<div class="IPBDescription">Post your ideas for new aliens that should be included in NS2</div>Please give your own monster ideas. I think they should add a spider thing that can plant organic acid mines, that would be useful. The more ideas posted the better.
A skulk is practically a spider, it can walk on walls and jump really far... for the mines, thats a plugin for the gorge that allows it to plant mines on the floor for marines.
I prefer them to stay the same, there is a good variety of choice which are all well balanced <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Check out <a href="http://unknownworlds.com/forums/index.php?showtopic=103385" target="_blank"><u>this thread</u></a>, as i've outlined and fully detailed a more noob-friendly starting class. You'd still spawn as a skulk, but you could upgrade to this one for free. More hp, slower speed, two damage weapons for starters.
i want some kind of uber lerk. a onos+lerk mixture. it can overwhelm marines by just crushing them into a wall, can spit fire and its poo is very corroding. it should have ~2500hp and ~2000armor (not sure about that!) and cost 90-100 res
hive 2 ability: crushing stomp: marines on the entire map are being stunned for 5 second hive 3 ability: whirlwind: all marines in the drakes sight lose their weapons which instantly disappear
Aliens are more fun when they move around really fast and require tactics to take out marines. If you just make a slow alien with more HP, people will get bored with it. If anything, a new alien should have abilities to make it more mobile like bouncing off walls or superjumps or something rather than HP.
The skulk is already insanely mobile; its just that people aren't good enough to use it. I.e., vaulting? The skulk DOES bounce off walls, yet this function is almost never used! (Try holding shift while you fly at the wall; it makes sure you stick to it just long enough to vault off)
The slower aliens with higher HP is for new players. New players simply dont understand skulks, yet they're forced to play as them for pretty much 75% of the time (with maybe another 20% being gorges, and another 5% as a higher lifeform before they die in 10 seconds).
Before they understand skulks, they should have the option of a more noob-friendly class. Which basically means more HP. But you cant also make them faster, unless you want to absolutely nerf their damage. So instead, boost the HP, slow them down a bit, and give them some decent damage. Skulks would remain what they are; a class whose power is directly related to the player's skill. And new players wont freak out and just leave the game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1664643:date=Dec 19 2007, 05:08 PM:name=BCSeph)--><div class='quotetop'>QUOTE(BCSeph @ Dec 19 2007, 05:08 PM) <a href="index.php?act=findpost&pid=1664643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aliens are more fun when they move around really fast and require tactics to take out marines. If you just make a slow alien with more HP, people will get bored with it. If anything, a new alien should have abilities to make it more mobile like bouncing off walls or superjumps or something rather than HP.<!--QuoteEnd--></div><!--QuoteEEnd-->
I gotta say, I prefer slow moving hard-to-kill things in any game I play.
Whether it's tanks in MMOs The HWG in TF2 The Goliath APC in BF2142
But yeah, I'd def. have to agree that the starting 'class' for aliens should be more noob-friendly <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> The Skulk is a pretty damn advanced alien, in that it takes skill to actually use it to any effect. We definitely need a more noob-friendly starting class for the aliens ([ot] and/or an easier-to-hit-with first weapon for marines). :/ It's essential.
but seriously, i don't think they'll add new aliens (at least for NS2, maybe NS3?), i don't think they should, they might change the already existing aliens to reflect the 'evolution' in the last few years from NS1 - but you know, you can't really add more aliens, you could replace some - too many options though is never good <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I believe that it was mentioned in one of the podcasts (don't have time to look it up, but I am sure it did) that the gameplay should be changes, so you are NOT skulk 90% of the time. Also it will be more like a scout, rather than a small trooper. So you should be able to evolve to something else. earlier and cheaper.
I would like a water alien, because we have wind and ground lifeforms, but i think a lot of nsplayers hate water and this isnt a good idea.
attacks: claws,poison water(like lerk gas), wall propulsion and ather nice attack like onos devour but ns2 team can chenge attacks if this lifeform is used name:Madi(or any other) cost:30-50 res hp:175 armor:400
i had a idea for a long time, but never postet it.
as we have now, 3 aliens are very weak (gorge, skulk, lerk ) and the fade is THE alien (strong, untouchable fast, relative much hp ) and the onos, whos a joke, 2 HMGs will take him down in seconds.
my alien whould fill the gab between the weak and the fade.
think of a raptor, but in NS style , and the size of a gorge, but slightly taller, it could be anything.
the speed is slightly slower as the skulk. but faster as all other aliens hp: ca like a gorge, but whit slightly more armor.
it could stick. mean, a limited wall walk, only last ca 3-4 seconds, not much, but it help. and make whit pouncing a great way to travel
the abilitys need to be testet, and i dont nail stats, and some of them are not good. however, i just do brainstorming.
