marine specialties

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
Right now, marines seem somewhat similar in ability to human players on other games. Given the kharra's amazing uniqueness among FPS/RTS games, I'd like to see the marine players be given something that makes them stand out a bit more.

Marines would get the option to choose a specialty, which is an increased trait at the expense of other trait(s). You could only have one specialty, which could either help the team or the player. As the specialty levels up, the trait would improve more noticeably (along with the expense increasing). Specialty could be changed at any time, although it would reset to level 0. Specialty would be cleared when the round starts.

A few example specialties (just to get people thinking):
- Geologist: Increases nearby harvester performance at the expense of personal speed
- Economist: Decreases nearby cost of building structures at the expense of personal res income and armor
- Nutritionist: Increases nearby player health at the expense of having a rifle weapon (pistol/axe only)
- Athlete: Increases max health at the expense of receiving as fast healing from medpack and armory
- Ninja: Increases axe damage and quiets footsteps at the expense of all other weapon damage.

How a specialty levels up is up for discussion as well. I could be unique per specialty, automatically increase over time, or have to be purchased with res.

Comments

  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    <!--quoteo(post=1862426:date=Jul 22 2011, 07:56 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jul 22 2011, 07:56 PM) <a href="index.php?act=findpost&pid=1862426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right now, marines seem somewhat similar in ability to human players on other games. Given the kharra's amazing uniqueness among FPS/RTS games, I'd like to see the marine players be given something that makes them stand out a bit more.

    Marines would get the option to choose a specialty, which is an increased trait at the expense of other trait(s). You could only have one specialty, which could either help the team or the player. As the specialty levels up, the trait would improve more noticeably (along with the expense increasing). Specialty could be changed at any time, although it would reset to level 0. Specialty would be cleared when the round starts.

    A few example specialties (just to get people thinking):
    - Geologist: Increases nearby harvester performance at the expense of personal speed
    - Economist: Decreases nearby cost of building structures at the expense of personal res income and armor
    - Nutritionist: Increases nearby player health at the expense of having a rifle weapon (pistol/axe only)
    - Athlete: Increases max health at the expense of receiving as fast healing from medpack and armory
    - Ninja: Increases axe damage and quiets footsteps at the expense of all other weapon damage.

    How a specialty levels up is up for discussion as well. I could be unique per specialty, automatically increase over time, or have to be purchased with res.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Funny idea, but I'm not really into adding too much stuff without careful consiration, this would be quite huge thing.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    <!--quoteo(post=1862426:date=Jul 22 2011, 07:56 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jul 22 2011, 07:56 PM) <a href="index.php?act=findpost&pid=1862426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A few example specialties (just to get people thinking):
    - Geologist: Increases nearby harvester performance at the expense of personal speed
    - Economist: Decreases nearby cost of building structures at the expense of personal res income and armor
    - Nutritionist: Increases nearby player health at the expense of having a rifle weapon (pistol/axe only)
    - Athlete: Increases max health at the expense of receiving as fast healing from medpack and armory
    - Ninja: Increases axe damage and quiets footsteps at the expense of all other weapon damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Those seem rather extreme.
    I can see geologist and economist be something a clan would use, but not something pubers would go for.
    As for Nutritionist and athlete; No health increase in the world would justify removing your primary weapon. Tried taking out a fade with a gun recently? Not that easy(while possible, the chance of success is virtually 0).
    As for ninja, that is sort of the same as the above, but without the health gain. Trying to chop down anything from 100% hp to 0 hp with an axe, AND without getting killed 5-10 times before getting that kill is wishful thinking.

    The general idea of a slight boost and nerf in some areas is good, but the examples were just too extreme.
    Somewhere along the lines of 5% refire rate at the cost of 5% runspeed would be more reasonable, but even that can be game breaking in some cases.
    A whole lot of tweaking would be needed at any rate.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Nonono, these sorts of things would offset the balance of the game massively.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    This idea sounds just like alien swarm, tf2 and pretty much any other fps. So I fail to see how it makes ns2 unique.
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