I like the idea. As alien I always see those things laying rather unmotivated on the floor. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> What if aliens were able to use the med packs too? Would prevent the commander from spamming them. edit: whoops i was too late <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Natural Selection Manual+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Natural Selection Manual)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Health Packs Often referred to as "health packs," medkits interface with a Frontiersman's armor, releasing targeted bursts of medical nanites directly to damaged areas.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So how about delaying the effect of medpacks a bit (for 5 seconds or so)? The nanites need time to work, so it'll take a moment before the effect kicks in. This way, the aliens can kill a severely damaged marine before the comm can heal him with medspam. OR (for even more realism) make the medpacks work gradually: When a marine picks up a medpack (which, if I remember correctly, is worth 50 hp), his hp rise 10 points every second for five seconds. Something like a short-time regeneration effect. In other words: Giving a medpack to someone not currently fighting essentially has the same effect, giving one to a marine in a fight won't help much (unless he can avoid damage for a short while). Finally it's more realistic (i.e. fits better into NS, better for the "feeling") than a skulk getting healed by a medpack. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
health and ammo packs should be able to be chomped by aliens, and with medpacks: a) they should receive no health benefit; or b) they should receive a percentage of the health a normal marine would receive...
i like b because it gives an incentive for taking out the medpacks first (if you are the alien) but doesn't scare the commander into giving no health when a marine is in combat....
the idea of destructible medpacks is an excellent one and i thinnk should be taken into consideration.
(plus it would add to the list of skills a good commander must have that they must have the accuracy to place the packs right on top of their troops to ensure that they will be used for good)
Imo there are nothing wrong with Meds and Ammo pack. If you let marines have more ressources than you, they will be able to med spam. Kill the ressource towers will end the med spam.
I dont no if its a plug or a bug but on voogue servers if the comm drops a medkit 'directly' ontop the alien, the alien recives +50 hp / Restores full hp. may work on other server but i mostly play on voogue so am not sure.
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
<!--QuoteBegin--Carling+May 27 2003, 09:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Carling @ May 27 2003, 09:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont no if its a plug or a bug but on voogue servers if the comm drops a medkit 'directly' ontop the alien, the alien recives +50 hp / Restores full hp. may work on other server but i mostly play on voogue so am not sure. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <span style='color:orange'>This would be a plguin most likely. But the idea of taking out medpacks is <b>GREAT</b></span>
I don't think medpacks healing aliens will ever happen. Don't forget the gridlock: the nanites recognize the Kharaa bacteria and lifeforms, and try to fight them. The only reason why skulks and their like are not immediatly attacked by nanites and disassembled at the molecular level is because the nanites are too occupied with the bacteria. The only reason why the bacteria does not infect and kill (or perhaps mutate?) the Frontiersmen is because the nanites prevent them from doing so. Probably the nanites are the ones who like the aliens least (the Frontiersman at least depend on them for target practice). How are you going to persuade a nanite to heal a Kharaa given:<ul> <li>a) the nanite knows nothing about the alien's anatomy and <li>b) it doesn't want to? </ul>It doesn't fit the game.
should happen. as if an alien was to bite a hmg lieing on the floor apart from chipping a few teeth the weapon would take dmg. maby add weapon jam chance if the weapon has been bitten so when a marine picks it up and fires it it jams and he easy pray while the marine uses his knife to fix it.
I think the destroy part is cool, the heal part is not (doesn't fit with the nanites story stuff)
I think aliens should also be able to destroy guns/equipment that is just laying around (Like that really expensive first hmg that came running out of base, just to find 3 skulks, now 3 rines come to get it back...)
just let it have some health (like the mines in 1.1 currently have I think) <- Rumour?
Comm: Ok guys ha/hmg/welder rush, all get back to base *comm starts dropping packs of ha/hmg/welder* *skulk comes in* Skulk: Hey guys, party time at marine spawn *Skulks chew up all the equipment Comm: OMG those #$%#$% aliens ate all your stuff, srry guys Skulk: That'll teach you no to clean your room, then the aliens come and eat your stuff, I don't leave my carapace lying around the hive, do I? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I prefer med & ammo packs, but I would love them as destructible items. As a skulk I keep eating ammo packs trying to kill them. I neeeeeeeed them to die!
yeah i think if the comm can drop ammo/medi any where in the field aliens should be able to kill them. and as for weapons i hate it when you walk into a marines base and see 8 h-armor, 7 hmg, 1 grenade launcher on the ground by armory and you carnt break them.. or u kill a h-armor hmger at your hive and his hmg sits there waiting for the next marine to pick it up and you carnt destory it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> sure they fade after a while but often they get them before they fade.
