Res From Death

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
edited July 2003 in NS General Discussion
<div class="IPBDescription">twist</div> Since we will get res for kills in 2.0, perhaps it should be a little different. Here's two related but mutually exclusive suggestions:

1. Instead of getting res for a kill, you will get res for an amount of damage done. This way, the attacker who takes most of the health off a marine and dies gets rewarded for his effort...instead of the guy behind him taking the kill and all the res. A possible way to do this would be for NS to keep track of the amount of health damage done and give 1-2 res every time 75 points of damage are done. So if I bite 4 marines and do 20 points of damage each, that would be 80 points of damage at which time I get 1-2 res for the first 75 and another 5 points towards my second 75.

2. This is a little more extreme, but could be interesting. When a marine dies, a few (1-3) "pieces" of res go flying out from where he dies. No blood or anything, just a few items that, when walked over by an alien, get automatically picked up and adds 1 res point to that alien's resources. This way, when the marine suicides, it spits out the res for the next skulk to pick up. It would also help to distribute the res from kills a little but still give the killer the easiest chance to pick up the res if they want.

Comments

  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    edited July 2003
    Idea 1 is a very good idea, if it is possible, it could stop "frag stealing" comments.

    Edit: Hmmmm an after though. If a marine is stood on a medpack carpet you could potentially get 100 res from biting him over and over.
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    Eeew. Marine chunks.

    /Side note

    Have you played Giants: Citizen Kabuto? In it there were these creatures called 'Vimps' which, when killed, would burst into large vimp-chunks. When you walked over thse you would pick them up. (They were used to feed workers which would build your base.)
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Why not make it this simple. When you do get res for kills (no matter how) it goes into the alien res pool, and then gets distributed. Problem solved. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    CaL_FiN: I don't see much of a problem with this. The commander would know this is the case and could decide for themselves if it is worth it. If you still think it wouldn't work, than put a limit on the amout of res a skulk can injest per minute (like 20 or something).

    noelephant: Although that game was not my inspiration for that idea, it is similar to my idea.

    XCan: I agree with you 100% - res for kills should go into the team res pool and be distributed after that to the individual aliens. However, it appears that the devs have already decided to do it the other way (giving res directly) and I was just trying to find a slightly more equitable solution that doesn't deviate too much from that system.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    remove res for kills, thus removes the kill stealing and horrible after taste of cs.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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