Parasite Burn-Out
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">upgrade to parasite</div>this is an upgrade which must be researched by the commander
EDITed:
Once researched, a skulk can parasite a marine- THEN the hive commander(not the skulk) can then activate the burn out ability on the parasite in the marine.
This makes the parasite die from over exhaustion, but it makes the marine drop his current weapon from the pain. (maybe even does 5 damage)
requires commander energy
Adds to teamplay, and has a similar purpose as a stun ability, without the annoyingness of being stunned :)
EDITed:
Once researched, a skulk can parasite a marine- THEN the hive commander(not the skulk) can then activate the burn out ability on the parasite in the marine.
This makes the parasite die from over exhaustion, but it makes the marine drop his current weapon from the pain. (maybe even does 5 damage)
requires commander energy
Adds to teamplay, and has a similar purpose as a stun ability, without the annoyingness of being stunned :)
Comments
Agreed. Things like stomp/stun/shaky camera really don't add to atmosphere and reality but just piss me off and make me realize i'm playing a ###### game. =D
The OP's original idea isn't that balanced however, the basic premise is still sound. I'm not sure on any kind of specifics, but this concept (alien abilities + commander actions) could open a way for new mechanisms to be folded in and a means for the Alien Commanders to spend their Plasma. Oops, I mean personal resources.
I think the underlying concept deserves another look. There has got to be at least a few things that could be done this way. Then again, UW may already have plans for the Alien Commander's <strike>Plasma</strike> personal resources to be used (Phantasms comes to mind).
Being parasited is already a disadvantage.
I can imagine some kind of tradeoff where the parasite causes some damage, when triggered by the commander, in order to help aliens kill the marine with one less bite/slash, but after that and if aliens fail to kill the marine, the parasite is gone and commander energy wasted.
Depending on how easy it is to parasite marines, energy cost should be higher to make it a rare action, because it would be frustrating for marines.
Could be a nice counter to jetpacks though.
Of course it adds strategy, it'll be in the aliens best interest to parasite as many marines as possible before they come into a hive - then the commander can try and "disarm" them at the right point (just as they storm into the room) and the aliens can then counter attack.
I don't think it would be frustrating at all its only dropping your main gun - which means your pistol would automatically come out, and you can pick your gun back up as soon as it hits the ground - it just disrupts an attack if done right., and there is nothing stopping the marines from running away - you aren't actually stunned.
also can't you get rid of parasite by going to the armoury?
i thought about it doing damage, but i think its even lamer that a commander could damage you, and potentially insta kill you if you are already on low health - which is why disarm is a good option.
edit: yes the EMP effect is a great idea :)
i guess you could do other things instead of disarm - like make the marine shoot the weapon to force a reload or have the marine drop all spare ammo.
edit 2: actually i've got a good one - make it so that the marine takes additional damage - or deals less damage for a short duration (5-10 seconds) while the parasite is "burning out"