Ideas for Alien improvements
SamusDroid
Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Have some % increase of damage as Biomass increases. Like 1-2 points damage increase for skulks, whatever % would account for that, for every Biomass upgrade.
For every hive Aliens have, increase the amount of things gorges can place. Like 2 hives gorges can place 5 hydras, 12 clogs, 4 babbler eggs. 3 hives gorges can place 6 hydras, 15 clogs, 5 babbler eggs, another set of tunnels, 2 total linked ones. 4 hives gorges can place 8 hydras 20 clogs, 6 babbler eggs. something like that. Possibly make it upgradable. Through Biomass, or make it unlockable to buy once you upgrade biomass. If Aliens lose a hive, the Biomass slowly goes away for that hive, not immediate. Maybe not the best suggestions, but I thought I would throw them out there, as just a suggestion. Not exactly numbers, just examples to give you an idea.
For every hive Aliens have, increase the amount of things gorges can place. Like 2 hives gorges can place 5 hydras, 12 clogs, 4 babbler eggs. 3 hives gorges can place 6 hydras, 15 clogs, 5 babbler eggs, another set of tunnels, 2 total linked ones. 4 hives gorges can place 8 hydras 20 clogs, 6 babbler eggs. something like that. Possibly make it upgradable. Through Biomass, or make it unlockable to buy once you upgrade biomass. If Aliens lose a hive, the Biomass slowly goes away for that hive, not immediate. Maybe not the best suggestions, but I thought I would throw them out there, as just a suggestion. Not exactly numbers, just examples to give you an idea.
Comments
A successful gorge rush where all gorges put down hydras is very hard to stop without advanced weapons. More hydras IMO would increase the chance of the rush being successful later in the game., when Marines have all their powerful tech. Since flamethrowers
Maybe it could be where 1 gorge can only put 3 in a room, like sentries. I use them more for 1 placed at entrances and stuff to alert when Marines may be trying something sneaky, but yes I can see how it could become OP if not regulated like sentries. 6 hydras in nano is very hard to get rid of with no flamethrower
When biomass is increased, aliens get more health, personal upgrades, and abilities. These three things allow aliens to live longer in combat, or enter combat more efficiently.
The longer you live, the more attacks you can land, which means more damage. On top of this, aliens have special tools to ignore the marines main defensive upgrade:armor. Bile bomb strips armor very effectively, and spores bypass it completely! (Did you know that spores kill a lvl0 armor marine at the same speed as a lvl 3 armor marine?)
For the skulk, upgrades like leap allow skulks to fight jet packs more effectively (jet packs serve as extra life time = extra damage). Leap also allows skulks to get to buildings far away faster, which reduces the time the building is alive (but doesn't reduce marine response time), which can be seen as extra damage (in a way). Xenocide is a greatly underused skulk skill, especially in large pub games. It does so much damage. Combined with spore and bile bomb pressure, xenocide is the nail in the coffin for the turtle or ball of death. (I'll go so far as to theorize that you don't even need onos, but just fades to deal with jetpackers running down gorges and lerks.)
Use upgrades and abilities to live longer, so you can do more damage and kill more people. It's an issue of skill. Biomass giving health is merely useful to offset the increase in weapons damage that marines get, and I think to an extent, structure maturity is as well. I'm not sure if biomass affects structure health, but imo, it should, because Weapons 3 axes eat up harvesters unfairly.
I am not so sure about the increased number of buildables but I think it is worth a try.