<div class="IPBDescription">A Grab</div>think its a simple idea, a grab
Fade blinks in, grabs the marine, fade blinks out with marine. skulks and other baddies devour marine. Skulks/AlienCommander can mark which marine to target as well
wow a grab would be hard to implement I think but the idea is cool but could lead to grab and drops also which can be unbalanced on certain maps. I'll never miss dropping gorges down pits as a lerk.
Any ways my idea would be to reimplement the blink to be sort of similar to the original version and newer version combined. The old 1.4 blink was instant which allowed a fade to travel long distances and close distances without taking damage. In addition they could pass through vertain objects like glass. But of course that is buggy. The newer blink was silly but gameplay worked well, but come on, lets face it, flying fades on crack will always be silly. My idea would be to implement the original idea a more practical/ less glitchy way like what was done with the newer blink. When a fade goes to blink he gain really fast speed, lose all hitboxes, become invisible and move around no clip style Expcet it can't pass through solid object including glass, but could pass through objects like vents that are sealed but still cracked open or small cracks in the wall. This allow the fade to move whereever it wants without taking damage during it's travel. To a marine it would appear that the fade blinking in and out of existance, much like the 1.4 blink but to the fade they would just be moving faster with few limitations (like gravity) similar to the current blink. This would allow the fade to blink in, hit and run, and blink back out. Of course health would be lower since they would no longer be vulnerable during the blink, but they could cause even more confusing when the apeear out of thin air and disappear again doing hit and runs. Think how intense it will get when thte enemy can literally appear out of thin air out of no where.
Also a weaker multi target spin slashy attacks would be cool. Pop in the middle of a close groupl of marines and slash multiple targets around you picking off the really weak ones the disapearing agian.
O and ninja flip attacks, where they just start doing ninja flip and the sheer awesomeness of the ninja flips cause heads to explode.
the aliencommander could have an abiliti to swich through the view of parasited marines to select important targets. those selected targets would appear in an other colour in alienview. this would focus the attacks. also a marine hit by a fade could change colour in an other way for 10s...
The old 1.04 blink is going to be a do-or-die creature if you ask me. I guess it's really a surgical striker then. Just the fact that it can blink in and exit instantly means that either it needs a low HP or some heavy limit on blinking. I guess the limit can work, but you'll need to desing it so that the fade is still interesting to learn and master as it is now.
Please make the fade able to push away marines (not heavys) because it's ridiculous when a single marine blocks a fade 'till death <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
<!--quoteo(post=1703124:date=Mar 20 2009, 10:41 AM:name=PhiXX)--><div class='quotetop'>QUOTE(PhiXX @ Mar 20 2009, 10:41 AM) <a href="index.php?act=findpost&pid=1703124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please make the fade able to push away marines (not heavys) because it's ridiculous when a single marine blocks a fade 'till death <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> A push can work instead of a grab. Blink in, Knock a marine out of the way(preferably to an area infested with skulks), Blink out. Not when you were to referring to but made me think a bit.
@Lt_Hendrickson, I'm assuming the team has blink figured out.
@Bacillus, Your comment made be think a little more about "surgical striker" and what the team can mean by that. My idea was for the fade to remove the marine and have the greater group dissect it. Perhaps the devs wanted something more simple? Maybe a 2x Damage marine debuff that the alien commander enables for a fade one shot kill?
- If the Fade attack a marine, the marine will be slow down (like in left 4 dead if a zombie hits you) - The Fade can go through Dynamic Infestation Walls, if he move from one to other side of the wall you will see a decal on the entry and exit add or not: But the fade can't move for 2-5 seconds after he exit a wall, because he is totaly confused - acid rockets do 1% of view-obscure (like if you get hit by a boomer in left 4 dead, but not its not 100% obscure of your view) - if the fade heal himself, he scream (like predator) and you see blood decals on the ground for some 1 min or something, so marines can see where the fade heal himself - acid blood (i know not a new idea), but why not? it don't need to be do a lot of damage, just 1-3hp of damage. - the fade/lerk can grab a other alien (gorge or skulk) and carry that alien, in this time he can't attack, but with that he can e.g. the gorge faster to a rt. To prevent idiots, the Gorge can detach himself by pressing 'Use', after 2 times detach yourself, the alien can't pick up you anymore, except if you die and respawn, it will repeat.
<b>gorge idea:</b> - like a skunk the gorge can do smoke, if the marines touch it, they will cough (like in left 4 dead a killed smoker)
<b>oh i get a idea for a lerk or other aliens of NS2:</b> - sonar, if this alien use this weapon/ability, he see for 2 seconds the contours of (only moving?) marines through the wall (like in left 4 dead). If you hit this weapon/ability, you cant move for some seconds and you will see a sonar effect. sry for my bad english.
<!--quoteo(post=1703151:date=Mar 21 2009, 01:56 AM:name=DailyNodes)--><div class='quotetop'>QUOTE(DailyNodes @ Mar 21 2009, 01:56 AM) <a href="index.php?act=findpost&pid=1703151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Bacillus, Your comment made be think a little more about "surgical striker" and what the team can mean by that. My idea was for the fade to remove the marine and have the greater group dissect it. Perhaps the devs wanted something more simple? Maybe a 2x Damage marine debuff that the alien commander enables for a fade one shot kill?<!--QuoteEnd--></div><!--QuoteEEnd--> I've been thinking about breaking up the groups. So far I've just felt that once marines are sticking up, there shouldn't be a simple way for aliens to break the group up.
