Manwich
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Comments
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Really, this just sounds like a way to increase the turtling power of aliens.
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You lost me at quicktime event.
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The Assimilator (res tower) should be a controllable building like arcs or drifters. You would move these to res points and they would station themselves. They probably wouldn't be able to move afterwards, however.
Well in NS1 we had 1 command… -
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Isn't disabling the room and likely taking out the command chair incentive enough? -
It's a pretty cool idea, but it's completely different to the current method for getting around quickly as skulk.
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Stuffing as many sophisticated words into a paragraph as you can doesn't cause it to make sense.
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I agree with all your points, but it doesn't really make it any less unique. -
I don't see why there needs to be any more guns, it's not like other multiplayer fps's where you are constantly unlocking slight variants to what you've already got.
The game is balanced (and being balanced) around the weapons and upgrades to … -
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I thought that kharaa sort of just started turning up in human ships in bacteria form. The structures seem somewhat ocean-like, but the actual classes don't really seem like that.
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I really like this idea. Maybe infestation covering a built powered node would revert it back to red emergency lighting, but covering an unbuilt or broken power node would turn the lights off completely.
Only problem would be the big disadvant… -
I agree that the waiting for commander part can be boring and drag on, but it seems somewhat necessary now after playing with it on for a month or two. What would make it at least a bit more interesting would be enabling damage in the pre-round wait…
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Instead of starting the round with no lighting, why not make alien infestation touching the power node slowly cause red emergency lighting/some other lighting like you've been talking about. This would mean that alien infested rooms would be more at…
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I really like this idea - something like an umbra for fade I suppose. But I know that there would be a big opposition against this, as many people already think that game has too many screen obscuring effects.
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The res tick is a really integral part of NS2 strategy and match transition - changing this would affect many meta game factors that relate to team economy etc.
I do like the reasoning behind the idea however - adding some measures to make the… -
It would be nice to see some more stats on how you've gone in the round, but I don't think it really fits into NS2's gamestyle at the moment. I mean the way in which there are no intermediary screens or loading displays between matches (except for l…
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Yeah I'm not a fan of the idea by itself - a game mechanic that finishes the game while the players still MAY have a chance to win isn't usually a good idea. Even so, you could say the same for conceding, but I think the fact that that is completely…
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It's an interesting idea, but I think it would always be better for marines not to know you are there until it's too late rather than the marines knowing something is around and being alerted.
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Correct me if I'm reading your suggestion wrong, but wouldn't that mean if the aliens third hive was destroyed every other hive would be destroyed as well?
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He's an NS2 Developer - I think you can rely on his stats.
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Does camouflage not make you 100% transparent while you are standing still?
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What's the problem with being crushed by onos at your last base? By that stage you should be expecting a big push that will finish the game, seeing as aliens would have controlled the entire map.
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I have no qualms with what you're doing, and I think it's always a good thing for independent modders to try out different balancing factors in games. But this quote above alone makes me doubt your ability to rebalance the game eff… -
The tunnels may work in such a way that they can only link between areas near hives or maybe even shifts. This could alleviate some of your concerns about aliens not needing more mobility.
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I found both your skulk and lerk videos to be very helpful, great work. I'd love to see a fade or onos tutorial from you as well, keep up the good work.
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Most of the people who have replied have had some genuine criticism for your idea. I tend to agree that it would give too much control to commanders who may not know what they're doing as well as more experienced troops.
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I think a lot of the positives that OP is talking about relate to purely individual game. Most decent players are thinking about their team and map control during the gain, no comment on how this affects newbies though.