Scouters and Cameras
slayer20
Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
<div class="IPBDescription">And the commander's view...</div>Hey everyone, me again hopefully bringing you another great idea!
Ok first off, a new type of Robot...The Scouter. The name can be changed to whatever but I think Scouter should do just fine.
<b>What is the scouter?</b>
The Scouter is a small floating robot similar to the Scanners in Half-Life 2. They will float around the map, and give the commander view of what's going on in the Scouters Point Of View (POV). Similar to the view of a Marine, except the Scouters won't fight back, and are only used to help the commander see what's going on in different parts of the map that arn't inhabited by Marines.
<b>What if the Scouter gets attacked?</b>
When the Scouter gets attacked, by a skulk let's say, then it will make a loud warning noise similar to the scanners in HL2. When they get attacked by said Skulk, it will issues that warning, and proceed to fly off in whatever direction possible. But, when it gets hit twice by a skulk, then it will either fall to the ground and explode, or just explode. If the scouter gets a one-hit-kill, then it won't give off a warning except for the exploding sound it makes which wouldn't be as loud as the warning signal.
Scout Health - 2 Skulk Hits(1 xeno hit if in range)/4 Gorge Spits/1 Lerk Hit/1 Fade Hit (2 Acid Rocket hits)/1 Onos Hit
<b>What else can the Scouter do?</b>
De-cloak things. It will only de-cloak whatever it sees. It would have a little light on the top of it's head that would send some special gamma rays or whatever in it's POV. It won't act as a Observatory where it de-cloak things in it's area. Once it spots a cloaked alien, it's little light will flash red and give off the same warning as when it gets attacked, and it will proceed to stalk whatever it uncloaks until destroyed or attacked.
The scouter could also be selected by the Commander and given a place to fly around. So, let's say you have a TF or something that's being built and you don't have the res for an Obs to be placed there, or you don't want to spend too much for an Obs, you could have the TF, or another TF, build a Scouter and have it hover around said location placed by the Commander.
The Scouter could also be used to go into vents and stuff that the Marines can't get into. They could be used to find that hidden Gorge that is huddled up around Defense Chambers or Offense Chambers.
<b>What about the Cameras?</b>
These Marines are going into some kind of scientific research buildings and they have no cameras around? Well, this needs to be added.
The Cameras act similar to the Scanners except they don't move or give away cloaked aliens. I would not recommend putting these cameras in the hive for the sake of gameplay.
<b>So...does the Commander view out of the Cameras, or what?</b>
No, it would act like a Marine sort of. If you are the Commander now, and are looking down a hallway, you probably won't see anything. But let's say a Marine walks down that hallway, and then some Chambers start to show up on your map because whatever the Marine sees, you see.
Except, once again, the Cameras would not move, or give away cloaked aliens/chambers.
I hope this is good enough, and if you are confused on anything, please let me know so I can clarify it for you.
Ok first off, a new type of Robot...The Scouter. The name can be changed to whatever but I think Scouter should do just fine.
<b>What is the scouter?</b>
The Scouter is a small floating robot similar to the Scanners in Half-Life 2. They will float around the map, and give the commander view of what's going on in the Scouters Point Of View (POV). Similar to the view of a Marine, except the Scouters won't fight back, and are only used to help the commander see what's going on in different parts of the map that arn't inhabited by Marines.
<b>What if the Scouter gets attacked?</b>
When the Scouter gets attacked, by a skulk let's say, then it will make a loud warning noise similar to the scanners in HL2. When they get attacked by said Skulk, it will issues that warning, and proceed to fly off in whatever direction possible. But, when it gets hit twice by a skulk, then it will either fall to the ground and explode, or just explode. If the scouter gets a one-hit-kill, then it won't give off a warning except for the exploding sound it makes which wouldn't be as loud as the warning signal.
