Powers for the comm's

dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
i was thinking of this for a while and i finaly decided to post it.......

rine comm powers:

just cc- spawn 3 weld bots- 10 res (can be used infanate times) 30 second reload time
armory and cc- 3 sgs- 15 res ( can only used 2 times) 3 minuet time
armory cc arms and obs- instant upgrade on obs or arms- 30 res (only be used once)
armory cc arms obs and proto- 5 jps and HA- 40 res (no resurch needed) (only be used once)


alien comm powers:

1 hive- place infestatiton anywhere on the map- 5 res ( 30 second reload time) infanate amount of uses
2 hives- respawn all freiendly units as skulks lerks and gorges even if alive- 50 res( only can be used once)
3 hives-respawn all friendly units as onos' fades and lerks- 100 res ( only can be used once)

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Sounds like the kind of thing the LUA scripting is planned to enable in your own NS2 mod.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    I had high hopes for this thread, for ideas of new commander 'spells' like Scanner Sweep.

    I was let down <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    The second I read: "Alien Commander" I wanted to start bashing heads.

    NS was always about two asymmetrical teams fighting each other!
    Introducing an alien commander increases symmetry which is bad!

    I dont want to see NS2 becoming a Warcraft2, with teams 99% identical.
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    But an Alien Commander could fix the Alien's team unity and help bring a new sense of power and support to the alien team!

    /sarcasm

    But seriously, it's been mentioned in the past, and while I personally don't find it appealing it just might make its way into NS2 in some shape or form, even if it's a situational and temporary role.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    <!--quoteo(post=1684721:date=Jul 30 2008, 02:40 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Jul 30 2008, 02:40 AM) <a href="index.php?act=findpost&pid=1684721"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The second I read: "Alien Commander" I wanted to start bashing heads.

    NS was always about two asymmetrical teams fighting each other!
    Introducing an alien commander increases symmetry which is bad!

    I dont want to see NS2 becoming a Warcraft2, with teams 99% identical.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Warcraft 2 was better than Warcraft 3 :]

    But i do agree.



    <!--quoteo(post=1684731:date=Jul 30 2008, 04:35 AM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jul 30 2008, 04:35 AM) <a href="index.php?act=findpost&pid=1684731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But an Alien Commander could fix the Alien's team unity and help bring a new sense of power and support to the alien team!

    /sarcasm

    But seriously, it's been mentioned in the past, and while I personally don't find it appealing it just might make its way into NS2 in some shape or form, even if it's a situational and temporary role.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Mmmm, agree again.



    I honestly cant think of what an alien commander would 'do' that would actually make it worth it to have 1 less alien on the map. Unless its directly tied in with dynamic infestation and some other useful alien elements....? Who knows.... I dont like it though, i like that the aliens were very different.

    If you want to give aliens some kinda commander mode, let every gorge essentially be a commander, able to give their own gorgey waypoints or a team message on the map.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    So, for 85 starting res I can send out a pressure team with 2 shotguns, a cap team with 1 shotgun, and give them all motion tracking by :25?

    The idea of giving the <b>marine</b> commander <b>passive</b> abilities is cool, but the implementation here is awful, sorry.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    OK here's a mad idea for a commander spell...

    Localized gravity modification.

    They must have artificial gravity in the N S verse, so let the commanders nanobots tweak the gravity in an area. High grav to slow those pesky aliens down, pull lerks out of the air. Low grav to allow marines to jump over obstacles that would otherwise need jetpacks.

    I see this having a limited radius and duration (due to the site's auto-repair nanobots repairing the commanders tweaks), say 512 units wide and lasting 20 seconds, worth 2 or 3 res?
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    <!--quoteo(post=1684757:date=Jul 30 2008, 10:02 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Jul 30 2008, 10:02 AM) <a href="index.php?act=findpost&pid=1684757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, for 85 starting res I can send out a pressure team with 2 shotguns, a cap team with 1 shotgun, and give them all motion tracking by :25?

    The idea of giving the <b>marine</b> commander <b>passive</b> abilities is cool, but the implementation here is awful, sorry.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yar itz true


    <!--quoteo(post=1684767:date=Jul 30 2008, 03:18 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jul 30 2008, 03:18 PM) <a href="index.php?act=findpost&pid=1684767"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OK here's a mad idea for a commander spell...

    Localized gravity modification.

    They must have artificial gravity in the N S verse, so let the commanders nanobots tweak the gravity in an area. High grav to slow those pesky aliens down, pull lerks out of the air. Low grav to allow marines to jump over obstacles that would otherwise need jetpacks.

