Some ideas

PricePrice Join Date: 2003-09-27 Member: 21247Members
<b>1.</b> The Siege are sometime going empty, so they have e.g. 5 bullets, but the commander can choose the place where you have to siege.

<b>2.</b> Alien Chamber "Screamer", it can be build like a offensive chamber, if the chamber see an marine, its screaming and all players of the alien team get a text message or a voice "intruders comming".

<b>3.</b>If a Marine choose the grenade and he will die, he explode...or the grenade...wherever it drops..

<b>4.</b> if an alien, hit the marines in the head (not that easy) the marine get a blur effect on his hud.

<b>5.</b> Bilebomb drops a acid spot, its stay XX seconds (e.g. 10 seconds, 4 be limited every room)

<b>6.</b> The Infantry spawns have no spawn limit anymore, but every spawn costs energy.
Example:
The infantry spawn have 1000 energy, one spawning marine cost 500, 250 recharge all 5 seconds.
Or it takes the energy from observatory.

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1667079:date=Jan 11 2008, 07:37 AM:name=Price)--><div class='quotetop'>QUOTE(Price @ Jan 11 2008, 07:37 AM) <a href="index.php?act=findpost&pid=1667079"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>1.</b> The Siege are sometime going empty, so they have e.g. 5 bullets, but the commander can choose the place where you have to siege.

    <b>2.</b> Alien Chamber "Screamer", it can be build like a offensive chamber, if the chamber see an marine, its screaming and all players of the alien team get a text message or a voice "intruders comming".

    <b>3.</b>If a Marine choose the grenade and he will die, he explode...or the grenade...wherever it drops..

    <b>4.</b> if an alien, hit the marines in the head (not that easy) the marine get a blur effect on his hud.

    <b>5.</b> Bilebomb drops a acid spot, its stay XX seconds (e.g. 10 seconds, 4 be limited every room)

    <b>6.</b> The Infantry spawns have no spawn limit anymore, but every spawn costs energy.
    Example:
    The infantry spawn have 1000 energy, one spawning marine cost 500, 250 recharge all 5 seconds.
    Or it takes the energy from observatory.<!--QuoteEnd--></div><!--QuoteEEnd-->
    1.) {No}This seems like busy work for marines. Marines should be worried about killing Kharaa when they're trying to siege, not reloading sieges IMO.
    2.) {No}Interesting idea, although this is very similar to sensory chambers which provide scent of fear in a radius. Sensory chambers make this chamber redundant.
    3.) {Yes}TF2 devs removed handheld grenades from TF2 because players were doing this and making the game "unfun". However, I think this is a good idea for NS2 because a.) it fits the atmosphere 2.) hand grenades are not as common/plentiful/powerful in NS
    4.) {No}There is an topic regarding "illusion" effects{<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103367&hl=" target="_blank">link</a>}(old, don't post here) and I don't really like them. They break immersion because although your character may be dizzy or stunned, you are not.
    5.) {Yes}Could be a secondary fire{<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103549&hl=" target="_blank">link</a>}(on first page, you can post here). I like it.
    6.) {No}Waiting to spawn is boring. Lower spawn times are better when possible.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited January 2008
    i agree whit local

    and to number 4

    i have done it to hit the head sometimes and died (as skulk) (5 times this month)
    that is unfair and unrealistic
    i think a instant kill or triple damage was better as blurring the screen

    that is so rare to hit the head that is dont change much gameplay (for fade its disabled ,to owerpowered)

    and its a small avard for the alien player
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1667079:date=Jan 11 2008, 10:37 PM:name=Price)--><div class='quotetop'>QUOTE(Price @ Jan 11 2008, 10:37 PM) <a href="index.php?act=findpost&pid=1667079"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>1.</b> The Siege are sometime going empty, so they have e.g. 5 bullets, but the commander can choose the place where you have to siege.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i don't mind this idea actually.


    Or instead of having to research siege mode on the TF - marines have to bring ammo to it. (which might be hard if they have no phase gate)



    or
    1 seige shooting a hive directly would need to be reloaded twice to take it down - or the comm has to build 3 seiges (as is normally done anyway). then to keep the battle going 1 or 2 marines have to keep feeding the sieges.
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