Optional Alien Upgrade Ideas

Vladimir Van VodkaVladimir 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-->

Comments

  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    edited July 2011
    Serrated:
    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.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    Something I'd like to see in general is make some of the current lifeform's default abilities into optional upgrades, then reduce the price of the current lifeform. This may seem like redundant suggestions, but separating them like this allows the player to better specialize around their play-style, and allows the devs to better differentiate (buff/nerf) those abilities without affecting the base default lifeform. Also I would like to see certain upgrade abilities replacing default ones. This allows devs to introduce more upgrade abilities, create them stronger than they otherwise would be, and make sure a player isn't stuck with 3+ abilities to juggle between. Below is a quick run down on how it could look. I added Res costs just to get the general idea.

    <!--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
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