Making Chambers Viable...

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  • KingKahuna[KKG]™KingKahuna[KKG]™ Join Date: 2002-11-21 Member: 9507Members, Constellation, Reinforced - Shadow
    edited January 2003
    <!--QuoteBegin--mojojojo+Jan 27 2003, 03:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mojojojo @ Jan 27 2003, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm sure King will jump on you in a moment.

    However, I'm not entirely sure if it is copyright infringement - I'm guessing it depends a lot on how its implemented. But, as you said, Flay seems happy with it, and its not as if he can sue for lost income. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not going to jump on anyone. Looks like the moderators took care of him. I am an Investment Banker by profession, and extremely well versed in the legal aspects of your mentioned topic.

    I'll be there to help voogru until the end, and protect him from un-necessary actions against him also. He has done nothing wrong, and as long as he continues his work; and has fun doing it, I have no problem with it.
  • KingKahuna[KKG]™KingKahuna[KKG]™ Join Date: 2002-11-21 Member: 9507Members, Constellation, Reinforced - Shadow
    edited January 2003
    <!--QuoteBegin--mojojojo+Jan 27 2003, 03:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mojojojo @ Jan 27 2003, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm sure King will jump on you in a moment.

    However, I'm not entirely sure if it is copyright infringement - I'm guessing it depends a lot on how its implemented. But, as you said, Flay seems happy with it, and its not as if he can sue for lost income.

    <!--QuoteBegin--*Dread*+Jan 28 2003, 05:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (*Dread* @ Jan 28 2003, 05:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Voogru: 40$?! Is that true? All this time I thought you were doing this for fun, not for money. So you are practically cashing with someone elses mod. Thats sad.  <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Watch thy tongue. Voogru (actually kInG kAhUnA) doesn't make enough money to pay for the server. I think.

    And by the way, with all the updates, it's comparable to playing a $10/month online RPG, ne? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not going to jump on anyone. Looks like the moderators took care of him. I am an Investment Banker by profession, and extremely well versed in the legal aspects of your mentioned topic.

    I'll be there to help voogru until the end, and protect him from un-necessary actions against him also. He has done nothing wrong, and as long as he continues his work; and has fun doing it, I have no problem with it.

    lol - so funny. I have not received the 1st dime for donations. Voogru get it all. If you only knew how much money I earned, you would crap in your pants.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    I've posted this suggestion a few times before in sporadic threads...

    <span style='font-size:13pt;line-height:100%'>How to improve the sensory chamber's effects.</span>
    <b>Description:</b>
    <ul><li>Firstly, it will mean no more symmetry between the alien chambers--which I do not think is practical to try and maintain anyway. The chambers are just too different to try and keep them the same. BALANCED, yes, but not near-identical in terms of size and placement.

    <li>The sensory chamber should be approximately 1/2 to 1/3 of it's current visible dimensions.

    <li>It will act almost exactly as it does now when it is placed.

    <li>Gorges can build it on walls and cielings as well as on the floor. In order to build it to somewhere at a great distance, the gorge must remain still, aim at the location to build, and must choose build from the menu. The gorge is then frozen, pointing at the build-site. After a certain amount of time (proportional to the building distance) the gorge is released from the immobility, and the sensory chamber continues to build itself.

    <li>The sensory will cost less, and be proportionally easier to kill. More sensories will be needed per upgrade level (currently one per upgrade level.) Chambers would be noclip objects--they would still take damage from bullets and such, but players would not be able to stand on them--they would fall through.
    </ul>
    <b>Impact and justification:</b>
    The sensory chamber's best ability is that it 'rebroadcasts' what it sees as parasite circles. However, current sensories have no use on the battlefield as reconiassance, because they are very easy to see.

    If sensories are smaller structures that could be found in nooks and crannies (like security cameras) they would serve their purpose of 'sensing' and still remain viable structures--because they would actually be missed by marines.

    If this suggestion is implemented, sensory chambers could be 'seeded' across a map by a gorge such that the alien team actually benefits from them--especially against marine infiltration. (Think about it, they're sensory chambers...)

    I forsee them being used on high rafters and dark corners. They would fulfill a true role as a sensing structure.
  • ZhangZhang Join Date: 2002-11-01 Member: 2477Members
    Better way for sensory chambers to function is to have them have lvl cloaking essentially. This would remedy the problem of sensories not serving as recon.
    However for balance issues, the sensory should parasite permanently any marines as soon as they walk within seven feet of it. The parasite would do regular parasite damage, and the mariens would receive notification of the parasite. The sensory, once it fires the parasite, would then decloak for 5 seconds, giving the marines a chance to spot it, maybe destroy it, and alert his buddies. If the marine fails to spot it, then too bad for him. Multiple sensories placed nezt to one another would reduce the decloaking time, so wiht 3 sensories the decloak would only be for about a second.
    The sensory should also be able to detect all marines within a larger radius. This skill can help the oc's track the marine before he approaches within LOS. Thus, the problem wiht OC's firing their inital shots in the completely opposite direction is resolved. OC's shouldn't have to rotate their turrets like marine turrets have to.
    Yes, I believe movement chameber should entail a 5% reduction is speed for all marines within a certain radius, and a 7% firing rate increase (for OC's only). These percentages would go up to 15% and 21% respectively with 3 movement chambers. OC with movement might then be more useful before gorges get web.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Terr that is a very interesting idea, and certainly an alternative to the sensorys cloaking nearby structures, which seems to be the other main thought being thrown around. I guess the question has to be, does the alien team need recon or stealth in the early game? I'd probably lean towards recon in the early game, but compitant skulks can parisite any new expansion bases that go up and any resonable alien team should be able to know early which hive(s) the marines are heading for.
    That said one of the pivital points of the current build order is the abilities the chambers give, to the degree that the sensory upgrades need major reworking if they are to become viable (blatently repeating what people all through the tread have been saying:P). Carapace is almost a nessessity early game, if not simply for it afore mentioned base busting abilities.
    I saw it come up in this thread and also in the suggestions forum, and it was making all of the chambers buildable from the start, but limit the level of the upgrades based on hive numbers (i.e. 1 hive lvl 1 abilities, 2 hives lvl 2 abilities ect). Personally I really like the idea, as it would a) give the 3rd hive a much higher value b) give the aliens much more variety and c) not detract from early game base busting ability, as skulks with lvl 1 carapace, celerity and cloacking would certainly be able to take on expansions, but with each of these abilities limited to lvl 1 before the 2nd hive went up they would not be too uber.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    <!--QuoteBegin--Savant+Jan 27 2003, 04:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Jan 27 2003, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...]

    So the question is, what changes to the chambers would make it so YOU would <b>actually</b> consider using them?

    [...] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The first thing I'll say is that once I read this sentence in the thread-starting post, I stopped reading it and all other posts below because I knew my answer immediately.

    Read <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=20747&hl=' target='_blank'>http://www.unknownworlds.com/forums/in...f=5&t=20747&hl=</a> , it's chock-full of chamber ideas considered by both players and NS authority figures (an official IRC op, the people who discussed it in IRC before outlining/posting it, etc.) as being worthy of a playtest to see how it works.

    I'll read the rest of this thread when I get home, then post more or edit this post.
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