1. bite, slightly (only slightly) stronger as fade swipe
2. pounce: ca same as leap, but when you hit a marine , he <i>will</i> recive damage, need a short charge up time, i was thinking 0.6 sec, thats not instantly ( this whould allow him to "wall jump". he sticks to walls for 3-4 seconds like said before, give him time to prapare the next jump )
3. toxic vomit/ spread? when used, he spreads toxic on all marines infront of him, and do only damage when all armor is gone, whit a limited range, and high adrenaline cost. but strong damage over time, it isnt a cloud, so it sticks to the marine.
4. teleport? a team oriented ability, if infestation is there, he can open a gate/portal/teleport ball, whos directly leading to the hive, humans cant use it, and the gate hold only few-ish seconds and can be used from both sides, and you can see where you going. make either A: fast help and support while in trouble, or B: a retreat point for everyone, when theyre fast enough to get through a portal whould fit it perfect.
cost: hmm. more as lerk, less then fade.
this creature ( i name it short: stalker ) could help the new players , first: they need to learn the basic skulk abilitys. which they whould never do whit a secondary start class. its not as hard to learn as a fade, but not as weak as the other aliens, a pro could be effective as a fade, a newb can still rush, but not that effectively.
the stalker whould be the first real enemy against marines, not as mobile and untouchable as the fade, but a great ambusher, he could damage the marines quickly when in right hands, but doesnt have much health (ca gorge, see above) like the skulk, he needs to wait for his chance, and then strike, he should be capable of handling 2-3 marines, unprapared, but he will get down quickly when in direct fire, whit time, newbs learn that this isnt the best way, and starts to ..well, stalks them, waiting for a chance.
a tactic could be. jump in, bite all armor of, vomits at all marines, open portal and escape, the toxic damage will weaken them. or kill.
_____________________________
maybe its a bit much, but i hope this can help the newbs.
im strictly against a secondary start class! becouse every new player will only choose it, make them never learn how to skulk. which couse a even harder learning curve in lategame/ whit other aliens, cousing stress and frustation becouse he cant kill anything.
I gotta say, I like that raptor idea because i've seen this alot in natural selection (don't get me wrong I love NS <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ) that the marines really don't have any enemy that can cause game ending trouble in the first minutes of the game(unless the marine team is not working together) so a assualt unit early on is good. I hope lol
A small parasite, that can control a marine/dead body and move like a normal player. attacks: spy: the alien gets in the back of the marine and lets his teammates know where he is and makes the marine lose hp gradually(is slightly visible) cloak:cloaks while he has adrenaline Control:(2nd hive):Controls marine/dead body(respawnts it) Infect(3rd hive):kills controled a marine it moves very fast and has wall walk to remove it marines have to weld 10 hp 5 armor(1 hit kill) Cost: 10 res
i posted this before, but i put it here so more people read it also corrected some errors and fixed some things
<!--quoteo(post=1682620:date=Jul 6 2008, 02:07 AM:name=BlackHawk)--><div class='quotetop'>QUOTE(BlackHawk @ Jul 6 2008, 02:07 AM) <a href="index.php?act=findpost&pid=1682620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I gotta say, I like that raptor idea because i've seen this alot in natural selection (don't get me wrong I love NS <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ) that the marines really don't have any enemy that can cause game ending trouble in the first minutes of the game(unless the marine team is not working together) so a assualt unit early on is good. I hope lol<!--QuoteEnd--></div><!--QuoteEEnd-->
exactly that will fix the stalker.
the marines dont have any serious enemy untill the fade arrives, and then a shotgun rush is already done. like said before, 3 weak aliens, 1 starter, 1 builder and 1 supporter is no serious thread against a 6 man marine team,
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> <- starter, can kill some marines in the first minutes, but thats it. later he coops whit fades to help get some kills. <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <- important, needed, but not a fighter. heal fades to let them get back in the fight.
