Biomass Scaling Suggestion

shriikeshriike Join Date: 2013-03-27 Member: 184461Members
edited December 2013 in NS2 General Discussion
In my opinion, aliens seem to not scale as well into late game as marines. To resolve this issue I came up with a solution. I want everyone's opinion on this.

All of the following are highly subject to change. I only want your opinions. Please give constructive feedback.

-Increase biomass effectiveness by giving lifeforms 1.6% percent armor increase per level instead of health (includes drifters.)
-Increase all structure armor by 3.3% per biomass level (crag, whip, shade, etc.)
-Decrease cost of Biomass to 15 from 20, 25 from 30.
-Decrease research time by a small amount.
The following idea makes biomass only viable for increased alien stats, and has little evidence of working.
-Make individual player upgrades not dependent on biomass, but on number of hives. Meaning, fade shift at one hive, vortex at 2 hives, and stab at 3 hives. Upgrades still must be upgraded from structures. This prioritizes hives for more than just shells, veils, or shifts.

I also never liked the idea of drifters being so expensive. Losing a drifter is too much of a bad thing now. With this change it makes drifters more forgiving.
-New building called (spawner, barracks, whatever) that costs 16. Spawns drifters at 4 tres each. Maximum 3 drifters at a time. Drifters take longer to spawn (maybe 10 seconds). Drifters function same as now.
-Drifter health reduced slightly, armor increased slightly to make same total health.

Also please make hallucinations act more like players. Don't make them randomly stop for any reason.

Comments

  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    Aliens scale very well late game, the difficulty in pub (I"m assuming you play pub only) is that instead of just mobbing all team members to attack an area, it requires class composition (very difficult for this to occur in public games).

    Lerk for umbra, drifters for mucous / enzyme spam, gorges for bile bomb / heal spray and onos.
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    edited November 2013
    @male_fatalities I actually only play pugs and merc. Even with grouping and mucous (which is now nerfed pretty bad) alien's late game is still harder than marines.
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    What about the ability to just spawn a drifter anywhere on creep? I've always found that useful and that barracks... to be honest sounds meh.
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    dragonmith wrote: »
    What about the ability to just spawn a drifter anywhere on creep? I've always found that useful and that barracks... to be honest sounds meh.

    Being able to spawn 4 tres drifters anywhere might be op. The drifter structure serves the purpose of having to place initial tres down for the ability to buy drifters, because they're so cheap. It also acts as a focus point for marines to attack. The structure itself might be weak. I'm really not sure about this idea, but in my opinion drifters cost too much.
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    shriike wrote: »
    Also please make hallucinations act more like players. Don't make them randomly stop for any reason.

    I just wish there was an option (an OPTION...) to make it automatically select the stuff that was just created by hallucination so you can move instantly. Right now, for whatever reason, I have a really hard time selecting the darned things, and by the time I do, they've stopped and alerted any marines paying attention that they're fakes.
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    BeigeAlert wrote: »
    shriike wrote: »
    Also please make hallucinations act more like players. Don't make them randomly stop for any reason.

    I just wish there was an option (an OPTION...) to make it automatically select the stuff that was just created by hallucination so you can move instantly. Right now, for whatever reason, I have a really hard time selecting the darned things, and by the time I do, they've stopped and alerted any marines paying attention that they're fakes.
    That's exactly what i'm talking about. They're just awkward. You have to double click one of these moving things to select them all, and then they all simaltainously move where you click, and it's really obvious.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    shriike wrote: »
    BeigeAlert wrote: »
    shriike wrote: »
    Also please make hallucinations act more like players. Don't make them randomly stop for any reason.

    I just wish there was an option (an OPTION...) to make it automatically select the stuff that was just created by hallucination so you can move instantly. Right now, for whatever reason, I have a really hard time selecting the darned things, and by the time I do, they've stopped and alerted any marines paying attention that they're fakes.
    That's exactly what i'm talking about. They're just awkward. You have to double click one of these moving things to select them all, and then they all simaltainously move where you click, and it's really obvious.

    If you ctrl click one, it selects them all.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i want to make hallucinations behave more realistically, and ideally move on their own as well. so not selecting them as fast as possible (and thus not giving them orders) wouldnt reveal them as being fake
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    edited November 2013
    Sewlek wrote: »
    i want to make hallucinations behave more realistically, and ideally move on their own as well. so not selecting them as fast as possible (and thus not giving them orders) wouldnt reveal them as being fake

    What if each hallucination just started following what it copied right after they appear?
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    Sewlek wrote: »
    i want to make hallucinations behave more realistically, and ideally move on their own as well. so not selecting them as fast as possible (and thus not giving them orders) wouldnt reveal them as being fake
    Just randomize the ai more I guess. It really needs to be done.
  • _INTER__INTER_ Join Date: 2009-08-08 Member: 68392Members, NS2 Playtester, Reinforced - Shadow
    edited November 2013
    While you're at it, how about changing the color Aliens see the hallutinations? As a hobby mapper, pink color just looks "unfinished / buggy".
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