    I see this having a limited radius and duration (due to the site's auto-repair nanobots repairing the commanders tweaks), say 512 units wide and lasting 20 seconds, worth 2 or 3 res?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sorry, but i've always seen the NS Universe as a realistic one, and this just seems a bit out of place. Even if it did fit, im having trouble envisioning it being good in the game. It'd be very unfair for aliens <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    <!--quoteo(post=1684770:date=Jul 30 2008, 12:00 AM:name=chiss)--><div class='quotetop'>QUOTE(chiss @ Jul 30 2008, 12:00 AM) <a href="index.php?act=findpost&pid=1684770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yar itz true
    Sorry, but i've always seen the NS Universe as a realistic one, and this just seems a bit out of place. Even if it did fit, im having trouble envisioning it being good in the game. It'd be very unfair for aliens <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    How about a set of placed items that when both are placed on a wall, they connect and generate and gravity field along the path from the first item to the second item.
    This gravity field would have a width to it. It would trap anyone who touches it, similar to webs, except it will cease to function after 2-3 players have touched it rather than just one. Or, instead of limiting the amount of players it can trap, why not just put a small timer on it so when its energy runs out the devices fall off the walls and deactivate.

    The idea of the commander being able to do this seems a little out of placed to me also, but a localized field generated by portable devices seems better.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    <!--quoteo(post=1684772:date=Jul 30 2008, 04:51 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE(Dalin Seivewright @ Jul 30 2008, 04:51 PM) <a href="index.php?act=findpost&pid=1684772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about a set of placed items that when both are placed on a wall, they connect and generate and gravity field along the path from the first item to the second item.
    This gravity field would have a width to it. It would trap anyone who touches it, similar to webs, except it will cease to function after 2-3 players have touched it rather than just one. Or, instead of limiting the amount of players it can trap, why not just put a small timer on it so when its energy runs out the devices fall off the walls and deactivate.

    The idea of the commander being able to do this seems a little out of placed to me also, but a localized field generated by portable devices seems better.<!--QuoteEnd--></div><!--QuoteEEnd-->

    A little better, but still out of place.

    I think marinse should stick to killing ######, rather than trapping it.

    The aliens on the other hand, have teh ###### "IM GONNA ###### WITH YOU" abilities, like web stomp spore umbra
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    It takes a huge amount of mass to make a small amount of gravity, you can get similar effects with electro magnetism, but it takes a whole lot of energy to do so.


    I think to anyone who saw some kind of gravity field and had even the smallest background in physics, it would just look stupid.

    Anyways, I had an idea awhile back, I still like it alot.

    Brief Summary: All doors are lockable/ openable/ closeable by the commander by clicking the door, or an icon next to the door. Aliens can break though the doors making small/large size holes depending on the species.

    But really, the only way I see this working is if there is a good system of vents/sewers that connect the map.

    The idea is based entirely at realism but it impacts gameplay in what I think would be a positive way: You never see aliens in any movie, ( If you think about the possibilty of a kharaa type life-form in real life, I would imagine that they would see a door more like a wall) the aliens never use the doors. They use the vents and other small crawl systems to get around, and if they're chasing someone who runs behind a wall and closes it, they never press the button, they go around or break through.

    Original Thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102494&hl=" target="_blank">here</a>
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    How about this? Do you remember the weld bot idea? How about babblers?

    What if the Kharaa Hive Mind was in control of expendable swarming critters aka babblers ... and the Marine Commander was in control of robots aka weld bot. *shrug*
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1684770:date=Jul 30 2008, 07:00 AM:name=chiss)--><div class='quotetop'>QUOTE(chiss @ Jul 30 2008, 07:00 AM) <a href="index.php?act=findpost&pid=1684770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry, but i've always seen the NS Universe as a realistic one, and this just seems a bit out of place. Even if it did fit, im having trouble envisioning it being good in the game. It'd be very unfair for aliens <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Realistic? You're in<i> space</i> fighting <i>aliens</i> using "phase gates"... Sry, had to get that out of the way. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    It seems to me that if you're in space and you have the technology to <i>casually</i> generate1G over the whole map, you're going to have the capacity to crank it up to the max or turn it off, Not using an asset like that to hinder your enemies sounds unrealistic to me.

    As for being unfair, of course it is. That's why it costs res to use. Perhaps I didn't make it clear that these effects cut both ways...
    Cons:
    High G slows down marines caught in the area of effect too (except exo skeletons), making them more vulnerable ranged targets, you can forget about throwing or launching grenades though there as thy just plummet to the floor.
    Low G, aliens can jump even higher, they can pick your marines out of the air if they hop and you wont be able to dodge without your feet on the ground.

