Additional Suggestions for both Aliens and Marines
WTFOmegaman
Join Date: 2010-03-13 Member: 70946Members
Having now played the Onos, I find it quite boring. After saving up all those res etc, you get the Onos so that you can stomp and gore. What about a few other abilities, NF2 developers. After saving up for these monsters, could we see the Onos "devour" ability, where they eat the marine when close and digest them for health. You could show on the Marine screen the lining of the stomach with some cool graphics like green acid spraying out onto the marine who cannot move because they are wedged in the stomach. In fact, even better would be the marine seeing the oesophagus as they fall along a pulsating tube into a small stomach with liquid (acid), and then the stomach sprays acid onto them as they are digested. You could randomly change this to several different graphics for the digestion to depict different Onos - differing coloured acids, some spraying out, others you just drown in acid as you try and keep your head above the level, or others you are just stuck and cannot move.
After 5 seconds or so, you are totally digested and the marine dies. Perhaps you could add an ability for the Onos to slow digestion - selecting this option before the digestion period is over will eject the Marine out of the rear end of the Onos in a pile on the floor, and slow the Marine for a few seconds before he regains full control (and perhaps loses 50% health). This would be used where you want to delay respawn by another 5 seconds but the Onos runs the risk of the Marine killing it after being ejected out. Gives the player a few options using one ability.
The Lerk I am finding is not sufficiently powerful enough for the amount of resources spent on it. The more expensive classes of alien should get a wider range of abilities. Lerks, for example, should be able to drop barbs on the ground that slow marines down, and perhaps the player could select the type of barb to drop - ones that cut their feet, or ones that stick to them and have a delayed explosive device that detonates after a few seconds. The gas that is currently emitted from the Lerk should have two options - the health kicker which reduces health of the marine, and another called "confusion", that makes the Marine dizzy for a few seconds. You could limit the "confusion" mist to a short burst that only affects a small area with a longer recharge on it than the health kicker style gas.
One very funny ability that was in the original Half-Life were the bugs that could be deployed. Now, when bugs are deployed, they attack the nearest player (whether friend or foe), so players have to be careful not to deploy them close to themselves or close to their own team. It was always a laugh to watch as everyone jumps around trying to shoot them and avoid their bite. They eventually die after 10 seconds or so, but perhaps a similar concept could be introduced as a Commander power - a bug cocoon that can be an advanced skill that is deployed from the Alien Commander as a defensive tower, or make it an add-on or an upgrade to the whip. When the enemy is close, the bugs either can be deployed automatically, or the Commander can click on the bug cocoon and "hatch" the bugs. The Comm would have to clear the area of friendlies before using this power. Naturally, they would have a natural attraction to Marines, but if none are in the attack region, then the next is any alien who happens to be in the region. They could be immune from the flame thrower due to their hard shells.
The Comm should also be able to create a small weather disturbance in an area - like a tornado - as a defence against jetpacks.
For the Marines, the sentry guns need rocket upgrades (perhaps make them expensive). The Marines should also be able to choose different weapon upgrades such as including a Sonic Distruptor that causes Aliens to become disorientated for a short period due to sound waves, and perhaps temporarily lose their ability to cloak or in the case of the Fade, the ability to transport. The Marine Commander should be able to control (from time to time) the services of the map on a kind of "Hacker" ability. This way, they can change lighting of rooms for a short time, and fill areas full of smoke. Also, the should be able to electrify certain walls, floors or vents where aliens can hide, resulting in big health hits. Again, all using resources and could be used to fend off mass attacks and give the Marines time to regroup.
One final point - marines have a grenade launcher, but they should be able to purchase a variety of different grenades at the Advanced Armoury. These grenades could also have a grenade Level 1, 2, and 3 in the Arms Lab too. Grenades such as standard HE grenades (similar to the grenade launcher), smoke (that does not effect marines when they are wearing their anti-smoke googles - an upgrade), flash bang and perhaps even a gas grenade that causes hallucinogens in Aliens (double/triple vision or all aliens and marines in their vision turning into monsters so they don't know who to attack (and friendly fire could be turned on when an alien is effected by this gas) would make it very interesting.
