The alien upgrades in the evolve menu

louis cardinallouis cardinal Join Date: 2010-12-14 Member: 75664Members
<div class="IPBDescription">I would like to know what is to come with this unfinished system</div>in ns1 there was a drop box system that alien players could use to select their life forms, upgrades etc.

in ns2 i noticed that when you press (default B) your evolve key, you can also move down to select different upgrades for your current lifeform, i have some questions about this, no problem if this is a shallow topic to ask about.

Are the upgrades going to be limited to certain ones like in ns1? or could a life form get every single upgrade available?

Will these upgrades cost any resources?



thanks, good work UWE, example great of a indie entertainment company.

Comments

  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited February 2011
    It will probably be the same as NS1, in that you can choose 1 from each chamber.

    I doubt you could have access to all, otherwise you could create some sort of 'uber' Skulk.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited February 2011
    Although I wouldn't be surprised for 'universal' upgrades between the alien classes (think there will be some), most of the current upgrades (on the evolve list) are clearly class-specific.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I do hope we get general upgrades, anything else would feel like a step back.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    good question, I like to know this as well.

    I've also been wondering if we can get classic menus back into the game. (the one we had in ns1)
    reason I ask its because I don't like menus that take over my whole screen, something click of button would be much faster than this fancy menu we have.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    I still wonder why we have to go in a check the running leap upgrade box to get the upgrade as a skulk. It should just give it to you when the research is complete. I mean there is no reason NOT to get the upgrade right now. Perhaps that will change in the future.
  • MahmuttiMahmutti Join Date: 2010-05-25 Member: 71854Members
    <!--quoteo(post=1831116:date=Feb 10 2011, 10:53 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 10 2011, 10:53 PM) <a href="index.php?act=findpost&pid=1831116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    good question, I like to know this as well.

    I've also been wondering if we can get classic menus back into the game. (the one we had in ns1)
    reason I ask its because I don't like menus that take over my whole screen, something click of button would be much faster than this fancy menu we have.
    <!--QuoteEnd--></div><!--QuoteEEnd-->



    I could be wrong, but I think that the alien evolving menu is still coded in flash so it will likely change in a future patch. Probably wont be identical to ns1 though.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    since menus will be changed later, it would be great if player through options can select which type of menu he would like to be using. Classic or the new, it would be great if we had these two options since I personally loved ns1 menus of how small, simple and click of my mouse it was done.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    I hope we will be able to bind choosing upgrades/classes too as we could in NS1.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=1831117:date=Feb 10 2011, 09:16 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Feb 10 2011, 09:16 PM) <a href="index.php?act=findpost&pid=1831117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still wonder why we have to go in a check the running leap upgrade box to get the upgrade as a skulk. It should just give it to you when the research is complete. I mean there is no reason NOT to get the upgrade <b>right now</b>. Perhaps that will change in the future.<!--QuoteEnd--></div><!--QuoteEEnd-->


    As you said it, right now. I'm sure the idea is to have the player choose between different kinds of upgrades, instead of just getting them all.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1831166:date=Feb 10 2011, 03:08 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Feb 10 2011, 03:08 PM) <a href="index.php?act=findpost&pid=1831166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope we will be able to bind choosing upgrades/classes too as we could in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    Even better than a revised menu is no menu at all. The HJKL keys would be perfect as gorge, lerk, fade, and onos binded hotkeys.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1831185:date=Feb 11 2011, 08:40 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Feb 11 2011, 08:40 AM) <a href="index.php?act=findpost&pid=1831185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As you said it, right now. I'm sure the idea is to have the player choose between different kinds of upgrades, instead of just getting them all.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Mini-leap is pointless though. I don't see how now or in the future it will ever be useful for a skulk. So I mean, given a choice between running leap and any other upgrade; I think based on the relative loss of value from choosing any other option, the choice would actually be "good leap" or "bad leap".
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1831252:date=Feb 10 2011, 07:11 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 10 2011, 07:11 PM) <a href="index.php?act=findpost&pid=1831252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mini-leap is pointless though. I don't see how now or in the future it will ever be useful for a skulk. So I mean, given a choice between running leap and any other upgrade; I think based on the relative loss of value from choosing any other option, the choice would actually be "good leap" or "bad leap".<!--QuoteEnd--></div><!--QuoteEEnd-->


    +1 and i think they know this. remember one of the devs saying they were reviewing or modding it..
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    mini-leap would only be useful if worked like this.