Scout Health - 2 Skulk Hits(1 xeno hit if in range)/4 Gorge Spits/1 Lerk Hit/1 Fade Hit (2 Acid Rocket hits)/1 Onos Hit
<b>What else can the Scouter do?</b>
De-cloak things. It will only de-cloak whatever it sees. It would have a little light on the top of it's head that would send some special gamma rays or whatever in it's POV. It won't act as a Observatory where it de-cloak things in it's area. Once it spots a cloaked alien, it's little light will flash red and give off the same warning as when it gets attacked, and it will proceed to stalk whatever it uncloaks until destroyed or attacked.
The scouter could also be selected by the Commander and given a place to fly around. So, let's say you have a TF or something that's being built and you don't have the res for an Obs to be placed there, or you don't want to spend too much for an Obs, you could have the TF, or another TF, build a Scouter and have it hover around said location placed by the Commander.
The Scouter could also be used to go into vents and stuff that the Marines can't get into. They could be used to find that hidden Gorge that is huddled up around Defense Chambers or Offense Chambers.
<b>What about the Cameras?</b>
These Marines are going into some kind of scientific research buildings and they have no cameras around? Well, this needs to be added.
The Cameras act similar to the Scanners except they don't move or give away cloaked aliens. I would not recommend putting these cameras in the hive for the sake of gameplay.
<b>So...does the Commander view out of the Cameras, or what?</b>
No, it would act like a Marine sort of. If you are the Commander now, and are looking down a hallway, you probably won't see anything. But let's say a Marine walks down that hallway, and then some Chambers start to show up on your map because whatever the Marine sees, you see.
Except, once again, the Cameras would not move, or give away cloaked aliens/chambers.
I hope this is good enough, and if you are confused on anything, please let me know so I can clarify it for you.
Comments
I'll have to think more for later....
I don't really read around on the other posts. I'm lazy like that around here...
i like the idea but still.... the only up is the scouter can decloak, a marine would do 100% better as a scout, since it can defend itself.
i like the idea but still.... the only up is the scouter can decloak, a marine would do 100% better as a scout, since it can defend itself.<!--QuoteEnd--></div><!--QuoteEEnd-->
That is true...
But...let's say your the Commander.
Let's say you have an invisible onos waiting in a hallway. You know that something is there, but you don't know what it is. Right now, you have two Marines waiting around the corner, with a scouter near by. You want these two Marines to build a phasegate around the corner near the Aliens hive.
Would you rather have the two Marines walk around the corner and get surprised attacked by the Onos and then die?
Or would you send in the Scouter in first to decloak the Onos and have the Marines know it's there and get the upper hand?
Scanning the area could be a very bad idea. Although, yes, it would uncover the whole area, it could also trigger most of the aliens to attack that spot, while having the Scouter search the area, it would be a lot quieter and alert far less aliens.
This also goes to say that the Onos you are attacked has no Mic to warn others.
Secondly, what's to keep me from creating like 10 of them at the beginning of the game? They'd kill any skulk it encounters and with one hive, most of the skulks on the alien team would be dead. The alternative is having exact reconaissance of aliens. Seems a little unfair to me. If aliens don't have an equivalent, I don't see why humans should gain such a huge advantage for nothing.
You have to remember that for any idea, one could duplicate that idea as many times as he or she wishes. If that's acceptable, it's a more decent idea than one that isn't.
You don't want half the alien team wasting time killing these scouts. It's a distraction from what aliens should be doing at best, and at worst, it is a overpowered way of shutting down the alien team early in the game.
Secondly, what's to keep me from creating like 10 of them at the beginning of the game? They'd kill any skulk it encounters and with one hive, most of the skulks on the alien team would be dead. The alternative is having exact reconaissance of aliens. Seems a little unfair to me. If aliens don't have an equivalent, I don't see why humans should gain such a huge advantage for nothing.
You have to remember that for any idea, one could duplicate that idea as many times as he or she wishes. If that's acceptable, it's a more decent idea than one that isn't.
You don't want half the alien team wasting time killing these scouts. It's a distraction from what aliens should be doing at best, and at worst, it is a overpowered way of shutting down the alien team early in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, if there were harder counters like you were talking about in the RTS thread{<a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=104855&view=findpost&p=1689486" target="_blank">link</a>} then making a lerk bite kill a bot wouldn't be too hard to do at all by giving lerks bonuses against bots.
