Combos instead of upgrades

.trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
I've always thought that upgrades in the current form are too restricting. You have to die before selecting a different ability and this doesnt help adapting to the given sutiation.
Consider this:
Upgrades could be selected by using a movement combo (like in mortal combat? xD), or from a GUI menu like now, but you could change it any time you want even without dieing. Some limitations have to be applied of course, like a cooldown between ability swaps.
Thoughts? =]

Comments

  • FraxinusFraxinus Join Date: 2008-03-02 Member: 63783Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Upgrades could be selected by using a movement combo (like in mortal combat? xD), or from a GUI menu like now, but you could change it any time you want even without dieing. Some limitations have to be applied of course, like a cooldown between ability swaps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not sure what you're talking about. I don't like the idea of combos or cooldowns at all, doesn't make sense, its an FPS not a mmo. Even in the concept image where they showed (which is basically the same thing you are talking about) different energy bars for alien abilities turned me off.

    <a href="http://www.unknownworlds.com/cache/thumbnails/NS2_alien_mockup_100x60.jpg" target="_blank"><img src="http://www.unknownworlds.com/cache/thumbnails/NS2_alien_mockup_100x60.jpg" border="0" class="linked-image" /></a>

    In my opinion because part of the skill in playing the game is in monitoring and conserving your energy usage. For example as a fade by blinking and bunny hopping at the same time or as a skulk picking the right evolutions so you have enough energy to xeno after you leap.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I've always thought that upgrades in the current form are too restricting. You have to die before selecting a different ability and this doesnt help adapting to the given sutiation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are you talking about combat? 'Cause if you are I believe that this is false. For example if I get a point and I want to spend it on hive ability one so I can leap, I can leap right after I invest the point into that evolution. If I am a marine and I want to buy motion tracking, scan, mines, equipment, armor et cetera I get all of those things instantly.


    In conclusion, I am not sure if you know what you are talking about.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I think he's talking about something different <b>birdsITPx89</b>.

    Instead of gestating in an egg you perform a key combo or maybe a mouse gesture and you get the upgrade. The cool down would be so it would be difficult to switch between say regen cara, or cloak and focus and couldn't be done mid combat.

    I like the idea, but one thing to consider is how scripts would effect this. Just binding the sequence to a key would be much easier for the player and take the apm skill out of the switching. So while switching between upgrades is a cool idea, maybe key combos aren't the best way to do it.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I could see that for switching between regen and a little nerfed cara maybe, but otherwise it sounds a little boring. Right now it takes some adapting to fight with the upgrade you've got and some teamwork to control the ratio of upgrades you've got on the field.

    Maybe if you added some res costs to the switch, but then it would become extremely situational on skulks and mostly used by higher lifeforms anyway. As for the higher lifeforms I'd actually like to see them making a careful pick between their upgrades and then living and dying by the strenghts and weaknesses. A little like an adren lerk is strong vs sieges while a cele lerk allows you to fight better on those small skirmishes.

    With totally new set and system of upgrades the switching might be a great depth increase, but I doubt I would work on NS 1 related system.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    You mean this isn't a suggestion to unhook the evolutions, like we have seen suggested before?

    You know, sorta like it is in NS:Combat, only you get limited points to distribute, so no instant level 3 cara but 1 point at a time, so it would be possible to be like 1 level cara, 1 level regen, 1 level sensory or 2 level speed, 1 level cara or whatever. I hope that is clear, I think to a certain degree the hope for Kharaa having less of the situation of "OMG WTF, you noob, you droped <insert least popular chamber here>, you didn't ask before you dropped and you screwed everyone's game up! C'mon everyone, F4, game over man, game over."

    If they still have the multiple hive stuff from NS1, I suppose number of points to distribute could be based on that but there are probably other ways to do it too.

