If They Put In A New Race, What Should It Be?
XenoBwtaliS
Join Date: 2003-06-13 Member: 17343Members
<div class="IPBDescription">Describe!</div> This is just fantasy.
The game is pretty much balanced now so it's unlikely that we'll see new mutations.
But if we did.........what kind of alien u think would be fittest?
Personally, i always thought about some kind of heavy flier, like the Devourer in Starcraft BW.
Something with 250 HPs and 150 armor (with level 3) like the fade.......but able to fly (albeit very slowly and far from being nimble)
Capable of nasty tricks such as acid bombing, rapid-firing needle shooters <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> and big claws for close contact.
The reason is that the lerk, while very nasty early on and useful in supporting bigger doods with umbra, is very little "offensive".
With 3.0 he'll get his bite back for some good damage, ok.
But that's not firepower.
A rine with Jetpack and HMG (or even worse, GL), THAT's firepower......... the aliens really don't have something like that.
The game is pretty much balanced now so it's unlikely that we'll see new mutations.
But if we did.........what kind of alien u think would be fittest?
Personally, i always thought about some kind of heavy flier, like the Devourer in Starcraft BW.
Something with 250 HPs and 150 armor (with level 3) like the fade.......but able to fly (albeit very slowly and far from being nimble)
Capable of nasty tricks such as acid bombing, rapid-firing needle shooters <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> and big claws for close contact.
The reason is that the lerk, while very nasty early on and useful in supporting bigger doods with umbra, is very little "offensive".
With 3.0 he'll get his bite back for some good damage, ok.
But that's not firepower.
A rine with Jetpack and HMG (or even worse, GL), THAT's firepower......... the aliens really don't have something like that.
This discussion has been closed.
Comments
EDIT : I don't want to be slapped for spamming, so I'm going to be constructive too. I'd suggest checking out the S&I forum's FAQ, as this is a pretty heavily discussed topic which has been, well, shot down, tbh, many times before. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
- Shockeh
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
:|
But a co-operating marine team is something I'd like to see in this game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
ADN AN ALINE THAT CAN DEVOUR TORRENTS AND SPTI OUT SOPER ELECTIRFIED ACID AIMBOT SEIGE CHABMERTS TAHT KILL HEVAY ARMORS IN ONE SHOT THRU WALLTS
Oh boy, that's going to get me in trouble.
KOWABANGA! (whatever <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
well... How about mutated smurfs of dewm <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> The funny things were already said .. lol
email me with any comments <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
if theres a 3rd race at all... it should be the Celarions <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> but ubi never released enough info about them so... Who knows what weapons they will have... maybe laZers ooo LaZeRs...
For example, if they were in NS, they would behave somewhat like this:
It would be somewhat commander-like, except...
IE, your buildings build themselves over time, but tend to be weaker, sometimes costly.
All your weapons would be projectile based instead of bullet based.
You could only build stuff within a certain distance of a beacon of some kind.
ETC...
So while yes, its silly to keep asking for Protoss in everything, I think what peaople are after is more the different type of dynamic they add rather than the shiny yellow armor.
..
God, just ignore me..
the tsa marines find a new breed of Laiens and suffer heavy casualties.. they have to call in the spec opts version of TSA..
they have everything from, M134 hand helds to HoloDukes and CloakPacks, heavy armor that hovars without flapping -_-
and heat vision. the normal tsa marines have to look thru a visor.. and yet it seems to offer nothing @ all, no night vision or anything..
these guys wont be fooled by cloak <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
and some weaponry resembling that from Gunman Chronicals.. u pick up a box of sniper rifle parts and assemble them on yoru pistol. then you could switch between sniper pistol and pistol :O
oh and different turrets ffs..
the AWP turrets we have now are cool they dont do much dmg.. but for something with so many barrels it shur shoots slower than $#@#$$$
i want that round barrel head Spinning Weeeeee.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> oh and have like an tech class researchable and dropable from proto where they can goto turrets and upgrade them to something like on TFC :O
Oh Lord.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> + <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> = Terminator-fodder.
with a moustach?
this is a honest attempt at a post to see what everyone would imagine a third race to be if one were to be implemented right now; though there will be no third race in NS's current form.