<!--QuoteBegin--Carling+May 27 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Carling @ May 27 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah i think if the comm can drop ammo/medi any where in the field aliens should be able to kill them. and as for weapons i hate it when you walk into a marines base and see 8 h-armor, 7 hmg, 1 grenade launcher on the ground by armory and you carnt break them.. or u kill a h-armor hmger at your hive and his hmg sits there waiting for the next marine to pick it up and you carnt destory it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> sure they fade after a while but often they get them before they fade. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> They fade? Where the hell does an HMG get 54 res from?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Sorry - in a silly mood today.
<!--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-->I don't think medpacks healing aliens will ever happen. Don't forget the gridlock: the nanites recognize the Kharaa bacteria and lifeforms, and try to fight them. The only reason why skulks and their like are not immediatly attacked by nanites and disassembled at the molecular level is because the nanites are too occupied with the bacteria. The only reason why the bacteria does not infect and kill (or perhaps mutate?) the Frontiersmen is because the nanites prevent them from doing so. Probably the nanites are the ones who like the aliens least (the Frontiersman at least depend on them for target practice).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree 100%.
What about this:
Since there's a gridlock, if a sulk merely "activate" the medpacks, instead of chomping them... they'd me useless... like a bottle of soda spilling... maybe do +2/s for 3 seconds to ne amrine close.... b/c if a sulk is chomping the med packs, he's looking down.. NOT at the marinesd that are shooting him.. sulk dies real quick. Also... maybe BileBomb could damadge medpacks *reduce effective nes/destroy them.. not sure I like the destroy part...
<!--QuoteBegin--Brave Ulysses+May 27 2003, 05:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brave Ulysses @ May 27 2003, 05:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Carling+May 27 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Carling @ May 27 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah i think if the comm can drop ammo/medi any where in the field aliens should be able to kill them. and as for weapons i hate it when you walk into a marines base and see 8 h-armor, 7 hmg, 1 grenade launcher on the ground by armory and you carnt break them.. or u kill a h-armor hmger at your hive and his hmg sits there waiting for the next marine to pick it up and you carnt destory it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> sure they fade after a while but often they get them before they fade. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> They fade? Where the hell does an HMG get 54 res from?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Sorry - in a silly mood today. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> LMAO not turn into a fade i mean they fade of the map. umm turn see throw and slowly get more seethrow till theres nothing left of them
<!--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-->They fade? Where the hell does an HMG get 54 res from?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
DUH!! DON'T YOU KNOW ANYTHING?!! you n00b! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> If you apply Quantum Mechanics to the situation, you'll see that an HMG doesn't need 54 rez to Fade!! Simply put, it "barrows" the rez, jums to the "Fade" level.. and then, once it's transversed the "Bacteria Barrier" it repays the barrowed rez, becoming an HMG again.... *think Quantum Teleportation*
But dude.. to watch this happen in the .00028274093000221 microseconds it lasts is unbelievable!
<!--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-->LMAO not turn into a fade i mean they fade of the map. umm turn see throw and slowly get more seethrow till theres nothing left of them <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lolz... but since when have you "see throw" a hmg? Hrm.. see hmg.. THROW hmg... hehe
Don't worry.. I type like that myself.... plus, I use more "...."'s than an HMG makes Bullet Holes!!! :-p Hehe... (I too am in a silly mood)
lol. i start my first job on monday :S and its using computers to imput customer details and stuff. i can see a few ppls morgages geting mixed up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> will be fun tho heh. so if u live in sunderland and u get a morgage or what ever from northen rock and its messed up am sorry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> lmao
Heh... well.. I might just try to get one from there.. even though I've got no clue where "there" is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.... However.. I think it's the perfect job.. either you'll make hilarious mistake u can laugh about for years.. or you'll learn to type better than me *I'm becoming an engineer... and we all know THEY can't TYPE! (or write)*
At least typing is readable <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ever tryed to read the perscition the doctor makes for you ? its just a scribble on paper. lol am sure after u leave the room he phones the assistent telling him what he want to give you.
Well.. we've gotten totally off topic, and suceeded in raising out total posts wuite a bit.... Congrats! *shakes hands* Now.. erm.... how long can we keep it up before we break some sort of rule?
We umm proberly broke a rule about 6 posts back.. am sure some op will let us know sooner or later.. we should proberly talk on irc, aim, msn, yahoo or some thing lol.
I hate it when threads go of topic. kinda important thread this is as well i feel. umm
Take off the timer of dropped weapons, spawned medpacks and spawned ammo, and I would like the ablilty for aliens to destroy equipment. Also, the Onos stomp ability could damage all equipment under him, making stomp even more unique. Expensive equipment shouldn't be easy to destroy either. (IE: one bite.)