    Or did I just get this confused with a previous idea? If it really is suggesting some sort of Street Fighter or MMO combo thing, I'm not sure that would interest me in regards to the feel of having NS2 be about a depth of adaption to combat your foe and working together stronger as a team then an individual, thus encouraging specialization and innate intuitive communication.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1683373:date=Jul 14 2008, 01:33 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jul 14 2008, 01:33 PM) <a href="index.php?act=findpost&pid=1683373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or did I just get this confused with a previous idea? If it really is suggesting some sort of Street Fighter or MMO combo thing, I'm not sure that would interest me in regards to the feel of having NS2 be about a depth of adaption to combat your foe and working together stronger as a team then an individual, thus encouraging specialization and innate intuitive communication.<!--QuoteEnd--></div><!--QuoteEEnd-->
    He's suggesting two things:
    <!--quoteo(post=1683304:date=Jul 14 2008, 03:06 AM:name=.trixX.)--><div class='quotetop'>QUOTE(.trixX. @ Jul 14 2008, 03:06 AM) <a href="index.php?act=findpost&pid=1683304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Upgrades could be selected by using a movement combo (like in mortal combat? xD),<!--QuoteEnd--></div><!--QuoteEEnd-->
    which I like, but is infeasible with any sort of scripting system, and
    <!--quoteo(post=1683304:date=Jul 14 2008, 03:06 AM:name=.trixX.)--><div class='quotetop'>QUOTE(.trixX. @ Jul 14 2008, 03:06 AM) <a href="index.php?act=findpost&pid=1683304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or from a GUI menu like now, but you could change it any time you want even without dieing. Some limitations have to be applied of course, like a cooldown between ability swaps.<!--QuoteEnd--></div><!--QuoteEEnd-->
    which is basically saying allow kharaa to change their upgrades. Not unchain the chambers, just regestate(or do so instantly but have a cool down so it can't be done multiple times in battle). So this <i>would</i> encourage specialization and adaptation, but not teamwork or communication. Features that improve all four are far and few between though.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Gesture recognition of some sort to navigate the menus might be nice. Similar to this idea: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104340&st=20&start=20" target="_blank">http://www.unknownworlds.com/ns2/forums/in...20&start=20</a>

    I'm a little hesitant of allowing switched abilities. It's always been interesting when people work as a team to compliment each other, like one skulk has Celerity to close the distance but another has Silence and eats everyone from behind. Also, typically people pick an ability and stick with it for that life. It's rare that I've ever wished I could switch abilities, except perhaps Scent of Fear into Cloak so I can ambush the guys I just picked up.

    However, I can see the benefit of it in allowing people a bit more freedom, just in case they screwed up or another role needs to be fulfilled. However, Oni swapping between cara and regen for in and out of battle is a little dodgey.
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    <!--quoteo(post=1683374:date=Jul 14 2008, 07:48 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jul 14 2008, 07:48 PM) <a href="index.php?act=findpost&pid=1683374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He's suggesting two things:

    which I like, but is infeasible with any sort of scripting system, and

    which is basically saying allow kharaa to change their upgrades. Not unchain the chambers, just regestate(or do so instantly but have a cool down so it can't be done multiple times in battle). So this <i>would</i> encourage specialization and adaptation, but not teamwork or communication. Features that improve all four are far and few between though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks locally, I see you got the point xD
    Mouse gestures sounds fun! Replace "mortal combat" with "black&white"... maybe the alien comm should handle the upgrades, as an area cast? =P
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1683402:date=Jul 14 2008, 03:20 PM:name=.trixX.)--><div class='quotetop'>QUOTE(.trixX. @ Jul 14 2008, 03:20 PM) <a href="index.php?act=findpost&pid=1683402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks locally, I see you got the point xD
    Mouse gestures sounds fun! Replace "mortal combat" with "black&white"... maybe the alien comm should handle the upgrades, as an area cast? =P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahh, my apologies for getting it mixed up, there are times when all the various ideas we have in this part of the forum that I have read seem to mesh together.

    The intention is to be adaptable, right?

    Well, hmm, quick switches? Do they need to be quick? For a Kharaa being in egg form in NS1 is very vulnerable, so I would think that would be a decent enough counter to being able to switch up and spend the resources again ... oh, and it would mean your team would be down a creature for a bit too, so there is that as well.

    If a marine would be allowed to "recycle" their gear as well, to pick up a different set, well, I honestly don't think I could have a problem with this, especially if both show a vulnerable side while doing so. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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