Secondly, what's to keep me from creating like 10 of them at the beginning of the game? They'd kill any skulk it encounters and with one hive, most of the skulks on the alien team would be dead. The alternative is having exact reconaissance of aliens. Seems a little unfair to me. If aliens don't have an equivalent, I don't see why humans should gain such a huge advantage for nothing.
You have to remember that for any idea, one could duplicate that idea as many times as he or she wishes. If that's acceptable, it's a more decent idea than one that isn't.
You don't want half the alien team wasting time killing these scouts. It's a distraction from what aliens should be doing at best, and at worst, it is a overpowered way of shutting down the alien team early in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you thinking that the Scouters would attack things? They don't. They simply make it easier for the Commander to see what's where without having to waste a scan.
And the Offense Chamber would be the equivalent. Instead of having the aliens waste their time killing the Scouters, the offense chambers could be placed in key areas that are dominant by the Aliens.
I should also say that these would have to built from a turret factory with some upgrade that requires the Obs to be built. Just so they can't be spammed.
I can see how these can be really flawed, and I will try to find ways to make this balanced and worth something.
I say lerks should get an anti-bot bonus =) makes them even better support units.
True, but you did say they'd explode and deal damage to adjacent Kharaa. That means a skulk would take damage simply by attacking it, doing what would seem to be the encouraged behavior to have in a game in which you bite your enemies. However, perhaps killing the scouts would be actually <i>bad</i> for skulks to do, seeing how it would kill them. So spamming these scouts early in the game could be the equivalent of having medium-skilled marines swarming the map, killing skulks at a 1-to-1 ratio.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And the Offense Chamber would be the equivalent. Instead of having the aliens waste their time killing the Scouters, the offense chambers could be placed in key areas that are dominant by the Aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
True, but early in the game, you won't find any because Kharaa play it smart not to lay them down immediately in order to place res nodes. The alternative being that offense chambers become a mandatory strategy and Kharaa are disadvantaged early in every game for being out of res.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I should also say that these would have to built from a turret factory with some upgrade that requires the Obs to be built. Just so they can't be spammed.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say that would be a wise decision. It can still be spammed though. Perhaps one per turret factory?
While that is true, aliens regenerate health, even if it is a small amount. Plus, early in the game, I would see these as somewhat useless until aliens start using cloak and the such. Plus, gorges could easily shoot these things down without having to come near them.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->True, but early in the game, you won't find any because Kharaa play it smart not to lay them down immediately in order to place res nodes. The alternative being that offense chambers become a mandatory strategy and Kharaa are disadvantaged early in every game for being out of res.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this, and as of now, I have no argument against it.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'd say that would be a wise decision. It can still be spammed though. Perhaps one per turret factory?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, one or two per turret factory. And the turret factory would have to be upgraded with an Obs built to be able to spawn these. Plus, you have to think that Marines won't always have lots of res to waste so I could really only see a Commander using these when they really have too.
And they would be good to use if the Commander is running a tight game and has no energy available to scan an area. They could send in a couple of these Scouters with some marines to enter an area.
I should also say that the Scouters would target moving lifeforms, or players, that are cloaked. Example: A skulk runs down a hallway and he is cloaked, the skulk passes through the Skulks, field of view and the Scouter follows it. The skulk, trying to escape the Scouter, runs past another skulk that is standing still trying, let's say he's afk. The Scouter will immediately change target to that invisible skulk, until another cloaked alien walks in it's FOV.
It's main priority is moving/player/hives lifeforms. It will scout out chambers too.
It would be pretty useless if it just followed one thing and never moved on. Although, it would be a good thing because if it's target was an Onos, it could follow that Onos until it is destroyed, which could give the Commander knowledge of where this Onos might go, and where it is at.
I would say that it would have to do like 20 damage max.
The Scouter being destroyed would not kill the Skulk unless that Skulk is very low on health. It would only do 20 damage max, plus, Skulks and other aliens have armor, so it still wouldn't do as much damage.