<b>MID GAME</b>_____________________________________________________________________ <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--> <b><u>stalker</u></b> <- the first real enemy: he can rush to marines, reach them and <b>do</b> <i>reall</i> damage, kill maybe; however, when he set up ambushes he will get much efficienter. a team of them will slaughter everything. he should be able to take 4 shotgun shoots. <!--colorc--></span><!--/colorc--> <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> <- supporter, weaken the armor, umbra is useless, but fast, help fades.
<b><i><u>:fade:</u></i></b> <- everything is based around him, thats bad! every alien should have is own induvidual use in lategame! and not just support for the glory fade.. <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> <- is a joke, a counter against HAs, but thats it!! you <u><i>cant</i></u> miss it! on the spawn whit 3 HMG marines you will die in SECONDS!
all descriptions are made whitout the stalker in mind,
attacks - steel marines gear - all weapons are taken - steel res pool -laugh/taunt - cause rines to run home - sleigh - kind of like leap but gos further
on a serious note, the devs have implied they arnt adding any new aliens
<!--quoteo(post=1664643:date=Dec 19 2007, 06:08 PM:name=BCSeph)--><div class='quotetop'>QUOTE(BCSeph @ Dec 19 2007, 06:08 PM) <a href="index.php?act=findpost&pid=1664643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aliens are more fun when they move around really fast and require tactics to take out marines. If you just make a slow alien with more HP, people will get bored with it. If anything, a new alien should have abilities to make it more mobile like bouncing off walls or superjumps or something rather than HP.<!--QuoteEnd--></div><!--QuoteEEnd-->
I usually ignore 'add this alien' type threads, but I'd have to very strongly agree with this statement. If you're suggesting a new alien class, this is something to take into consideration.
Comments
I prefer them to stay the same, there is a good variety of choice which are all well balanced <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I have more hp than you, I win.
hive 2 ability: crushing stomp: marines on the entire map are being stunned for 5 second
hive 3 ability: whirlwind: all marines in the drakes sight lose their weapons which instantly disappear
k. next
The slower aliens with higher HP is for new players. New players simply dont understand skulks, yet they're forced to play as them for pretty much 75% of the time (with maybe another 20% being gorges, and another 5% as a higher lifeform before they die in 10 seconds).
Before they understand skulks, they should have the option of a more noob-friendly class. Which basically means more HP. But you cant also make them faster, unless you want to absolutely nerf their damage. So instead, boost the HP, slow them down a bit, and give them some decent damage. Skulks would remain what they are; a class whose power is directly related to the player's skill. And new players wont freak out and just leave the game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I gotta say, I prefer slow moving hard-to-kill things in any game I play.
Whether it's tanks in MMOs
The HWG in TF2
The Goliath APC in BF2142
<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103413&hl=new+alien" target="_blank">http://www.unknownworlds.com/ns2/forums/in...mp;hl=new+alien</a>
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But yeah, I'd def. have to agree that the starting 'class' for aliens should be more noob-friendly <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> The Skulk is a pretty damn advanced alien, in that it takes skill to actually use it to any effect. We definitely need a more noob-friendly starting class for the aliens ([ot] and/or an easier-to-hit-with first weapon for marines). :/ It's essential.
A handgre-nuke, perhaps? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
but seriously, i don't think they'll add new aliens (at least for NS2, maybe NS3?), i don't think they should, they might change the already existing aliens to reflect the 'evolution' in the last few years from NS1 - but you know, you can't really add more aliens, you could replace some - too many options though is never good <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
attacks: claws,poison water(like lerk gas), wall propulsion and ather nice attack like onos devour but ns2 team can chenge attacks if this lifeform is used
name:Madi(or any other)
cost:30-50 res
hp:175 armor:400
as we have now, 3 aliens are very weak (gorge, skulk, lerk ) and the fade is THE alien (strong, untouchable fast, relative much hp )
and the onos, whos a joke, 2 HMGs will take him down in seconds.
my alien whould fill the gab between the weak and the fade.
think of a raptor, but in NS style , and the size of a gorge, but slightly taller,
it could be anything.
the speed is slightly slower as the skulk. but faster as all other aliens
hp: ca like a gorge, but whit slightly more armor.
it could stick. mean, a limited wall walk, only last ca 3-4 seconds, not much, but it help. and make whit pouncing a great way to travel
the abilitys need to be testet, and i dont nail stats, and some of them are not good. however, i just do brainstorming.