I would imagine a rouge-nanite race. basically the rouge nanite team would constist of machines, but these machines would be HIGHLY specialized. each player would start out as a nanite soldier; marine size, heavy build like the HA, except more "mechanized and powered". however, after enough "resources" AKA melting down LMGs and <b>body armor</b> (NOT bodies!) have been gathered by a player that player can then buy himself his own arsenal of weapons, or go over to a resource node and "infect" it with rouge nanites that does his bidding.
there would be only three types of rouge nanite players: Soldiers, buildings, and builders. They would all look like HA (except again with more mechanization/power) except for afew details: Soldiers would have the BIG weapons and their model would change with each level of upgrades they choose (MT would have a small radar dish; thermal vision (for marines only, no/little effect against the kharaa team) for finding marines in the dark).
Then the builders and buildings. Builders would look like soldiers except that they have a large backpack with many tubes comming out of it. each normal soldiers max res is 40. the builder's is 10 times that.. to 400 res he can carry. he can forcefully pump said resources into other solders so they can get the BEST upgrades they can; they NEED the builder and his res-pumping ability to "feed" the soldiers because the best-of-the-best upgrades cost >40 res.
builders would also be the only players can (obviously) build and integrate with buildings. The buildings would include:
A Resource Storage Tower (RST)(build ontop of res nodes)
3 Defensive buildings (turret, seige-similar building, minor repair station)
A Technical Station (TS)(all-player upgrade building like arms lab)
A Major Repair Station (MRS)(built near fabrication plant, below)
A Fabrication Plant (FP)(built from the resource storage tower)
The res storage tower would gather resources, but cannot disperse the resources to the team because it is a "insecure" method of transportation. A soldier can access this building and withdraw a max of 20% of its total resources every 2 minutes. A builder can accress it with the same time restraints of the soldier, but withdraw a staggering 75%! The resources can then be used by the builder to create one of three defensive buildings:
1) A turret, similar to the marine's
2) A minor repair station, similar to the Defence chamber/welder uses a welder to defend itself (anti-melee). <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> one repair station can't repair other repair stations, only itself and the turret and the ...
3) Rouge nanite launcher. it shoots out a burst of infected nanites that pass through all known materials and attacks buildings on a sub-atomic level, however, the attack is short lived but not after damage has been done. similar to the marine's seige cannon, except without the splash damage; instead, if you touch the building while it's "infected" you will also get infected and take abit of damage.
The technical station works on the same level as a arms lab; a builder can access the technical station and, using his resources in storage, give new researchable upgrades to all soldiers and other builders. sometimes upgrades can only effect soldiers, sometimes only builders, and sometimes will automatically upgrade buildings. each building has a upgrade position, and this is can also be upgraded by a max of 3 slots. turrets and other defensive buildings for example would have one slot; and thus could only have one upgrade. a builder must "configure" the defensive building before leaving it, that is, choose a upgrade(s) from a list before construction is complete. Upgrades could include different damage types (burn, armor peircing, etc) faster fire rates, larger bursts, chained-together ammo (continuous firing), barrel cooling and the list goes on and on...
repair stations are just about the only places where the rouge nanites can rearm/repair themselves. the fabrication plant CAN repair the players as well, but it takes awhile longer to do so, and slows any current construction. repair stations would also have upgrade slots for 3 things: faster repair times, better repairs, or less costly repairs. it works like a triangle; whichever point you choose to improve, the other points become worse.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
the repair triangle:
? ? ? ? ? ? ? ? ? ?power
? ? ? ? ? ? ? ? ? ?/ ? ? ? ?\
? ? ? ? ? ?speed ---- cost
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NOTE: if the player doesn't have any res, he can't repair, but because he can withdraw 20% of the res from a storage building, he wont have a problem.
cost - cheapens the amount taken from the player's res store at the expense of power and speed; sometimes the components placed in the player fail because they're so cheap and need to be replaced again! (even though there would be no noticable malfunctions when the player plays, no worries!)
power - strong repairs are made, but it takes ALOT of resources and time to do so.
speed - efficency in the movements is increased, but upgrading this costs alot of resources because the repair station is moving so fast it's parts wear out faster, and sometimes some parts of the repair are "forgotten" making a imperfect repair (lessend "power" of the repair)
and then finally the fabrication plant. (hang in there, i'm almost done! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) the fabrication plant is built near a resource storage building and must have a active one to function. basically, every time the player is constructed it reduces the amount of resources in the nearby storage unit; though fear not! the unit will always have enough resources to build one player a new body. again, repair station rules apply here:
cost - cheap but weak bodies, and may take abit longer to make (again, the player doesn't know about the "faulty parts")
power - strong but expensive bodies that take awhile to produce
speed - faster construction of soldier bodies at a small additional cost of resources for replacement part construction for the plant itself, and alittle damage to the plant every time it puts out a body (that is instantly healed 1 minute there after)
the factory will produce player "shells" (ghost in the shell, anyone? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> mechanized bodies with the consiousness downloaded into them, fyi on background info) in this order pertaining to available res in the storage tank: power, speed, cost.
