Optional Alien Upgrade Ideas
Vladimir Van Vodka
Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
<div class="IPBDescription">Amalgamation of alien upgrade concepts by the community.</div><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->here's a thread where everybody can post some upgrade/sidegrade suggestion for aliens.<!--sizec--></span><!--/sizec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Note:</b>
These suggestions should not be upgrades which affects all alien players <i>permanently</i> once researched like the whip's melee upgrades or the crag's armor upgrades, these suggestions should be optional upgrades/sidegrades which the player can choose in the evolve menu at a cost of personal resources, like frenzy, swarm or bilebomb.<!--sizec--></span><!--/sizec-->
*It can affect all or specific aliens.
*You don't need to specify which building is required to research these upgrades,
(more on this below.) ---
*Specify what it's effect is, how it should be done, and why.
(ex: <i>bilebomb</i>, should help in destruction of buildings and fortifications, weaker then grenade launcher, but still useful, to stop sentry spam/stalemates.)
*it can be tweaks to current implementations of upgrades,
(ex: like <i>bilebomb</i>.)
*Try not make it overpowered, (common sense should adjust this.)
*Try not to make it redundant.
(ex: like the current implementation of <i>bilebomb</i>.)
*Did I mention is dislike <i>bilebomb</i>?
--- albeit if you do give a nudge of which building should be required for it, here are some non official guidelines as to which buildings affect which abilities and statistis:
<b>Whip</b>: Offense, Damage, Attacks.
anything that has to do with dealing extra damage, or new offensive abilities.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: bloodlust, faster weapon fire rate, poisoned fangs, 20 inch c***s.<!--sizec--></span><!--/sizec-->
<b>Crag</b>: Defense, Armor, Healing.
anything that has to do with resisting damage, or new defensive abilities.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: carapace, infestation-less health regeneration, fire resistance, really bad smelling farts.<!--sizec--></span><!--/sizec-->
<b>Shift</b>: Transportation, Maneuverability, Energy and Endurance.
anything that has to do with getting from point A to point B, buffs to alien energy or new movement abilities
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: teleportation, quick energy regeneration, faster run speed, crack.<!--sizec--></span><!--/sizec-->
<b>Shade</b>: Stealth, Illusions, Distractions and Disorientation.
anything that has to do with f***ing with a marine's perception.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: camouflage, weakened marine vision, fake players, fake breasts.<!--sizec--></span><!--/sizec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Note:</b>
These suggestions should not be upgrades which affects all alien players <i>permanently</i> once researched like the whip's melee upgrades or the crag's armor upgrades, these suggestions should be optional upgrades/sidegrades which the player can choose in the evolve menu at a cost of personal resources, like frenzy, swarm or bilebomb.<!--sizec--></span><!--/sizec-->
*It can affect all or specific aliens.
*You don't need to specify which building is required to research these upgrades,
(more on this below.) ---
*Specify what it's effect is, how it should be done, and why.
(ex: <i>bilebomb</i>, should help in destruction of buildings and fortifications, weaker then grenade launcher, but still useful, to stop sentry spam/stalemates.)
*it can be tweaks to current implementations of upgrades,
(ex: like <i>bilebomb</i>.)
*Try not make it overpowered, (common sense should adjust this.)
*Try not to make it redundant.
(ex: like the current implementation of <i>bilebomb</i>.)
*Did I mention is dislike <i>bilebomb</i>?
--- albeit if you do give a nudge of which building should be required for it, here are some non official guidelines as to which buildings affect which abilities and statistis:
<b>Whip</b>: Offense, Damage, Attacks.
anything that has to do with dealing extra damage, or new offensive abilities.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: bloodlust, faster weapon fire rate, poisoned fangs, 20 inch c***s.<!--sizec--></span><!--/sizec-->
<b>Crag</b>: Defense, Armor, Healing.
anything that has to do with resisting damage, or new defensive abilities.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: carapace, infestation-less health regeneration, fire resistance, really bad smelling farts.<!--sizec--></span><!--/sizec-->
<b>Shift</b>: Transportation, Maneuverability, Energy and Endurance.
anything that has to do with getting from point A to point B, buffs to alien energy or new movement abilities
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: teleportation, quick energy regeneration, faster run speed, crack.<!--sizec--></span><!--/sizec-->
<b>Shade</b>: Stealth, Illusions, Distractions and Disorientation.
anything that has to do with f***ing with a marine's perception.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->ex: camouflage, weakened marine vision, fake players, fake breasts.<!--sizec--></span><!--/sizec-->
Comments
150% damage to marine health.
50% damage to any armors.
Blunt/Gremlin:
200% damage to armors.
50% damage to marine health.
Scavenger:
Allows you to bite marine bodies to gain an extra Pres and regain health as skulk.
Cannibalism:
Allows you to bite alien bodies to gain an extra Pres and regain health as a skulk.
Swarm:
+extra effect; once you die with Swarm equipped, your respawn is instantaneous.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Gorge</b> <!--colorc--></span><!--/colorc-->comes default with just Spit/Heal and Cyst, but only costs 5 res.
- <b>Hydra</b> which is alt mode for Cyst. +5 res
- <b>Bilebomb</b> upgrade turns spit into a charge up attack. Tap button for normal spit, hold down button for max ~5sec for a bilebomb (stronger than current bilebomb at max...varies depending on how long it was charged up). +10 res
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Lerk</b><!--colorc--></span><!--/colorc--> comes default with just <b>BITE</b> and (non-ranged) spore gas, but only costs 15 res.
- <b>Spike</b>. Replaces bite. +5 res
- <b>Ranged Spore Gas</b>, which is alt attack for spore gas (requires spore gas). +5 res
- <b>Snipe</b>, which is alt attack for spike (requires spike). +10 res
- <b>Umbra</b>. Replaces Spore Gas. Releases umbra gas (like crag). Alt attack shoots umbra 10m in front. +15 res
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Fade</b><!--colorc--></span><!--/colorc--> comes default with just Swipe and "quick blink" (double tap WASD for direction...costs no energy to perform), but only cost 45res.
- <b>Blink</b>. Acts just like the current one, but would like if it was placed on the shift key. +10 res
- <b>Stab</b>, which is alt fire for swipe. However, the Fade can blink mid-animation, and its animation can continue even while blinking. +15 res