skulk powar-_-

JumpingskulkJumpingskulk Join Date: 2009-05-09 Member: 67377Members
imagine skulks running down a hall sees a marine then decideds (dont mind spelling just bear with me) to set a trap and so the skulk digs into the ground and when a marine comes and walks over the ground area the skulk jumps out attacking the marine taking him by suprise and doing a large amount of damage it would be an ability that uses infestation pretty much you get into the infestation if present and jump out (cause infestation is prob soft and stuff)(also skulks are small and can blend in) and it cant be detected by motion tracking (so the skulk can keep the suprise a suprise)

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Interesting idea. There have been other topics about skulk burrowing and travelling through DI, but I like this better. Since the gorge is supposed to be a "trap layer" lifeform, maybe the gorges healspray secondary fire could camouflage skulks like this burrowing.

    I don't want it to be an unavoidable trap, but not obvious either. The DI could fluctuate as the marine approaches, so a marine how is "booking it"(sprinting) or focused on finding the gorge would miss it, or be moving to fast to avoid it, while a cautious marine gets an advantage.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    If there's still air curve in NS2, I'd prefer to keep the ambushing as it is. Right now there are some decisions on whether to ambush from a safer ledge or some risky cornerspot that can be spotted by a careful marine. Group ambushes with mixed safe and risky spots push the teamwork a bit further as the rest of the team has to react depending on the skulks getting spotted.

    If the burrowing is going to be in, at least make sure it's slow enough so that it doesn't become the single best option for ambushing.
  • JumpingskulkJumpingskulk Join Date: 2009-05-09 Member: 67377Members
    <!--quoteo(post=1706693:date=May 12 2009, 12:15 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ May 12 2009, 12:15 AM) <a href="index.php?act=findpost&pid=1706693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If there's still air curve in NS2, I'd prefer to keep the ambushing as it is. Right now there are some decisions on whether to ambush from a safer ledge or some risky cornerspot that can be spotted by a careful marine. Group ambushes with mixed safe and risky spots push the teamwork a bit further as the rest of the team has to react depending on the skulks getting spotted.

    If the burrowing is going to be in, at least make sure it's slow enough so that it doesn't become the single best option for ambushing.<!--QuoteEnd--></div><!--QuoteEEnd-->


    well its not like the ambushing system is all when the skulk burrows into an area it creates a sound as it comes out so the marines are aware of the skulk and if good enough can react to the situation at hand and besides it makes the skulk all the more useful because think about it when you get the higher tech as a marine skulks are easy (really easy) to kill this way it serves a porpuse besides being kamakazie idiots blowing them selfs up in the middle of a marine group
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    So, this is a higher tier unlock?

    Perhaps if they're covered in a DI-like texture this could work. That way if it's out of their territory the Marines might easily spot it (or not). But in a DI region it's harder, but not impossible, to spot.

    The sound and delay while unburrowing would also help even the odds.
  • JumpingskulkJumpingskulk Join Date: 2009-05-09 Member: 67377Members
    <!--quoteo(post=1707530:date=May 23 2009, 08:03 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ May 23 2009, 08:03 PM) <a href="index.php?act=findpost&pid=1707530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, this is a higher tier unlock?

    Perhaps if they're covered in a DI-like texture this could work. That way if it's out of their territory the Marines might easily spot it (or not). But in a DI region it's harder, but not impossible, to spot.

    The sound and delay while unburrowing would also help even the odds.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yes it is a higher tier because it at least keeps the skulks somewhat useful throughout the game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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