Devs could I offer u an idea
FACECHUNK
Join Date: 2012-02-10 Member: 144710Members
<div class="IPBDescription">i am in hospital so excuse my post</div>its 2am and I just saw that 206 is up and I miss my computer soooo much right now.
here are some of my ideas while on morphine.
1. I thought it could be possible to use that brilliant new shader effect to change your drifters to the concept art that is displayed on load screens near the hive sketch. wouldn't you agree that it lools beautifally fragile and organic in complexity such as a jelly fish in a luminous shot under the sea. I would like to see the difference at the beginning of a fragile entity before it turns into a monstrous kharra structure or whatwver it does now in 2.0. the egg could do with a similar effect but with a shell of resilience around it perhaps. I would feel that it would be a little more true to the wonderfull concept art anyhow. the other thing that struck me is that you could make the ddrifters floating animation a little more wavy to simulate the concept art, thos would tive the feal of physical air that the drifter is workig its way through rather then a sort of starcraft unit.
2.) the flamer burns spore gas. but its not the biggest incentive. and the way it sort of disintegrates patches at a time is a little rigid. for more incentive and to challenge lurks who like to just tornado around marines choking them till they can't escape how about making the flame burn the gas in larger patches of 5 clusters and make it harmfull for aliens that are in contact with that flaming spore gas. I'm really loving this in my mind, I hope I have instilled an image and a tactic. to the lurkers who love.to do tbat, they still can but isuddenly flame support is more valid and some commanders may invest in my favourite weapon earlier ingame!
3. render effect on handguns laser? it looks pretty halflife 1 to me, when u have this amazing other visuals such as nano shield. it could be done on tirrets and pistols. I personally would love blue also and possibly green for the blackmarine armour even though I don't own it. it would be possible to makr it a little more alive, circular and dynamic in first person mode this way I believe.
4.) there are some grates now in atrium to comp lab up in the vents in that section. a long timme ago I posted how cool it would be to have grates at the start on all vents that would be chewed off from skulks and repairable with marines. I think that is still a great fortification idea especially with the gate welding also.
5.) a power up marine rifle but smash by holding shift and right mouse button with a delay that is 1 or 2 seconds simulating a stumble due to over exertion and missing a target to add a bit more excitment to the lmg. I love using it, but I think having it as a planned attack on skulks that are extremely narrow minded in attack patterns or perhaps when leaping directly at u would add for satisfying gameplay. the trade off is 2 seconds off or whatever if u miss giving a agile skulk ample time to get the upper hand in 1on1 battle.
6.) a tech skill upgrade on radar or protolab called nano-dome, shell, nano -sphere which would look similar to the halo reach bubble shield. ots use would be to activate it in the event there was a lurk attack happening with bile bombs. that is a viable tactic of the lurk which makes marines hurry.around repairing things because lurks target macs first knowing that if they do that, marines will have to buy welders and they wont be pressig out in that crucial moment where u really need to hold vent or comp lab for example. the idea is to stop lurks spray and bile bombs, the lurk will also not be able to pass through it when flying. if it walks through it though it could then continue bombing, but it would have to then get on the ground again to get back out. lurks are slow on the ground and this would take some skill to get in and out if they realy wanted to try it. it would obviously be like a scan also so that it wouldn't last forever and it costs to use.
ok its now 240, ill try and sleep. hope you devs consider my ideas and I'm open to comments!
goodnight
facechunk
here are some of my ideas while on morphine.
1. I thought it could be possible to use that brilliant new shader effect to change your drifters to the concept art that is displayed on load screens near the hive sketch. wouldn't you agree that it lools beautifally fragile and organic in complexity such as a jelly fish in a luminous shot under the sea. I would like to see the difference at the beginning of a fragile entity before it turns into a monstrous kharra structure or whatwver it does now in 2.0. the egg could do with a similar effect but with a shell of resilience around it perhaps. I would feel that it would be a little more true to the wonderfull concept art anyhow. the other thing that struck me is that you could make the ddrifters floating animation a little more wavy to simulate the concept art, thos would tive the feal of physical air that the drifter is workig its way through rather then a sort of starcraft unit.
2.) the flamer burns spore gas. but its not the biggest incentive. and the way it sort of disintegrates patches at a time is a little rigid. for more incentive and to challenge lurks who like to just tornado around marines choking them till they can't escape how about making the flame burn the gas in larger patches of 5 clusters and make it harmfull for aliens that are in contact with that flaming spore gas. I'm really loving this in my mind, I hope I have instilled an image and a tactic. to the lurkers who love.to do tbat, they still can but isuddenly flame support is more valid and some commanders may invest in my favourite weapon earlier ingame!
3. render effect on handguns laser? it looks pretty halflife 1 to me, when u have this amazing other visuals such as nano shield. it could be done on tirrets and pistols. I personally would love blue also and possibly green for the blackmarine armour even though I don't own it. it would be possible to makr it a little more alive, circular and dynamic in first person mode this way I believe.
4.) there are some grates now in atrium to comp lab up in the vents in that section. a long timme ago I posted how cool it would be to have grates at the start on all vents that would be chewed off from skulks and repairable with marines. I think that is still a great fortification idea especially with the gate welding also.
5.) a power up marine rifle but smash by holding shift and right mouse button with a delay that is 1 or 2 seconds simulating a stumble due to over exertion and missing a target to add a bit more excitment to the lmg. I love using it, but I think having it as a planned attack on skulks that are extremely narrow minded in attack patterns or perhaps when leaping directly at u would add for satisfying gameplay. the trade off is 2 seconds off or whatever if u miss giving a agile skulk ample time to get the upper hand in 1on1 battle.
6.) a tech skill upgrade on radar or protolab called nano-dome, shell, nano -sphere which would look similar to the halo reach bubble shield. ots use would be to activate it in the event there was a lurk attack happening with bile bombs. that is a viable tactic of the lurk which makes marines hurry.around repairing things because lurks target macs first knowing that if they do that, marines will have to buy welders and they wont be pressig out in that crucial moment where u really need to hold vent or comp lab for example. the idea is to stop lurks spray and bile bombs, the lurk will also not be able to pass through it when flying. if it walks through it though it could then continue bombing, but it would have to then get on the ground again to get back out. lurks are slow on the ground and this would take some skill to get in and out if they realy wanted to try it. it would obviously be like a scan also so that it wouldn't last forever and it costs to use.
ok its now 240, ill try and sleep. hope you devs consider my ideas and I'm open to comments!
goodnight
facechunk