Addition notes:
O One fabrication plant per resource storage tower.
O turrets can be placed anywhere on the map and act like normal turrets, except they use res as ammo. 1 res is = to about 100 bullets, with a max storage of 1000 bullets (so 10 res inside = 10 res you get if you kill it)
O Minor repair stations can only be built if there are three turrets nearby. the minor repair station "leeches" resources off of the turrets and can act as a minor storage tank as well, but only for the defensive buildings. resources can be dumped into this to be used as a "tank o' ammo" for the other defensive buildings. it can only support 5 turrets and one RNL.
O the RNL (rouge nanite launcher <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) needs a minor repair station to operate, and atleast one res stored within said minor repair station. it holds no resources of it's own. (so take out the minor repair building and the seige will fall quickly) it takes 3 minutes to establish a "stable" link between itself and the minor repair station.
O the technical station can be built anywhere, but is "inactive" when not nearby any source of resources. builders accessing this automatically "turns it on" for possibly both soldiers and builders to use.
O resource storage buildings could be built off of resource nodes to act as depots, but im not sure what effect that could have on gameplay.
O resource storage buildings can support a max of 10 buildings.
O if all the players die, and they have a fabrication plant, the plant will sell away itself and build four powerful bodies for the top 4 players; the first 3 will all be soldiers, while the fourth will be a builder. if the marine/kharaa team can kill the builder, the rouge nanite team will be at a severe disadvantage.
O soldiers can be self-sustaining units (they can make their own ammo, give themselves minor and i mean MINOR repairs, can make minor upgrades and weapons) but require builders to achive their full potential. guns, marine armor, and unbuilt marine buildings can be "melted down" to recover 1/4 to 1/6th their original resource cost. killing kharaa evolutions gives 2, 4, 6, 8, and 10 resources respectively for the skulk, gorge, lerk, fade, and onos evolutions. killing buildings gives no such reward.
O builders are weaker but hold a 400 resource storage backpack for building buildings and dumping res into soldiers. it takes 50 res to become a builder.
O soldiers can dump res into eachother, so if the fabrication plant goes down and their builder dies the three could pool their resources into one player and he can then use said given resources to become a builder
O once over 40 resources, soldiers cannot gain any more resources
O any building will eventually regen to full health, but at a far slower rate then the kharaa's building regen.
Now, if you didn't read that i can't blame you. If you did, you should be impressed, because i just pulled that out of my a** for the past hour of typing. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> if you arn't impressed, dont tell me that you feel that way. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> and if you want a 6 sentance, one paragraph summary:
Rouge-nanites are as they read what they are; they are nanites that have become sentient and resent their human oppressors. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> rouge nanites can melt marine equipment down for a fraction of the return and get higher RFK against kharaa. there are two types of rouge nanite players: soldiers and builders. soldiers are like aliens; they have personal resources, can upgrade themselves, and dont need to totally rely on anyone else that much. builders build the buildings that make the rouge nanites better, like the fabrication plant that produces player bodies that drains off some res from a resource storage tank over a res nozel; res storage units dont distrubute res, the players go to collect a percentage when they need it. there are also major repair stations (healing/ammo) , technical terminals (general player upgrade facility like the arms lab) , the minor repair station simlar to a DC except they only heal other buildings and not eachother, and turrets/seige similar to their marine's counter-part tech.
nearly good enough depth to make a entirely new game around it, eh? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ph33r my L<b>33</b>T thought processes! (now i hope it hasn't been locked by this time... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
[edit - w00t! Still no lockage! my idea has been postzor! ph33r m3!!!1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ]
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Major repair center -> Turret -> MiRF -> RNL
/
Soldier -> Builder -> RST -> Fabrication Plant -> Soldier "shells"
\
Technical Station -> Upgrades for everything
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Yeah. Yeah I think that's right...