    Low G essential allows the commander to get his troops to high, normally inaccessible spots without handing out jetpacks(which completely change the dynamic of the marine team).

    I did say it was a mad idea.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1684806:date=Jul 30 2008, 04:10 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jul 30 2008, 04:10 PM) <a href="index.php?act=findpost&pid=1684806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about this? Do you remember the weld bot idea? How about babblers?

    What if the Kharaa Hive Mind was in control of expendable swarming critters aka babblers ... and the Marine Commander was in control of robots aka weld bot. *shrug*<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nice idea, this would let the alien commander feel more involved in the combat. Perhaps you could have a structure that would produce re-enforcement babblers?
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1684822:date=Jul 30 2008, 12:00 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jul 30 2008, 12:00 PM) <a href="index.php?act=findpost&pid=1684822"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice idea, this would let the alien commander feel more involved in the combat. Perhaps you could have a structure that would produce re-enforcement babblers?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Or maybe even a life form? Say, the gorge?

    Just brain storming. It could be a bit of a new twist on an old mechanic, that did have some fans If I Recall Correctly.

    Sure, there would probably be some path finding issues, but I hope the idea would do a number of things:
    - provide a visceral avenue for the Hive Mind
    - act as a stand in for AI (probably would "feel" even better in a skilled players hands)
    - give the marines the "rush" of facing down a horde, yet triumphing because they are canon fodder
    - still let player Kharaa life forms be the hero, while supporting them

    ---

    On the subject of gravity, well, yes, if the story of space travel is to be believed, and we see human gravity norm in situations (space stations, foreign planets, etc) where it seems quite at odds to what we understand is possible today, I have to agree with ChromeAngel, the situation is one of science fantasy, not really a need to conform to any of the rules we know in terrestrial current tech to the point where it doesn't even make sense to do so. From that stand point, the idea seems reasonable.

    Personally, I would hope it would be a room switch that a entire team would play with by either the Kharaa busting up a gravity generator or by the marines repairing/replacing a gravity generator. I have the same hope for other systems human life would depend upon when flying through the stars and colonized new worlds: water, atmosphere, nutrition, gravity, light, etc.

    We already have a indication that Kharaa could screw with lights through infestation, I think it would be fun to see other ways that Kharaa/Marines take territory too, gaining some benefit that is a staple of their survival in space.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    <!--quoteo(post=1684821:date=Jul 30 2008, 11:56 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jul 30 2008, 11:56 AM) <a href="index.php?act=findpost&pid=1684821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Realistic? You're in<i> space</i> fighting <i>aliens</i> using "phase gates"... Sry, had to get that out of the way. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    I'd have to say that the only reason I play NS or will play NS2, is because it makes sense. There are plenty of shoot em up alien games I could play with terrible game play because they have random guns that do random things.

    The devs go in detail about the technology and have provided us with stories to read to get familiar with the game's background.


    Taking into account that no earthlin I know has ever fought an alien in a space ship, you are capable of figuring out whats plausible and what isn't.


    I don't know if you were joking but, really this has to do with the direction NS2 could be going. Some people want a fast paced arcade style game like TF2. Others want a deep immersive environment.

    Personally I'm hoping for the latter.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    <!--quoteo(post=1684821:date=Jul 31 2008, 02:56 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jul 31 2008, 02:56 AM) <a href="index.php?act=findpost&pid=1684821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Realistic? You're in<i> space</i> fighting <i>aliens</i> using "phase gates"... Sry, had to get that out of the way. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Phase gates are based on teleportation, which is simply deconstruction the atomic makeup of an organism and rebuilding it elsewhere. Although science-fiction, it makes sense, and could one day be possible. I mean... scientists have reportedly teleported a beam of light.
  • BulletcatcherBulletcatcher Join Date: 2005-01-08 Member: 33823Members
    I think there should be able to be 2 commanders. I was talking about this in another thread. Sense the commander in NS1 already has a crap load to deal with and you have to concentrate and do all this stuff really fast in order to win and all that. I've been reading most of the ideas on here and most of them have to do with the commander! This would most likely overwhelm the commander and make it a less interesting and enjoyable position. So if there where 2 commanders, say you have to build another CC. That would separate it. To consume the power and not let idiots start recycling everything, make the 2nd commander have less power. He will only be able to build certain things and help out with ordering the teams around or whatever.
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    yea i read that bullet i always though there could be more than 1 comm when i first sarted playing ns so i would love to see that concept come into play in ns2
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    but still o wpuld love to see this idea be incorperated into ns2 weather 1 abilty or 10
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