Food for thought for the NS2 coders. Well done on the game so far - I think though you need to give a bit more variety to the number of different build sequences, particularly on the marine side, and perhaps the introduction of differing powers and maybe either add-ons to current structures or a new Chemical Lab building (for Hullucinogens and perhaps viruses - have a virus dart gun that infects an alien and who can then infect teammates and continues to lose health slowly until they get healed by the Gorge or by a Crag (or maybe only an Advanced Crag with an anti-virus research). One thing - we research a lot of attack weapons, but there is little researching required for defensive, and therefore little thought on defences in some regard. This would add a further dimension to the Commanders job.
If you have a virus for the marines, you could also consider an alien virus that the marine only knows he has when other team mates see blisters appearing on him or her, and perhaps a blood trail at the later stages. The alien virus could affect the marine's armour, and unless the player is either told by another they are infected or they see their armour ticking down, then they become infectious and other players that contract the alien disease are also affected, but the effect is worse (faster loss of armour and then health if they don't heal). Standard medpacks would be no good - research an advanced medpack to be carried by marines to heal teammates, or an advanced anti-viral pack to be deployed by the Commander are ways of healing. The advanced med pack could also be used as a normal medpack but gives more health to the marine as well.
Thanks
After 5 seconds or so, you are totally digested and the marine dies. Perhaps you could add an ability for the Onos to slow digestion - selecting this option before the digestion period is over will eject the Marine out of the rear end of the Onos in a pile on the floor, and slow the Marine for a few seconds before he regains full control (and perhaps loses 50% health). This would be used where you want to delay respawn by another 5 seconds but the Onos runs the risk of the Marine killing it after being ejected out. Gives the player a few options using one ability.
The Lerk I am finding is not sufficiently powerful enough for the amount of resources spent on it. The more expensive classes of alien should get a wider range of abilities. Lerks, for example, should be able to drop barbs on the ground that slow marines down, and perhaps the player could select the type of barb to drop - ones that cut their feet, or ones that stick to them and have a delayed explosive device that detonates after a few seconds. The gas that is currently emitted from the Lerk should have two options - the health kicker which reduces health of the marine, and another called "confusion", that makes the Marine dizzy for a few seconds. You could limit the "confusion" mist to a short burst that only affects a small area with a longer recharge on it than the health kicker style gas.
One very funny ability that was in the original Half-Life were the bugs that could be deployed. Now, when bugs are deployed, they attack the nearest player (whether friend or foe), so players have to be careful not to deploy them close to themselves or close to their own team. It was always a laugh to watch as everyone jumps around trying to shoot them and avoid their bite. They eventually die after 10 seconds or so, but perhaps a similar concept could be introduced as a Commander power - a bug cocoon that can be an advanced skill that is deployed from the Alien Commander as a defensive tower, or make it an add-on or an upgrade to the whip. When the enemy is close, the bugs either can be deployed automatically, or the Commander can click on the bug cocoon and "hatch" the bugs. The Comm would have to clear the area of friendlies before using this power. Naturally, they would have a natural attraction to Marines, but if none are in the attack region, then the next is any alien who happens to be in the region. They could be immune from the flame thrower due to their hard shells.
The Comm should also be able to create a small weather disturbance in an area - like a tornado - as a defence against jetpacks.
For the Marines, the sentry guns need rocket upgrades (perhaps make them expensive). The Marines should also be able to choose different weapon upgrades such as including a Sonic Distruptor that causes Aliens to become disorientated for a short period due to sound waves, and perhaps temporarily lose their ability to cloak or in the case of the Fade, the ability to transport. The Marine Commander should be able to control (from time to time) the services of the map on a kind of "Hacker" ability. This way, they can change lighting of rooms for a short time, and fill areas full of smoke. Also, the should be able to electrify certain walls, floors or vents where aliens can hide, resulting in big health hits. Again, all using resources and could be used to fend off mass attacks and give the Marines time to regroup.
