The Shift
subshadow
Join Date: 2003-04-21 Member: 15710Members
Now we've got a rough draft of the shade, maybe it's time to think about the shift and it's upgrades. Ideas can never come too early!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Abilities
Recall
Ability that lets players jump to nearest structure (or hive) under attack (cooldown of a few seconds)
Energize
Triggered ability that gives energy to nearby players and structures
Echo
Targeted ability that lets Commander move a structure or drifter elsewhere on the map (even a hive or harvester).<!--QuoteEnd--></div><!--QuoteEEnd-->
Recall: is a basic ability of the movement chamber, we can't fight without it.
Energize: Does this mean I can get the shift energize the hive? --> lots of energy --> lot's of infestation --> very fast expansion in the early game?
Echo: Not really sure what to think about it, does this mean you can teleport everything to everywhere? With this you can build small outposts (2 crags, a shade and some hydras) in alien start, and teleport them to the frontline. What gives me mixed feelings is the teleportation of hives.
It would be cool to teleport a hive away from danger. On the other hand: letting a hive grow in a secure location and then teleport it to the marine expansion is really overpowered.
Upgrades:
Adrenaline: gives faster energy-regeneration
Celerity: Boosts maximum speed
Silence: Mutes all sounds the alien creates
Those are the ones from NS1, I can't say I want to live without one of those, but we need ideas for other upgrades.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Abilities
Recall
Ability that lets players jump to nearest structure (or hive) under attack (cooldown of a few seconds)
Energize
Triggered ability that gives energy to nearby players and structures
Echo
Targeted ability that lets Commander move a structure or drifter elsewhere on the map (even a hive or harvester).<!--QuoteEnd--></div><!--QuoteEEnd-->
Recall: is a basic ability of the movement chamber, we can't fight without it.
Energize: Does this mean I can get the shift energize the hive? --> lots of energy --> lot's of infestation --> very fast expansion in the early game?
Echo: Not really sure what to think about it, does this mean you can teleport everything to everywhere? With this you can build small outposts (2 crags, a shade and some hydras) in alien start, and teleport them to the frontline. What gives me mixed feelings is the teleportation of hives.
It would be cool to teleport a hive away from danger. On the other hand: letting a hive grow in a secure location and then teleport it to the marine expansion is really overpowered.
Upgrades:
Adrenaline: gives faster energy-regeneration
Celerity: Boosts maximum speed
Silence: Mutes all sounds the alien creates
Those are the ones from NS1, I can't say I want to live without one of those, but we need ideas for other upgrades.
Comments
which leads me to 2 simple ideas for the shift upgrades (posted them already somewhere else):
<!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->"speed upgrade (celerity)"
"slow on hit (dependent on distance to target)"<!--colorc--></span><!--/colorc-->
maybe those are not the best ideas :)
i wrote energy regen for the shift