Dms Fade 2hives And All Alien Ballancing

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited January 2003 in NS General Discussion
<div class="IPBDescription">changing the alien Build-model?</div> Cut the suggestions Forum. Noone looks there.

Everybody is moaning about many small unballanced parts of the game, some more, some less.
(not talking about exploiting here)
- If you build movement or Sensory first you get send to hell by everyone, because of DMS order (a huge nerf in the game replayability)
- If aliens have just one hive they have no fade and no onos and a more boring game.
Alien team like it is now makes Hives far too important for the game, compared to ressources and Strategy.
There is not much strategy if everyone is just fighting for 4 different places on the map (3 hives and one central point wich controlls ressources)

Why not change the Alien build model?

<span style='font-size:12pt;line-height:100%'>Suggestions:</span>

Make hives less essential:
<b>Hives should not determine which aliens are available (2 for Fade 3 for Onos), how many different structures are available (DMS) and what attacks are available (suicide, bomb, primal ...) . </b>
Hives therefore determine:
- Number of max gorges (max_gorges = number_of_hives * 10 / alien_team_size )
(10 aliens, one hive -> 1 gorge max)
- The aliens building speed, running speed, yellow-bar speed and Attack-Strength/Range. (wich is slower/lower with one hive, than its now) especially on gorges Fades and Onos.
- the maximum of all alien structures on the whole map.
1 hive = max_alien_structures = alien_team_size * 2
2 hive = max_alien_structures = alien_team_size * 4
3 hive = max_alien_structures = alien_team_size * 8

DMS building:
<b>You can build mixed structures of any kind even with one hive. </b> The limit of structures at one place now counts for structures of all kinds. (wich is higher)
D-Chamber and O-chamber: is good how its now.
M-Chamber: the yellow-bar regeneration is awful slow if you dont have more than 1 hive or adrenaline or a M-camber "nearby". Same with speed.
S-Chamber: cloaks aliens structures nearby. Increases alien cloaking nearby, blocks marine Sensory and makes alien particle dust around it if its scanned or shot at.
(A must have for atmosphere)

Alien Attacks.
<b>The number of attacks that an alien has does not depend on number_of_hives. </b> It depends on number of structures "nearby". "nearby is a large range, could be "whole world" too.
just if there are 3 different structures "nearby" you have the level 3 attack.
Therefore the strength of that attack depends on the lowest number of one kind of structure.
example: nearby are;
9 defense chambers
10 offense chambers
4 movement chambers
1 sensory chamber
you have your level 1 attack in "strength 10", level 2 attack in "strength 9" level 3 attack "in strength 4" and level 4 attach in "strength 1"
"strength means power, influence, usage (of yellow-bar) and/or range".
a lerks green gas attack in this case would just hurt as much as (and look like) a human fart.

Alien Evolution and ressources(Fade, Onos).
You can go Fade or onos even with just one hive. the maximum ammount of ressources per alien is 100 evrytime.
You just give most of your ressources to the hive everytime you die, and get ressources from diing aliens.
%of_your_given_ressources = %of_death_aliens * 2
So<b> there can be an onos with one hive, but this onos will be "disabled" in many ways</b> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The aliens running speed, yellow-bar speed and Attack-Strength/Range. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Alien Upgrades:
okay, if you can build every kind of building, how would you limit the alien upgrade flexibility? (all 3 upgrades from start?)
<b>If you have one hive you can just use the upgrade that is build most, but this can change</b> (ignoring offense chambers).
on draw its the one that was most build before.
if you have 2 hives you can choose the top 2 upgrades, 3 hives = all 3 upgrades anytime.
In the example above with 2 hives you could choose between movement and defense upgrade.
If a gorge builds 4 additional Sensory chambers (-> 9 10 4 5) you can choose between movement and sensory.
-> more flexibility at the begining - flexibility lessens at the end.

Upgrade levels:
<b>why the hell are upgrades leveled in 3 steps?</b>
cant we just cut this (makes MUCH less senseles discussion) or make it depend on number_of_hives?

and at last...
Upgrades that nobody uses often:
Scilence: add the ability that you can place a noise at a place you look at but were nobody is. (kind of fake sound illusion)
Aim at a wall and use it, your noise will now come from that point and not from you. (range depends on level)
Advanced hivesight: just cut the ability that you see yellow dots where another alien sees the enemy and add this too hivesight. Also let you see whatever any structure sees.
OR
show every enemy building like its parasited with a dark green point, brighter green point on TF, Siege and Phasegate.
OR
lets you hear all marine voice communication (like in comm mode) (explained by parasites that can hear and relay the sound to the hive)
Scent of Fear: should increase accurancy, some kind of double damage.
OR all marine voice communication.

Long post, I rarely suggest about ballancing.

Comments

  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Erm, no. Difficulty curve just went vertical <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    edited January 2003
    what your asking is way way way too much, i think that if you change all those things you said, you change the whole game.

    The way it works, is in numbers, in balancing, leme make a brief model
    skulk = 1point
    basic rine = 1point
    gorge = 2 points
    comander = 2 points


    skulk attacks basic rine = 0

    etc etc

    to explain even more, the objective is to control as many numbers as possible
    a hive is like 5 points, so when the aliens get 5 points, there 5 points ahead of the marines.

    now, the *edit* Marines get HA and weapons, thats worth 10 points, so now the marines are back on top.

    so its what, 15 vs 10, so yea... if you kinda get that you understand what im saying

    if you take away all the fancy grafix and make everyone basic squares with differnt colors( darker meaning better ), the point of the game is to get the darkest colors.

    anyways, my point is, chainging the whole intire alien model will ultimately ruin NS itself.
    great idea though dont take this as a flame, but i play ns becuase of what it IS now.

    Perhaps that can be a differnt mode? like how there is a Tournament mode with limited res at each nozzel type thing? - but realistically that is just so much change,
    - maybe you can elaborate on what the marine model will look like with the alien model that way? surely enough the marines cant fight off an onos, even NERFED onos from the start with there SMG's ...

    anyways, good ideas , but look at the big picture

    Ego
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Sorry to say it , but this should be in the suggestions forum, and people do read that forum.
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