One final point - marines have a grenade launcher, but they should be able to purchase a variety of different grenades at the Advanced Armoury. These grenades could also have a grenade Level 1, 2, and 3 in the Arms Lab too. Grenades such as standard HE grenades (similar to the grenade launcher), smoke (that does not effect marines when they are wearing their anti-smoke googles - an upgrade), flash bang and perhaps even a gas grenade that causes hallucinogens in Aliens (double/triple vision or all aliens and marines in their vision turning into monsters so they don't know who to attack (and friendly fire could be turned on when an alien is effected by this gas) would make it very interesting.
Food for thought for the NS2 coders. Well done on the game so far - I think though you need to give a bit more variety to the number of different build sequences, particularly on the marine side, and perhaps the introduction of differing powers and maybe either add-ons to current structures or a new Chemical Lab building (for Hullucinogens and perhaps viruses - have a virus dart gun that infects an alien and who can then infect teammates and continues to lose health slowly until they get healed by the Gorge or by a Crag (or maybe only an Advanced Crag with an anti-virus research). One thing - we research a lot of attack weapons, but there is little researching required for defensive, and therefore little thought on defences in some regard. This would add a further dimension to the Commanders job.
If you have a virus for the marines, you could also consider an alien virus that the marine only knows he has when other team mates see blisters appearing on him or her, and perhaps a blood trail at the later stages. The alien virus could affect the marine's armour, and unless the player is either told by another they are infected or they see their armour ticking down, then they become infectious and other players that contract the alien disease are also affected, but the effect is worse (faster loss of armour and then health if they don't heal). Standard medpacks would be no good - research an advanced medpack to be carried by marines to heal teammates, or an advanced anti-viral pack to be deployed by the Commander are ways of healing. The advanced med pack could also be used as a normal medpack but gives more health to the marine as well.
Thanks
Comments
they intentionally left that out afaik. but i guess knocking marines over with gore has a similar effect: you are doomed unless the team helps you.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lerks, for example, should be able to drop barbs<!--QuoteEnd--></div><!--QuoteEEnd-->
i kinda like that idea. but doesn't gas have a similar effect? the advantage of gas is that you can also use it against jumping/flying marines. still, 1 or 2 more choices for the type of gas might be interesting.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->When the enemy is close, the bugs either can be deployed automatically, or the Commander can click on the bug cocoon and "hatch" the bugs<!--QuoteEnd--></div><!--QuoteEEnd-->
sounds like an interesting alternative for hydras actually. so i think gorges should be able to place those. hydras could be used in places where the gorge would expect a longer fight (chocking points, hives) and the alternate ability could somehow be used to cover places where marines like to rush through.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->like a tornado - as a defence against jetpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
while i do agree that it is difficult for the kharaa to fight jetpacks, tornado seems quite out-of-place in terms of atmosphere / alienstyle.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->For the Marines, the sentry guns need rocket upgrades (perhaps make them expensive). The Marines should also be able to choose different weapon upgrades such as including a Sonic Distruptor that causes Aliens to become disorientated for a short period due to sound waves, and perhaps temporarily lose their ability to cloak or in the case of the Fade, the ability to transport. The Marine Commander should be able to control (from time to time) the services of the map on a kind of "Hacker" ability. This way, they can change lighting of rooms for a short time, and fill areas full of smoke. Also, the should be able to electrify certain walls, floors or vents where aliens can hide, resulting in big health hits. Again, all using resources and could be used to fend off mass attacks and give the Marines time to regroup.<!--QuoteEnd--></div><!--QuoteEEnd-->
ok this is getting out of hand now. you are actually supposed to create ONE thread per suggestion....
sorry for not reading it all, i figure half is better than nothing :) i might come back to this thread sometime. but it is difficult to discuss new suggestions by having all of them in a single thread.