Alien upgrades

craecrae Join Date: 2005-01-30 Member: 39035Members
1. Alien upgrades (silence, carapace, focus etc) kept when you die.

This only applies to skulks really, but it gets tedious to keep upgrading every time you spawn in. Like when the default ammo was increased from 100 to 150 rounds - it just made the game flow better.


2. The ability to gestate to a new upgrade at any time.

Obviously, it would be good to be able to switch if you made a mistake, but it would also be good to switch depending on the requirements of the situation you faced.



Both of these changes would add more flexibility to the overall alien experience, without causing any drastically negative side effects. Discuss....

Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I think they used to balance the early upgrade skulks by the gestation time in NS.

    I never thought the extra gestate was a big deal. Sometimes there were moments where you would have to decide whether to pick the upg in a hurry and sometimes you could get your adren back while biting nodes because you could pick an upgrade on the field. Nevertheless, there was nothing too big in it, so I guess it can go to get the game a bit more inuitive.

    I think switching on the field shouldn't be too easy though. Otherwise the replenishing upgrades are too easily avaible and aliens become a little bit too self sufficient. That's assuming upgrades like regen and adren are still in the game. It's also part of the game to live with the upgrade you've got, even if it isn't the best one for every tough situation.
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