Comments
What if aliens were able to use the med packs too? Would prevent the commander from spamming them.
edit: whoops i was too late <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Often referred to as "health packs," medkits interface with a Frontiersman's armor, releasing targeted bursts of medical nanites directly to damaged areas.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So how about delaying the effect of medpacks a bit (for 5 seconds or so)? The nanites need time to work, so it'll take a moment before the effect kicks in. This way, the aliens can kill a severely damaged marine before the comm can heal him with medspam. OR (for even more realism) make the medpacks work gradually: When a marine picks up a medpack (which, if I remember correctly, is worth 50 hp), his hp rise 10 points every second for five seconds. Something like a short-time regeneration effect.
In other words: Giving a medpack to someone not currently fighting essentially has the same effect, giving one to a marine in a fight won't help much (unless he can avoid damage for a short while).
Finally it's more realistic (i.e. fits better into NS, better for the "feeling") than a skulk getting healed by a medpack. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
health and ammo packs should be able to be chomped by aliens,
and with medpacks:
a) they should receive no health benefit; or
b) they should receive a percentage of the health a normal marine would receive...
i like b because it gives an incentive for taking out the medpacks first (if you are the alien) but doesn't scare the commander into giving no health when a marine is in combat....
the idea of destructible medpacks is an excellent one and i thinnk should be taken into consideration.
(plus it would add to the list of skills a good commander must have that they must have the accuracy to place the packs right on top of their troops to ensure that they will be used for good)
bert.
Shooting health packs = area around health pack will slowly heal anything for a small while (maybe +25 hp/second)
<span style='color:orange'>This would be a plguin most likely. But the idea of taking out medpacks is <b>GREAT</b></span>
<li>a) the nanite knows nothing about the alien's anatomy and
<li>b) it doesn't want to?
</ul>It doesn't fit the game.
drops + chomp = broken drop.
should happen. as if an alien was to bite a hmg lieing on the floor apart from chipping a few teeth the weapon would take dmg. maby add weapon jam chance if the weapon has been bitten so when a marine picks it up and fires it it jams and he easy pray while the marine uses his knife to fix it.
I think aliens should also be able to destroy guns/equipment that is just laying around (Like that really expensive first hmg that came running out of base, just to find 3 skulks, now 3 rines come to get it back...)
just let it have some health (like the mines in 1.1 currently have I think) <- Rumour?
Comm: Ok guys ha/hmg/welder rush, all get back to base
*comm starts dropping packs of ha/hmg/welder*
*skulk comes in*
Skulk: Hey guys, party time at marine spawn
*Skulks chew up all the equipment
Comm: OMG those #$%#$% aliens ate all your stuff, srry guys
Skulk: That'll teach you no to clean your room, then the aliens come and eat your stuff, I don't leave my carapace lying around the hive, do I? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1. A medic unit to heal marines in combat
2. No ammo packs but a cheaper armory to be deployed in areas of combat.
That is all.
They fade? Where the hell does an HMG get 54 res from?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Sorry - in a silly mood today.
I agree 100%.
What about this:
Since there's a gridlock, if a sulk merely "activate" the medpacks, instead of chomping them... they'd me useless... like a bottle of soda spilling... maybe do +2/s for 3 seconds to ne amrine close.... b/c if a sulk is chomping the med packs, he's looking down.. NOT at the marinesd that are shooting him.. sulk dies real quick. Also... maybe BileBomb could damadge medpacks *reduce effective nes/destroy them.. not sure I like the destroy part...
They fade? Where the hell does an HMG get 54 res from?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Sorry - in a silly mood today. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
LMAO not turn into a fade i mean they fade of the map. umm turn see throw and slowly get more seethrow till theres nothing left of them
DUH!! DON'T YOU KNOW ANYTHING?!! you n00b! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> If you apply Quantum Mechanics to the situation, you'll see that an HMG doesn't need 54 rez to Fade!! Simply put, it "barrows" the rez, jums to the "Fade" level.. and then, once it's transversed the "Bacteria Barrier" it repays the barrowed rez, becoming an HMG again.... *think Quantum Teleportation*
But dude.. to watch this happen in the .00028274093000221 microseconds it lasts is unbelievable!
Lolz... but since when have you "see throw" a hmg? Hrm.. see hmg.. THROW hmg... hehe
Don't worry.. I type like that myself.... plus, I use more "...."'s than an HMG makes Bullet Holes!!! :-p Hehe... (I too am in a silly mood)
I hate it when threads go of topic. kinda important thread this is as well i feel. umm
Yes ammo/hp packs should be killable !