New ideas: i know! just knick em from the current NS mods!
Firebrawn
Join Date: 2007-12-16 Member: 63191Members
But seriously... out here in Asia, us NS players are using a lot of NS mods which do things like increase the level cap and introduce many new abilities to spend your points in.
How about the design team take a few of these adaptations by looking at the mods out there (their names fail me at the moment, but i'll post later on the names of the mods if i can remember).
A few of the new abilities include things like:
Static field (this ability is obtained through spending points in other abilities first): reduces all khara armour level within a radius of x by 50% (not stackable)
Nano Armour : self repairing armour (the more points you spend in it, the faster it regens)
Uranium rounds: more dmg
Cybernetics: increase speed
Reinforced armour: increase armour
And the ability to place turrets if you bought a welding torch (1 turret would cost 1 point, a siege turret = 2, but if you recyclyed them, you'd get the point(s) back)
-> CO mode only <img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" />
How about the design team take a few of these adaptations by looking at the mods out there (their names fail me at the moment, but i'll post later on the names of the mods if i can remember).
A few of the new abilities include things like:
Static field (this ability is obtained through spending points in other abilities first): reduces all khara armour level within a radius of x by 50% (not stackable)
Nano Armour : self repairing armour (the more points you spend in it, the faster it regens)
Uranium rounds: more dmg
Cybernetics: increase speed
Reinforced armour: increase armour
And the ability to place turrets if you bought a welding torch (1 turret would cost 1 point, a siege turret = 2, but if you recyclyed them, you'd get the point(s) back)
-> CO mode only <img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" />
Comments
Also, if they were to introduce classes into NS2, these would fit quite well! Like they would only have access to certain skill sets
e.g.
Assault - uranium rounds, reinforced armour
Scientist - cybernetics, static field
Engineer - Welding torch and building turrets
I don't particularly like the ideas of classes for marines because aliens all ready have lifeforms. I hope the teams remain asymmetrical in this respect.
Depot knows how controversial this plugin is. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
He also knows how popular it is. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Good suggestions Firebrawn. <img src="http://www.nsmod.org/forums/style_emoticons/default/thumbsup.gif" border="0" class="linked-image" />
Plus, the Devs are looking into have marines buy their own weapons now. That does seem to remind me of buying my own stuff in Combat, so they did learn something from their experiment into FPS/RPG type stuff.
Thing is, even though he brought up things they did in Combat, it does not completely rip off mods for NS1 as being a source for inspiration. We have brought up Lerk Lift in these forums before, yes? The mod community does show that there is a desire to see even more ways in which the technology can go, though at times IMHO they results were a mixed bag of "Cool!" and"Oh crap, there goes the neighborhood ... again" Even then, I must admit, those mods have inspired some of my desire to see a bigger research tree, with far more branches. By that same token, there was this cool thread recently that suggested Kharaa getting to "tweak" their values for such things as speed, regen, armor, hit points, adrenaline, energy, etc. that also felt awesome and in the same vein as the diversely expanded and smaller iterated marine technology research.
Please don't shoot down the intent of the post, to improve NS2, there can be some little merit to the proposal.
The balance of the game can be seriously disrupted when you can shoot down a hive at about 10% per shot with a shotgun, more with a GL. Add in about one or two marines and you have a dead hive in seconds.
It's more focused on player vs. player combat, which I can understand, but I don't think the extra abilities need to carry over to NS2, which won't have combat mode.
Keep using smilies though, it's fun to play the part of the mean, mod-squelching antagonist for a change. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Actually it was something UWE wanted to do with NS1 but were busy fixing other things.