Easy issues...
Konohas Perverted Hermit
Join Date: 2008-09-26 Member: 65075Members
<div class="IPBDescription">Not too hard to code I think...</div>Alright for the longest time I have thought that Lerk's Poisonous Gas should only effect the Marine's Health. Think about it if you were standing in a room full of poisonous gases while wearing body armor you would die but your gear would be intact. That is my first suggestion of this Topic, to make Lerk's Poisonous Gas only effect the Marine's Health Bar.
Second issue is a later in game upgrade that the Marines could get for Lights and Jet Packers. Simple upgrade really, it could either be issued as they spawn or dropped from the Armory. The Upgrade would be a Gas Mask, plain and simple. 2-5 Resource points to evade some of the damage from the Lerk's Gas. Now it wouldn't be like the Heavy Armor's immunity towards Lerk Gas it would just simply be a means to avoid most of the damage. The Gas Mask itself would have a Life Bar if you will that would represent the Oxygen scrubbers capacity. One the scrubbers are full the Gas Mask would fall off becoming useless. You couldn't Weld or Repair it, you'd need to get a new one. Though whilst wearing the Gas Mask you wouldn't take any damage from Lerk's Poisonous Gas clouds. The time to completely fill up the Oxygen scrubbers on the Gas Mask would be something like 20-30 seconds of nothing but constant gas.
Third issue would be for the Lerk's secondary gas cloud Umbra. If any Marine runs into or is caught in an Umbra cloud they should be marked kinda like Parasited only it would only last a few minutes 2-4. Quick and simple an area like Parasite that would be included into the Lerk's Umbra attack.
Discuss.
Second issue is a later in game upgrade that the Marines could get for Lights and Jet Packers. Simple upgrade really, it could either be issued as they spawn or dropped from the Armory. The Upgrade would be a Gas Mask, plain and simple. 2-5 Resource points to evade some of the damage from the Lerk's Gas. Now it wouldn't be like the Heavy Armor's immunity towards Lerk Gas it would just simply be a means to avoid most of the damage. The Gas Mask itself would have a Life Bar if you will that would represent the Oxygen scrubbers capacity. One the scrubbers are full the Gas Mask would fall off becoming useless. You couldn't Weld or Repair it, you'd need to get a new one. Though whilst wearing the Gas Mask you wouldn't take any damage from Lerk's Poisonous Gas clouds. The time to completely fill up the Oxygen scrubbers on the Gas Mask would be something like 20-30 seconds of nothing but constant gas.
Third issue would be for the Lerk's secondary gas cloud Umbra. If any Marine runs into or is caught in an Umbra cloud they should be marked kinda like Parasited only it would only last a few minutes 2-4. Quick and simple an area like Parasite that would be included into the Lerk's Umbra attack.
Discuss.
Comments
The ability to wear down armor with spore is at least equally important as the HP damaging. Right now it's the best way to wear down a group of marines down to 2 bites. If the change was implemented, the aliens would need some other way for taking down the armor at least.
The gas mask are missing for a reason too. Right now spore is almost the only way to pressure the marines that have positioned themselves well. The power of the HA is in it's staying power, giving the spore resistance to the rest would wreck that part and cause quite a few nasty issues.
Umbra could be a parasiting gas probably, but that would lower the importance of skulks, which isn't definitely good.
I guess every can be expected to change for NS2, but those are the biggest reasons why they aren't implemented in NS1.
Also, spores are clearly made of this stuff:
<a href="http://www.youtube.com/watch?v=tjEdLuqK1RQ" target="_blank">http://www.youtube.com/watch?v=tjEdLuqK1RQ</a>
The ability to wear down armor with spore is at least equally important as the HP damaging. Right now it's the best way to wear down a group of marines down to 2 bites. If the change was implemented, the aliens would need some other way for taking down the armor at least.
The gas mask are missing for a reason too. Right now spore is almost the only way to pressure the marines that have positioned themselves well. The power of the HA is in it's staying power, giving the spore resistance to the rest would wreck that part and cause quite a few nasty issues.
Umbra could be a parasiting gas probably, but that would lower the importance of skulks, which isn't definitely good.
I guess every can be expected to change for NS2, but those are the biggest reasons why they aren't implemented in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 is supposed to have "evolved" abilities for both sides... Showing marines as though parasited while moving through umbra is just brilliant and the others are pretty logical too
Values must be tweaked (how much time in-umbra to be parasited, how long will dure, "when more time, higher parasited time?", etc...).
But I defend spores should keep causing both armor damage (weaks units) and health damage (forces falling back). Explanation is what doesn't matter, they can be corrosive spores.
I know anything can and most likely will change in NS2. We don't know if there is spore, umbra or parasite at all. I just tried to add a few pointers to the discussion, not to reject the ideas completely.
Umbra is powerful enough as it is. Besides, that's defensive support for your team that requires three hives. At that point you're probably not going to need to be parasiting them to know where they are.
As for the lerk gas, I've always thought it should be the opposite, that it should strip only armor. It would be bad for marines and especially bad for heavy armor guys. I like the idea that lerks could be the counter to the HA (though the lerk would have to be exceptional to keep it up without getting himself shot).
Two Hives? <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
a^2 = ab
a^2 - b^2 = ab - b^2
(a - b)(a + b) = b(a - b)
(a - b)(a + b) / (a - b) = b(a - b) / (a - b)
a + b = b
b + b = b
2b = b
2b / b = b / b
2 = 1
If 2 = 1, then 3 = 2. QED
a^2 = ab
a^2 - b^2 = ab - b^2
(a - b)(a + b) = b(a - b)
(a - b)(a + b) / (a - b) = b(a - b) / (a - b)
a + b = b
b + b = b
2b = b
2b / b = b / b
2 = 1
If 2 = 1, then 3 = 2. QED<!--QuoteEnd--></div><!--QuoteEEnd-->
dividing by (a-b) = math breaks. I'll leave it up to you to figure out why.
(dividing by zero)
2 <> 3
Here's a little magic i thought up a while back, a little more subtle.
[attachment=35871:magic.png]
I skipped a few steps near the end to make it fit the 2=3 theme of this thread.
On the lerk gas: (I better comment on that, or be arrested by the internet police for thread-derailing)
I love the lerk gas as it is. Gassing marines is one of my favorite passtimes. You don't get many kills, you don't get any points, but the look on the (completely static) marine faces as they scatter and leave thier precious outpost for fresh air - priceless.
In terms of gameplay, I can't imagine gas working any better. Bacillus made a lot of good points in that department, I agree with him, though most of the arguments are based in the current NS.
Umbra could use some love though, the basic idea is good, but I don't think it has reached it's full potential yet. Having umbra serve as a 'bullet screen' sounds very interesting.