are using metabolize, and all damage will be converted to energy.

    <b>the catch:</b>

    For every point of damage converted beyond your energy max, it will overflow into an invisable meter. Lets say this meter caps at where 5.00 energy would be. When that bar is getting filled instead of using it as energy, it will add to your movement and attack speed, rivaling or exceeding celerity. This invisable meter decays at a rapid rate.

    When 3 seconds of metabolizing are over, a loud CRACK noise is heard by everyone around, signifying the Fade's inability to support the mass to energy conversion anymore. The cooldown time would be 1 second after the metabolizing ceased. Metabolizing would not happen in the middle of battle twice, as it takes a full bar of energy.

    You can add a particle effect or whatever to signify the use of Metabolize. An iridescent could swirling around the fade's model would be sweet.
  • PhoebusPhoebus Join Date: 2003-05-15 Member: 16339Members
    Actually, Metabolize is a totaly awesome idea, it fits the fade's role perfectly: a shock troop.
    It won't be a battle invulnerability because fades can't use metabolize (a weapon) while they attack.
    And it won't be a travel invulnerability because it will drain the Fade from most/all of his adrenaline in one second, unless he get seriously hit in that second.
    A one second invulnerability will only help fades when they close in marine, let them break through a bottleneck or increase their life span as a decoy.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    As usual, the idea was Flayra's, and his alone... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
    <!--QuoteBegin--Phoebus+May 30 2003, 08:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phoebus @ May 30 2003, 08:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, Metabolize is a totaly awesome idea, it fits the fade's role perfectly: a shock troop.
    It won't be a battle invulnerability because fades can't use metabolize (a weapon) while they attack.
    And it won't be a travel invulnerability because it will drain the Fade from most/all of his adrenaline in one second, unless he get seriously hit in that second.
    A one second invulnerability will only help fades when they close in marine, let them break through a bottleneck or increase their life span as a decoy.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i was under the impression that when metabolise got used it drained energy, but damaged tops up that energy, so as long as you are being "damaged" you arn't taking damage...
    thus allowing you to switch to swipe and run around like a lunitic.
    is that not right?
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    apparently it lasts only 1 second.
    hang on, it takes (anywhere upto) a full bar of energy to start? then damage is used to top up energy, but only for one second?
    so energy loss negates energy gain, and your left with 1 second of invincibility? :/
    think ill stick to lerk, umbra lasts much longer.
  • PhoebusPhoebus Join Date: 2003-05-15 Member: 16339Members
    edited May 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O New Fade Hive #2 ability: Metabolize. Drains energy when used, but for the next second, converts incoming damage into energy. Depends player knowing when he's going to get hit, and using it to maximize his energy. (kinda like the Utwig from Star Control II). Sounds are placeholder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Flayra talked about Utwig from Star Control 2, I researched and found this:
    Utwig have shield that when activated makes them invulnerable, they can't attack while their shield is activated, while their shield is activated their shield energy is draining, they regenerate their shield energy by taking damage while their shield is activated.

    From the Utwig shield information I can deduce that:
    <ul>
    <li>A Fade can't attack while he's metabolizing.
    <li>Attack button must be held down for Metabolize to be activated, and the effect stops when the button is released.
    <li>Metabolize makes the Fade invulnerable while activated.
    <li>Metabolize quickly drains energy while activated.
    <li>Metabolize transforms damage into energy while activated.
    </ul>

    Taken directly from tips on how to defeat Utwigs, the best way to kill them is to attack them with constant low damage weapons. The low damage won't be metabolized in enough energy to offset Metabolize's energy drain, thus they run out of energy and get wasted, on the other hand, if they don't use metabolize they slowly get wasted.
    Best time to attack a fade will probably be while he's meleeing/blinking/spamming, since the Fade can't be Metabolizing if he's attacking.