On NS you've got spore and spit to break up the group enough for skulks to attack and it works quite good. The moments when your group is under pressure are intense and involve a lot of teamwork. That's something I'd like to see in NS2 too. I can live with the grabbing stuff as long as it doesn't intererfere that.
<!--quoteo(post=1703124:date=Mar 21 2009, 12:41 AM:name=PhiXX)--><div class='quotetop'>QUOTE(PhiXX @ Mar 21 2009, 12:41 AM) <a href="index.php?act=findpost&pid=1703124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please make the fade able to push away marines (not heavys) because it's ridiculous when a single marine blocks a fade 'till death <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> man I hate when that happens
Comments
Any ways my idea would be to reimplement the blink to be sort of similar to the original version and newer version combined. The old 1.4 blink was instant which allowed a fade to travel long distances and close distances without taking damage. In addition they could pass through vertain objects like glass. But of course that is buggy. The newer blink was silly but gameplay worked well, but come on, lets face it, flying fades on crack will always be silly. My idea would be to implement the original idea a more practical/ less glitchy way like what was done with the newer blink. When a fade goes to blink he gain really fast speed, lose all hitboxes, become invisible and move around no clip style Expcet it can't pass through solid object including glass, but could pass through objects like vents that are sealed but still cracked open or small cracks in the wall. This allow the fade to move whereever it wants without taking damage during it's travel. To a marine it would appear that the fade blinking in and out of existance, much like the 1.4 blink but to the fade they would just be moving faster with few limitations (like gravity) similar to the current blink. This would allow the fade to blink in, hit and run, and blink back out. Of course health would be lower since they would no longer be vulnerable during the blink, but they could cause even more confusing when the apeear out of thin air and disappear again doing hit and runs. Think how intense it will get when thte enemy can literally appear out of thin air out of no where.
Also a weaker multi target spin slashy attacks would be cool. Pop in the middle of a close groupl of marines and slash multiple targets around you picking off the really weak ones the disapearing agian.
O and ninja flip attacks, where they just start doing ninja flip and the sheer awesomeness of the ninja flips cause heads to explode.
those selected targets would appear in an other colour in alienview. this would focus the attacks.
also a marine hit by a fade could change colour in an other way for 10s...
A push can work instead of a grab. Blink in, Knock a marine out of the way(preferably to an area infested with skulks), Blink out.
Not when you were to referring to but made me think a bit.
@Lt_Hendrickson, I'm assuming the team has blink figured out.
@Bacillus, Your comment made be think a little more about "surgical striker" and what the team can mean by that.
My idea was for the fade to remove the marine and have the greater group dissect it. Perhaps the devs wanted something more simple? Maybe a 2x Damage marine debuff that the alien commander enables for a fade one shot kill?
(not all at one time, just ideas!!)
- If the Fade attack a marine, the marine will be slow down (like in left 4 dead if a zombie hits you)
- The Fade can go through Dynamic Infestation Walls, if he move from one to other side of the wall you will see a decal on the entry and exit
add or not: But the fade can't move for 2-5 seconds after he exit a wall, because he is totaly confused
- acid rockets do 1% of view-obscure (like if you get hit by a boomer in left 4 dead, but not its not 100% obscure of your view)
- if the fade heal himself, he scream (like predator) and you see blood decals on the ground for some 1 min or something, so marines can see where the fade heal himself
- acid blood (i know not a new idea), but why not? it don't need to be do a lot of damage, just 1-3hp of damage.
- the fade/lerk can grab a other alien (gorge or skulk) and carry that alien, in this time he can't attack, but with that he can e.g. the gorge faster to a rt.
To prevent idiots, the Gorge can detach himself by pressing 'Use', after 2 times detach yourself, the alien can't pick up you anymore, except if you die and respawn, it will repeat.
<b>gorge idea:</b>
- like a skunk the gorge can do smoke, if the marines touch it, they will cough (like in left 4 dead a killed smoker)
<b>oh i get a idea for a lerk or other aliens of NS2:</b>
- sonar, if this alien use this weapon/ability, he see for 2 seconds the contours of (only moving?) marines through the wall (like in left 4 dead).
If you hit this weapon/ability, you cant move for some seconds and you will see a sonar effect.
sry for my bad english.
ok later i will add more.
My idea was for the fade to remove the marine and have the greater group dissect it. Perhaps the devs wanted something more simple? Maybe a 2x Damage marine debuff that the alien commander enables for a fade one shot kill?<!--QuoteEnd--></div><!--QuoteEEnd-->
I've been thinking about breaking up the groups. So far I've just felt that once marines are sticking up, there shouldn't be a simple way for aliens to break the group up.
On NS you've got spore and spit to break up the group enough for skulks to attack and it works quite good. The moments when your group is under pressure are intense and involve a lot of teamwork. That's something I'd like to see in NS2 too. I can live with the grabbing stuff as long as it doesn't intererfere that.
man I hate when that happens