Commander AoE healing and Alien commander tasks

OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
<div class="IPBDescription">redesign medpack/ammo drops and umdra,fury,cloak</div>Marine commanders should be able to heal multiple marines with a small radius AoE blast of repairing nanites. ammo could also be dropped as a decent pile of ammo that marines can refill from multiple times until its supply runs out. This would lower spamming of medpack and ammo keys. Catalysts could also be AoE dropped.
Alien comanders should be able to place umbra or fury and cloak should be passive and and activate after being within radius of the shade for a certain period of time. Also lower the amount of time you remain cloaked after leaving the shade's radius. Passive cloaking also makes Whips more effective.

And I think the ragdolls need to feel heavier. Bodies and corpses don't fly around so much from being bitten or shot.

Any comments or changes you want to see?

Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    I agree with all those ideas.

    Med packs definitely need improvements, as the commander cannot drop them directly on top of Marines, so there are alot of ineffective and wasted med packs. A temporary mini-armory drop <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114595&view=findpost&p=1868471" target="_blank">(inspired by NS2HD)</a> would scale better.

    On the alien side, Fury should affect a larger area, and have a longer duration.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited August 2011
    <!--quoteo(post=1871621:date=Aug 27 2011, 11:04 PM:name=Ohnojojo)--><div class='quotetop'>QUOTE (Ohnojojo @ Aug 27 2011, 11:04 PM) <a href="index.php?act=findpost&pid=1871621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine commanders should be able to heal multiple marines with a small radius AoE blast of repairing nanites. ammo could also be dropped as a decent pile of ammo that marines can refill from multiple times until its supply runs out. This would lower spamming of medpack and ammo keys. Catalysts could also be AoE dropped.
    Alien comanders should be able to place umbra or fury and cloak should be passive and and activate after being within radius of the shade for a certain period of time. Also lower the amount of time you remain cloaked after leaving the shade's radius. Passive cloaking also makes Whips more effective.

    And I think the ragdolls need to feel heavier. Bodies and corpses don't fly around so much from being bitten or shot.

    Any comments or changes you want to see?<!--QuoteEnd--></div><!--QuoteEEnd-->

    AoE heals would be an interesting option for more res but shouldn't replace single medpack, ammo, and cat drops. A good commander can drop each with excellent precision to have a great effect. AoE heals would be dumbing this down and giving the marines too much of an advantage.

    @Twilight - But the medpacks still stay around on the floor and can be picked up. If they disappeared upon touching the ground you would be right. Marines are meant to last forever. They are sent into alien territory and are far from base. If they lasted any longer or had to means too there would be no need for forward bases. Unfair to aliens imo.

    Somethings i agree i would like to see as a passive ability but umbra shouldn't be. This is needed in certain areas and never usually around your Shade. Shades are put out of the way so they aren't trip on by a marine and destroyed. Not to mention during sieges structures tend to be the first to die off.

    Cloak doesn't need to have a timer. Just make it like NS1 with a radius of cloaking passively activated by the shade and allow aliens to upgrade to full time cloak. Cloak lasts when under a speed limit and not using any actions.

    I agree the rag dolls don't fall fast enough and do look a little strange. Looks like a puppet got its strings cut and a stiff gust of wind came along.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    This is something I think should happen.

    I hear what some people say about the RTS element of dropping health and ammo, but the pick ups are plain annoying.

    As commander, i'd rather spend that time doing more squad based interaction or communicating with my team somehow. Rather than trying to second guess where they will move.

    It is too clumsy, and lacks polish imo.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    +1 to AoE health/ammo/catalyst

    Also, I'd make it a health/ammo/cat regen rather than an instant amount of health/ammo/cat. It would remove the need to spam health/ammo/cat and remove the silly insta-heal marines can get in combat.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    I have to agree as well with this
    +1

    A regenerative field seems more elegant a solution than spam (well-placed spam is still spam) you could even tie it to dynamic squads to reinforce grouping further as well.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    I agree with this if there is an appropriate cool down. Obviously if the marines could just be continually healed then it would be way OP.

    Perhaps a way to merge both systems would be to have a circle radius around each marine in which if a medpack/ammo is dropped they automatically receive it. If they have full health or if the commander places it outside the radius then the medpack would just be dropped on the ground as normal.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1871771:date=Aug 28 2011, 06:33 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Aug 28 2011, 06:33 PM) <a href="index.php?act=findpost&pid=1871771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with this if there is an appropriate cool down. Obviously if the marines could just be continually healed then it would be way OP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree. I think a Team Res cost would also be appropriate for an AOE healing ability, as the effect is multiplied across a squad of Marines. This will encourage Marines to stay together, as commanders are less likely to support rambo Marines due to the high cost. (If it was a critical mission, then the cost would be justified, wouldn't it?)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    It shouldn't be Team Res...

    It should deduct cost based upon the number of marines it heals, or by the percentages that it heals.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    A bad side to this idea is it would group marines. Generally it is smarter to spread out in a room covering angles. Not group up. Not to mention all you woul dbe doing is countering spore damage with this AoE "Easy" button.
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    +1 to mini armoury drop.

    perhaps it could work exactly like a regular armoury, just have a really low amount of health, so aliens can chomp it really quickly if they want, but if commander places it in a good position, it can last a full battle.

    Note: it can also have a decay on it, or a finite amount of ammo, like 50 clips or something large.

    and dunno if it's suggested, what about a droppable med station.

    so what is essentially happening, is that the full armoury is being split into smaller, individualised, cut down versions of the real deal.

    hell, just drop a support station, with a status on it's capacity of health and ammo handouts that people can see real time without having to press e or whatever.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited August 2011
    Eh? I'd rather be reasonably close to a marine then far away. You have to be spread so you can cover one another, but not that far apart.

    It is better then dropping ammo that Marines have to hunt for in the middle or a fight, whilst at the same time trying to shoot at the aliens.

    The RTS aspect should support the FPS side of things... not make it harder.

    Then we can begin to play a more intelligent game, and perhaps spend more time on tactics or other aspects of the game we haven't seen yet.

    Aliens will be able to self heal, they heal on infestation, they can be healed by Gorges, the hive heals them - and even if they die, you can return to the same spot very quickly.

    Marines can only heal at armouries, which they have to face to do so (can't attack), weld each other or pick up med packs.

    The RTS element of this game is lacking flow with the FPS aspect. Why make it so hard? I'd rather spend time doing something more intelligent as commander, then trying to drop med packs for marines who never pick them up or die before they do. Or don't see them on the ground and walk off.

    If it really turns out to be too powerful, just make it more expensive.
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