    The balance will have to be made on the convertion ratio from damage to energy, and on the rate of energy drain.
  • I_of_The_EverlastingI_of_The_Everlasting Join Date: 2003-05-05 Member: 16088Members
    edited May 2003
    Sigh... Flayra finally fell victim to all the incessant idiots that suggest temporary invulnerability. As much as I am all for giving the aliens massive uber weapons and abilities to repay the marines for all the rounds won by lame JP/HMG/welder tactics, it just takes too large a slice from gameplay. IMO, nothing in NS should be invulnerable, whether it be for a second or for a half-second. With invulnerability, a player's skill is negated. At least with umbra, marines can still damage aliens to some extent and the lerk has to balance its attack energy w/its umbra energy. Also, with movement chambers, Metabolize seems redundant. The extra task of refilling energy is already fufilled by Adren. , while celerity allows the alien to AVOID bullets and attack, rather than absorb them with the chance of running out of energy and dying without ever causing any damage, and silence allows an alien teh chance to kill without being fired at. I think the Pull idea for the fade is a much more gameplay preserving ability (you can read about it here - <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=32496&hl=pull' target='_blank'>http://www.unknownworlds.com/forums/in...t=32496&hl=pull</a>
  • TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
    Metabolise + Regen + Adren + turrets (constant damage) = unkillable fade?
  • I_of_The_EverlastingI_of_The_Everlasting Join Date: 2003-05-05 Member: 16088Members
    <!--QuoteBegin--Topper+May 31 2003, 12:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Topper @ May 31 2003, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Metabolise + Regen + Adren + turrets (constant damage) = unkillable fade? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I believe that equation is accurate, Topper. Once again, I will stress that there should be NO INVULNERABLITY in NS, whatsoever. Invulnerability may work for a normal RTS, but not in a RTS/FPS.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Metabolism sounds nice but 1 sec? That seems not enough time to make it an usefull tool. Its a risky gamble. Imagine running into a smart bunch of marines that dont shoot you when you are metabolized so you are left without adrenaline and surrounded. No claws+no blink = dead fade. I will use blink instead since:

    a) They don´t see you coming
    b) You have enough energy left after a blink to do serious damage or to blink out of there
    c) blink is hive 1
    d) metabolize is hard to time right because of the short period.

    I think metabolize is only great against a large turret farm that keep your energy up long enough to wreak havoc.
  • Coony_arg_FreemaNCoony_arg_FreemaN Join Date: 2003-05-11 Member: 16216Members
    omg ... cant't wait D;
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe that equation is accurate, Topper. Once again, I will stress that there should be NO INVULNERABLITY in NS, whatsoever. Invulnerability may work for a normal RTS, but not in a RTS/FPS.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Why? I guess I missed it when you made the point first time round.
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    Play-testing exists to find out if an ability such as this is horribly unbalancing. If it is, I have faith that it won't last.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    Invulnerability seems a bit uber, I would rather that the ability cuts a fixed amount of damage off of each shot (say around 10) and converts it into energy. This would make the fade great against turrets/LMG and comparatively weaker against HMG and GL - fighting them should be the onos' job.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    Ok, let me see if I get this:

    Metabolise lasts for one second, but since getting hit gives you more energy, your metabolising time would <i>probably</i> be longer than 1 second.

    Eg:

    Fade is getting hit by 2 lmgers, the fade metabolises. Say (for example) that the damage the hmgers do converts into .50 energy per second. Now assuming the damage is constant, and assuming metabolise uses .99 energy in one second, it would then take 1.5 seconds for the metabolise to wear off, as the lmgers are 'recharging' the 'shield' as they hit it.

    Now if the fade was being hit by 3 HMGers, the damage might be enougth for the fade to metabolise FOREVER!!!! I see nothing wrong with this, as the fade can't attack in this time, and (if i read this right) it takes 1 second after stopping metabolise before a fade can use attacks.

    Now if the HMGers were smart, they would realise the fade was metabolising, and would stop firing for (literally) 2 seconds, long enougth for the meta (im tired of typing metabolise every time!) to wear off. Then the fade would be pretty much screwed.


    I can see metabolise becoming like the 1.04 Lerk, used to devastating effect by a few skilled players, but for the most part ignored.

    This is of course just speculation, but thats what we do best here on the message boards <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Seriously though, I'm not going to yell "OMG M3T4BOLIS3 SUXX0RS!!!" or "OMG, M3T4B0L1S3 I5 TEH WIN!!!!ONEONETWO!!!" until I see it in action.

    P.S, my math is probably wrong, oh well.

    P.P.S, this is my longest post yet, READ IT ALL OR FACE MY WRATH!
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O New Fade Hive #2 ability: Metabolize. Drains energy when used, but for the next second, converts incoming damage into energy. Depends player knowing when he's going to get hit, and using it to maximize his energy. (kinda like the Utwig from Star Control II). Sounds are placeholder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is ALL the information we have about metabolize right now. That's not much. I know you've heard these kinds of reminders a hundred times the last few weeks, but <span style='font-size:14pt;line-height:100%'>would you stop whining about an ability you know next to nothing about!</span> If it's imalanced the PTs and Vets WILL exploit it (yes, that's their job, trying to break the balance in any way possible, so we end up with a game as balanced as possible), and it will get balanced or removed again. So just... stop. Just stop. It's that easy. Do it. Trust me, do it.
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