1. bite, slightly (only slightly) stronger as fade swipe
2. pounce: ca same as leap, but when you hit a marine , he <i>will</i> recive damage, need a short charge up time, i was thinking 0.6 sec, thats not instantly ( this whould allow him to "wall jump". he sticks to walls for 3-4 seconds like said before, give him time to prapare the next jump )
3. toxic vomit/ spread? when used, he spreads toxic on all marines infront of him, and do only damage when all armor is gone, whit a limited range, and high adrenaline cost. but strong damage over time, it isnt a cloud, so it sticks to the marine.
4. teleport? a team oriented ability, if infestation is there, he can open a gate/portal/teleport ball, whos directly leading to the hive, humans cant use it, and the gate hold only few-ish seconds and can be used from both sides, and you can see where you going.
make either A: fast help and support while in trouble, or B: a retreat point for everyone, when theyre fast enough to get through
a portal whould fit it perfect.
cost: hmm. more as lerk, less then fade.
this creature ( i name it short: stalker ) could help the new players , first: they need to learn the basic skulk abilitys. which they whould never do whit a secondary start class.
its not as hard to learn as a fade, but not as weak as the other aliens, a pro could be effective as a fade, a newb can still rush, but not that effectively.
the stalker whould be the first real enemy against marines, not as mobile and untouchable as the fade, but a great ambusher, he could damage the marines quickly when in right hands, but doesnt have much health (ca gorge, see above)
like the skulk, he needs to wait for his chance, and then strike, he should be capable of handling 2-3 marines, unprapared, but he will get down quickly when in direct fire, whit time, newbs learn that this isnt the best way, and starts to ..well, stalks them, waiting for a chance.
a tactic could be. jump in, bite all armor of, vomits at all marines, open portal and escape, the toxic damage will weaken them. or kill.
_____________________________
maybe its a bit much, but i hope this can help the newbs.
im strictly against a secondary start class! becouse every new player will only choose it, make them never learn how to skulk.
which couse a even harder learning curve in lategame/ whit other aliens, cousing stress and frustation becouse he cant kill anything.
attacks:
spy: the alien gets in the back of the marine and lets his teammates know where he is and makes the marine lose hp gradually(is slightly visible)
cloak:cloaks while he has adrenaline
Control:(2nd hive):Controls marine/dead body(respawnts it)
Infect(3rd hive):kills controled a marine
it moves very fast and has wall walk
to remove it marines have to weld
10 hp 5 armor(1 hit kill)
Cost: 10 res
i posted this before, but i put it here so more people read it
also corrected some errors and fixed some things
exactly that will fix the stalker.
the marines dont have any serious enemy untill the fade arrives, and then a shotgun rush is already done.
like said before, 3 weak aliens, 1 starter, 1 builder and 1 supporter is no serious thread against a 6 man marine team,
<b>EARLY GAME</b>__________________________________________________________________
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> <- starter, can kill some marines in the first minutes, but thats it. later he coops whit fades to help get some kills.
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <- important, needed, but not a fighter. heal fades to let them get back in the fight.
<b>MID GAME</b>_____________________________________________________________________
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--> <b><u>stalker</u></b> <- the first real enemy: he can rush to marines, reach them and <b>do</b> <i>reall</i> damage, kill maybe; however, when he set up ambushes he will get much efficienter. a team of them will slaughter everything. he should be able to take 4 shotgun shoots. <!--colorc--></span><!--/colorc-->
<img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> <- supporter, weaken the armor, umbra is useless, but fast, help fades.
<b>LATE GAME</b>_____________________________________________________________________
<b><i><u>:fade:</u></i></b> <- everything is based around him, thats bad! every alien should have is own induvidual use in lategame! and not just support for the glory fade..
<img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> <- is a joke, a counter against HAs, but thats it!! you <u><i>cant</i></u> miss it! on the spawn whit 3 HMG marines you will die in SECONDS!
all descriptions are made whitout the stalker in mind,
bacterial liquid orb that absorbs everything it touches
new alien The Grinch
attacks
- steel marines gear - all weapons are taken
- steel res pool
-laugh/taunt - cause rines to run home
- sleigh - kind of like leap but gos further
on a serious note, the devs have implied they arnt adding any new aliens
I usually ignore 'add this alien' type threads, but I'd have to very strongly agree with this statement. If you're suggesting a new alien class, this is something to take into consideration.