Dynamic Alien Upgrades

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited January 2008 in Ideas and Suggestions
<div class="IPBDescription">See and read what i mean</div><u><b>Dynamic Alien Upgrades</b></u>
The Alien team have 3 Upgrade Chambers and maximum of 3 Hives.

By pressing a button/key you get a new menu if you are in the hive...like this:

<img src="http://i6.tinypic.com/8e6m6ht.jpg" border="0" class="linked-image" />
You can add or subtract, the Limit for all Aliens is 200%.
But with this menu, you can adjust what you need.
If the enemys have Heavy Armor, you better add all to health and armor.
If you need to capture ressource tower or something add more to speed.
After Change it, you going to gestating for some seconds...maybe
Thats all what i want to say.

If you get celerity upgrade, you get XX% more, according to which chamber you have, the limit is 300%? (50%? movement + 50%? defence chamber)
If its not balanced, you get an locked value at the speed,armor and health, according to what chamber you have.

Comments

  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited January 2008
    <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />

    Wow, that idea sound really cool!

    Could this be the way to unlock chambers from hives and avoid Kharaa players from ######ing each other out if the wrong chamber is dropped? It looks like it to me.

    Though, would there be a way to do it quickly? Some sort of quick select default values? Templates of a sort?

    And could it be like the less difference in the values from the previous values would mean less gestation time?
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    I think it would be cool for each player to balance their own attributes due to the need at hand, outside the scope of chamber upgrades.

    So (just for discussion), 1 hive we have a scale of 50 to balance the three traits, 2 hives a scale of 70, 3 hives a scale of 100. Chambers allow you to place a higher percentage in one trait over the others, and hives give you a larger scale overall.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    thats very cool <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    you could also add attack speed / strenght and also adrenaline - so you could sacrifice say speed for a fast chewer that doesnt run out of adrenaline and can chew down towers easy <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> - or would that me more of a chamber thing ? perhaps every chamber would have a thing like this too.

    only problem with a system like this is balancing it could be hard. but thats what beta test are for <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    The picture looks very cool!

    Let me know if i got the core of this idea: add more flexibility to alien lifeforms.

    In NS1 there are chamber upgrades to differentiate play-styles of lifeforms: a silence/regen fade would work differently from celerity/carapase fade. You are suggesting to make the life-forms even more flexible by adjusting more changeable values.
    Armor and health are redundant, since both just increase hit points. I don't think it's necessary to complicate the game more by adding another facet to alien upgrades - the chamber upgrades work well enough. On the other hand, if the alien upgrade system is going to have a major overhaul, this would be a good system to consider.

    Another part of the idea is to allow aliens to change their upgrades dynamically while alive. This can be applied to current chamber upgrades: just allow aliens to reset all abilities for a price - it could even be done for NS1, but for some reason it was not. My guess: it was intended that once aliens chose their upgrades they would not change so marines could counter them easier.

    CanadianWolverine raises good questions. These upgrades must be quick and easy to change - but that can be done easily enough.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    It's definitely interesting, and I like the diagram <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> and digz and afratnikov have some interesting additions to the idea.
    But yeah, although I'm feeling positive about it, I'm not quite 100% for it. If I could explain it right now, I would. But I've got a mental block.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    shouldn't have health and armour there, they're both essentially the same thing - allowing you to take more damage before dieing. and why have the total 200%? scale it so the total is 100%
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    no.. his point is there is an upper limit on each Stat - that's 100%.
    while you would have more than 100% (suggested 200%, or more depending on how many hives you've got etc.), so you could place 'points' in each stat. the "100%" here would be different to the 100% above - the 100% here is actually 200%.
    i mean, really, if you only had 100%, you'd have 0% on all your other stats if you wanted a 100% on a certain thing.

    Am I making sense?
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    jea i can understand you
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Very interesting idea. This would certainly help in those situations where you needed say, both adrenaline and celerity, not just a lot of one. Anyways, yeah, this could be interesting. If it can get balanced, I'm all for it.
  • naggynaggy Join Date: 2005-03-22 Member: 46068Members
    Natural selection refers to adaptation, not going backwards and forwards through the evolutionary chain. It would create too many unbalanced games and an organized/experienced teams could just pour all their points into a certain category and obliterate the opposition.

    The game plays off of weaknesses and counter-attacks. Take them out and you got yourself a brand-spankin new hl2 deathmatch title.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited January 2008
    Why?
    I think if they limit some features, the aliens are not overpowered.
    The main problem is, if the marines have heavy armor(what happend sometime), the game is mostly over.
    If you add more to speed, you are an easier target for marines, but you can rush the ressource tower or attack the marine base...
    Or the onos can add all points to health and armor, so its slow but it can take some heavy armors.
    There so many new ways with dynamic upgrades, extra for some situations.


    I don't post a final conzept <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> , its just an basic idea...with can changed at all.
    If you want play the classic natural selection...play the classic natural selection, i think NS2 need some new elements to be a NEW NS.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited January 2008
    <!--quoteo(post=1668100:date=Jan 22 2008, 10:44 AM:name=Price)--><div class='quotetop'>QUOTE(Price @ Jan 22 2008, 10:44 AM) <a href="index.php?act=findpost&pid=1668100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think if they limit some features, the aliens are not overpowered.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree, this a very cool idea. One of the best ways to make marines miss(beyond ambushing) is to have varying speeds on the Kharaa. Tracking becomes that much harder.

    Also Canadian, you forgot that you also love this idea because to caters to different playstyles.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1668085:date=Jan 22 2008, 12:54 PM:name=naggy)--><div class='quotetop'>QUOTE(naggy @ Jan 22 2008, 12:54 PM) <a href="index.php?act=findpost&pid=1668085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Natural selection refers to adaptation, not going backwards and forwards through the evolutionary chain. It would create too many unbalanced games and an organized/experienced teams could just pour all their points into a certain category and obliterate the opposition.

    The game plays off of weaknesses and counter-attacks. Take them out and you got yourself a brand-spankin new hl2 deathmatch title.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think this guy knows what he's talking about....

    If aliens only went forwards in the evolutionary chain, then it would be a team of onoses, and that's it. Some people use skulks, some use fades, some lerk. Sometimes, you need to change to a previous class based on your situation. This would be the same way. If you need a change, then you can take the time and (perhaps) resources to do so. It's no good to have to waste an extra 50 res to re-fade and select upgrades if you could spend 15 to adapt to new circumstances. It would save time, too.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    Like like but the balancing issue could be big.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1668106:date=Jan 22 2008, 01:04 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 22 2008, 01:04 PM) <a href="index.php?act=findpost&pid=1668106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree, this a very cool idea. One of the best ways to make marines miss(beyond ambushing) is to have varying speeds on the Kharaa. Tracking becomes that much harder.

    Also Canadian, you forgot that you also love this idea because to caters to different playstyles.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Oh my! How did I forget to mention that! Thank you very much for that locallyunscene, what would I ever do with out you? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Sign In or Register to comment.