Ideas for a more varied strategy
B1lly
Join Date: 2004-02-18 Member: 26653Members
<div class="IPBDescription">A new research structure for early and late game</div>I played beta and play many games a day.
I also play the commander role much of the time. And always the strategy has some minor change but the core remains the same:
as alien, go 2nd hive and build 3-4 harvester, crag, shift, leap, cara, adrenaline, blink, bile, velocity, regen, spores. With an onos egg somewhere.
as marine, armory, obs, phase tech, expand to 2nd tech point, get 4-5 rt, arms lab, a1, shotguns, w1, w2, proto, jet, gren launcher, exo etc.
Repeat, with some changes here and there, but the core is stable.
So I thought: and if we add a structure that can be built at tech0 (1 hive or 1 cc) but with another structure (like arms lab for marines and a "chamber" for aliens)?
What this could give? a passive (area) ability and an activable ability (all specific to lifeform or marine type). this will be available if the structure is not destroyed, and upgrades will become active again if re-built (like the arms lab). This is an hint, i know if the idea sounds good others will improve it.
for aliens, as passive, i thought those:
skulk: scent of fear: you and your mates in the area will see the marines even if not parasited, in red
gorge: improved metabolism: you and your mates will replenish energy faster
lerk: regen: you and your team will regen health faster (not as with regen up, but can stack)
fade: silence: you and your mates move and attack more silently, not as if you had silence but can be heard less
onos: fear or tank: one of the two: or marines will have their sight confused or your mates will gain a small carapace.
those are always active, they work as an aura. it improves gameplay also as if you move togheter, you deal more damage
as active (you have to press a key to activate and you can done one time every x seconds, you consume also x resources, and has an area effect too, and can stack). This must be buyed when evolving at a low res, like 5 pres)
skulk: carapace (you get 20% more of armor, and also your mates)
gorge: sticky attack (your attack slows marines and exo and jp for 3 seconds, both movement and attack speed)
lerk: venom: you and your mates deal venom damage, they lose some health for some seconds, even with armor
fade: primal scream: you and your mates in the area will attack faster
onos: siege: you and your mates deal more damage to structures and exo and arcs
as marine:
passive -> to weapons, active -> to marine type (normal, jp, exo)
passive:
lmg -> incendiary rounds that deal some incendiary damage (small hit for health, bigger hit for energy drain)
shotguns -> slowing effect
grenade launchers -> faster reload
flamer -> longer distance, more damage at first shoot, then it goes nearer and does less damage
exo -> faster cooling (or not, perhaps you should not research anything for exo)
active: as for alien, you press a key to activate, duration is some seconds, they you have a cooldown
stimpack for normal marine-> faster movement and attack speed, you lose some armor
improved speed to jp -> you get 100% more speed (but probably you consume 50% faster)
water can to exo -> you get a water shower that eliminate some bile bomb, but your sight is worse
Why that?
because this way you can have a come back if teamplaying, it rewards your expansion, you, as commander, can chose different paths, esp as alien: you could go shade instead of crag or of shift, as an onos or a fade can have carapace if helped by skulks, or even better adrenaline if helped by gorge.
it has drawbacks, as you must rely on your teamplay, and also the aura effects are smaller than real evolutions, but an assorted team (both alien and marine) can get back a tech point they lost.
This will lead also to less turtling: the other team will have an edge, especially aliens, if you dont' try to get map back, as they will have all the upgrades plus an area effect.
I also play the commander role much of the time. And always the strategy has some minor change but the core remains the same:
as alien, go 2nd hive and build 3-4 harvester, crag, shift, leap, cara, adrenaline, blink, bile, velocity, regen, spores. With an onos egg somewhere.
as marine, armory, obs, phase tech, expand to 2nd tech point, get 4-5 rt, arms lab, a1, shotguns, w1, w2, proto, jet, gren launcher, exo etc.
Repeat, with some changes here and there, but the core is stable.
So I thought: and if we add a structure that can be built at tech0 (1 hive or 1 cc) but with another structure (like arms lab for marines and a "chamber" for aliens)?
What this could give? a passive (area) ability and an activable ability (all specific to lifeform or marine type). this will be available if the structure is not destroyed, and upgrades will become active again if re-built (like the arms lab). This is an hint, i know if the idea sounds good others will improve it.
for aliens, as passive, i thought those:
skulk: scent of fear: you and your mates in the area will see the marines even if not parasited, in red
gorge: improved metabolism: you and your mates will replenish energy faster
lerk: regen: you and your team will regen health faster (not as with regen up, but can stack)
fade: silence: you and your mates move and attack more silently, not as if you had silence but can be heard less
onos: fear or tank: one of the two: or marines will have their sight confused or your mates will gain a small carapace.
those are always active, they work as an aura. it improves gameplay also as if you move togheter, you deal more damage
as active (you have to press a key to activate and you can done one time every x seconds, you consume also x resources, and has an area effect too, and can stack). This must be buyed when evolving at a low res, like 5 pres)
skulk: carapace (you get 20% more of armor, and also your mates)
gorge: sticky attack (your attack slows marines and exo and jp for 3 seconds, both movement and attack speed)
lerk: venom: you and your mates deal venom damage, they lose some health for some seconds, even with armor
fade: primal scream: you and your mates in the area will attack faster
onos: siege: you and your mates deal more damage to structures and exo and arcs
as marine:
passive -> to weapons, active -> to marine type (normal, jp, exo)
passive:
lmg -> incendiary rounds that deal some incendiary damage (small hit for health, bigger hit for energy drain)
shotguns -> slowing effect
grenade launchers -> faster reload
flamer -> longer distance, more damage at first shoot, then it goes nearer and does less damage
exo -> faster cooling (or not, perhaps you should not research anything for exo)
active: as for alien, you press a key to activate, duration is some seconds, they you have a cooldown
stimpack for normal marine-> faster movement and attack speed, you lose some armor
improved speed to jp -> you get 100% more speed (but probably you consume 50% faster)
water can to exo -> you get a water shower that eliminate some bile bomb, but your sight is worse
Why that?
because this way you can have a come back if teamplaying, it rewards your expansion, you, as commander, can chose different paths, esp as alien: you could go shade instead of crag or of shift, as an onos or a fade can have carapace if helped by skulks, or even better adrenaline if helped by gorge.
it has drawbacks, as you must rely on your teamplay, and also the aura effects are smaller than real evolutions, but an assorted team (both alien and marine) can get back a tech point they lost.
This will lead also to less turtling: the other team will have an edge, especially aliens, if you dont' try to get map back, as they will have all the upgrades plus an area effect.