    1.worked while skulk was in motion, either while jumping or moving in general
    2.leap itself was doing damage as it did in ns1


    so you ask whats the difference between this mini-leap and running leap, its actually very simple, distance.
    mini-leap would offer same thing as running leap BUT it would be short on distance of how far you can leap forward.
    It just should have all the things needed in leap. right now mini-leap is so useless, and not being able to jump or move around to use it gimps this ability beyond.

    so unless they they change things to what I've said here, or make ns1 leap back into the game as an upgradable ability.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited February 2011
    I'm fine with having nothing but class-specific upgrades. Maybe some upgrades, like Carapace, can exist for multiple classes, but for the most part they should be specifically designed for that class. NS1 had so many terrible upgrade choices.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited February 2011
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    <!--quoteo(post=1831595:date=Feb 12 2011, 12:53 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Feb 12 2011, 12:53 PM) <a href="index.php?act=findpost&pid=1831595"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Such as?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Silent, Cloaked Onos that goes "poof" when you try to kill it. God I hated those... They were terribly fun though.

    Seriously though, NS2 already has team-wide armour and attack upgrades, which is a great improvement over NS.

    On the other hand, class specific upgrades now have to be researched by the alien commander, which I feel is too symmetrical to the Marines. In comparison, NS was much more interesting by allowing personal customization, and was true to its name.

    (Mini-leap, and leap in general should perform a pounce, and not simply detach the Skulk from the wall/ceiling. If you look at the actual code, Leap is currently only effective on the ground. But I trust Flayra will finish the code for Leap soon™.)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Oh, you meant terrible as in effing annoying...
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    <!--quoteo(post=1831738:date=Feb 13 2011, 01:56 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Feb 13 2011, 01:56 AM) <a href="index.php?act=findpost&pid=1831738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, you meant terrible as in effing annoying...<!--QuoteEnd--></div><!--QuoteEEnd-->
    I believe he meant that some upgrades had varying effectiveness depending on the lifeform, from extremely powerful (Adrenaline on Lerk) to almost useless (redemption on Skulk).

    How about, in place of the current armour ugprades, we have HP upgrades instead? It would be a lot simpler, and more beneficial to low-armour lifeforms.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    There was nothing more annoying than an Onos taking out all your team mates who had been laying into it for ages, only to have it pop out of existence after scream raging down the corridor after it with your pistol to finish it off.
  • SkiddywinksSkiddywinks Join Date: 2011-01-12 Member: 77239Members
    <!--quoteo(post=1831754:date=Feb 12 2011, 04:35 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Feb 12 2011, 04:35 PM) <a href="index.php?act=findpost&pid=1831754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There was nothing more annoying than an Onos taking out all your team mates who had been laying into it for ages, only to have it pop out of existence after scream raging down the corridor after it with your pistol to finish it off.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nothing more satisfying when you are the Onos though :P
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    edited February 2011
    I, personally, have no issues with the current mini-leap. I use mini-leap to get up walls faster. I use it in combat and have found it works as a hit and run tactic when as a skulk.

    I'm still able to get the leap+bite (though it got harder since it feels like you need to be INSIDE the marine model to make a bite connect). It's a great way to close distance initially since a marine can sprint across the entire map before the skulk can get close enough to bite.

    I was fighting two separate marines in tram and used the crates, pillars, and raised sections of flooring to take cover and leap around. I was able to easily hassle and kill two marines in their spawn because leap is unpredictable. When I get running leap, it just seems unfair until they get shotguns...then...its really unfair for aliens.

    Just my opinion. I really don't care if it gets changed -- but I don't have any problems with it ATM.

    <b>AS FOR THE TOPIC this thread</b>...I do think something could be changed to make the available upgrades appear a bit more obvious or accessible. An on-the-fly menu would be great. I've seen some posts about utilizing a rotary-style pop-up (think BF2, L4D voice menu, etc) that could probably work very well for either evolving or team communication. I thought the system for spotting/communicating in BF2 was one of the easiest things to use -- especially when you can tie in orders to whatever game object the crosshair is highlighting at the time.

    The old NS1 menu worked well but the design could have been better streamlined. Holding down a key and making a small mouse movement (ala BF2...they called it Commo-Rose) would let me quickly and easily get what I need done and jump back to the action.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This might be something for another 'outsource to the community' event.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    I thought there was a task that got accepted on the progress page about redoing the alien evolve menu to make things more clear and obvious.

    Oh nvm, it was on twitter:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Redesigned the alien buy menu to make evolutions much more clear (hard to know when they are available or how to buy them). #fb<!--QuoteEnd--></div><!--QuoteEEnd-->
Sign In or Register to comment.