Biomass Scaling Suggestion
shriike
Join Date: 2013-03-27 Member: 184461Members
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.
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
Lerk for umbra, drifters for mucous / enzyme spam, gorges for bile bomb / heal spray and onos.
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.
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.
If you ctrl click one, it selects them all.
What if each hallucination just started following what it copied right after they appear?