4th Chamber?
Epidemic
Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
<div class="IPBDescription">Or is it unimplented upgrades from an OC</div> So going trough the titles.tct you get to see alot of outdated text, but I never heard of this before, seems like a good idea really <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
TechNodeHelp_104
{
Sharpness - Your melee damage is increased by half.
}
TechNodeHelp_105
{
Piercing - Your ranged damage is increased by half.
}
TechNodeHelp_106
{
Penetration - Shots go through
walls and targets (not implemented).
TechNodeHelp_104
{
Sharpness - Your melee damage is increased by half.
}
TechNodeHelp_105
{
Piercing - Your ranged damage is increased by half.
}
TechNodeHelp_106
{
Penetration - Shots go through
walls and targets (not implemented).
Comments
'You now have a LifeSupport system. When you get near death, you will be protected until help arrives.'
what an odd idea
<b>Edit: </b>Here we go:<!--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-->//typedef enum
//{
// ARMOR_BASE = 1,
// ARMOR_HEAVY = 2,
<b>// ARMOR_LIFESUPPORT = 4,</b>
// ARMOR_JETPACK = 8,
// ARMOR_MOTIONTRACK = 16
//} AvHMarineArmor;<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and:<!--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-->typedef enum
{
ALIEN_UPGRADE_CATEGORY_INVALID = 0,
ALIEN_UPGRADE_CATEGORY_DEFENSE,
<b> ALIEN_UPGRADE_CATEGORY_OFFENSE,</b>
ALIEN_UPGRADE_CATEGORY_MOVEMENT,
ALIEN_UPGRADE_CATEGORY_SENSORY,
ALIEN_UPGRADE_CATEGORY_MAX_PLUS_ONE,
} AvHAlienUpgradeCategory;<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
also, some unimplemented waypoints:<!--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--> ORDERTYPET_ATTACK,
ORDERTYPET_BUILD,
ORDERTYPET_GUARD,
ORDERTYPET_WELD,
ORDERTYPET_GET,
<b> ORDERTYPEG_HOLD_POSITION,
ORDERTYPEG_CODE_DEPLOY_MINES,
ORDERTYPEG_CODE_GREEN,
ORDERTYPEG_CODE_YELLOW,
ORDERTYPEG_CODE_RED,</b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Also, some players like to stick to one alien lifeform, and woud rather increase that lifeform's damage throughout the game than evolve to a different lifeform.
The three technodes Epidemic unearthed were indeed OC upgrades from the firt six NSPTs (playtests for NS 1.0). Back then, OCs didn't have turret functionality - the upgrades were later discarded because they didn't exactely add much to the gaming experience considering the high damage levels alien weapons usually have anyways. Also, wallshooting weaponry didn't really make sense once the Fades ranged attack, which had been SMG-like before, was changed to the acid rocket, thus only leaving the Lerk with a feasible use for Penetration.
The 'Life Support System' never made it over the planning stages.
You'll also find mentions of the nuke, whichs story should be well known by now, and of a number of further concepts that never went beyond planning stages, in there.
ReceiveLifeSupportArmor
{
You now have a LifeSupport system. When you get near death, you will be protected until help arrives.
}
what did it do, it gave you more armor or you were invulnerable until "help arrives"
Numbers would have to be playtested of course.
Any dev want to reveal anything about that way back when?
Focus, the new sensory upgrade, increases the damage of aliens attacks.
Focus, the new sensory upgrade, increases the damage of aliens attacks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's only half the story.... increases their damage at the expense of damage over time.
So sensory could pose again as a first chamber posibility?
Hmm, even though your one attack would = more damage, but a long cool down. You could do the same equal amount of damage with fast bites, but weaker damage.
Would Focus drain more energy?
as for these extra upgrades, im sure they were removed with good reason, they dont fit the game or just plain suck, so please dont ask for them to be tried again!
Aliens seem too nerfed these days. A good commander can annihilate the alien resistance. More upgrades would be lods of phun =p
1) Focus is a waste of time on anything that takes more then 1 bite to kill. Someone said that if it takes 13 bites to kill it's not a waste of time... I didn't get that...
2) Focus is simply the alien equivilent of a shotgun rush. Just something you do to completely own the other team and win a quick game. And just like SG rushes, if you succeed, GG, you win. If you fail, you've basically just screwed your whole game up (Marines would have no res, and aliens are stuck with sensory first)
3) Sensory is still the ideal finishing chamber. D-M-S lives.
So hit and run changes from hit them a few times, back off, and hit again quickly before they get meds to-
Hit them once, leave the room, go back when you feel it safer, hit again = death (usually)
But yes, it's slower for structures, limiting it to a combat ability.
And no, with the new hitboxes, you'll sometimes see M-D-S or S-D-M or (gasp) S-M-D(but this usually doesn't work for implied reasons)
Yet again the sense chamber gets another combat specific upgrade which i think is going to hurt the chamber yet again two hive lockdowns unless you control the rines movements early game.
- RD
On topic, extra upgrades, whether they be from existing chambers or new chambers, would certainly add more varied playability, which is always a good thing. Whether the idea is viable or not as far as balance goes, well...
Make you invulnerable and immobile(unable to shoot) for some time period, when you hit a limit in your armor/health.
Numbers would have to be playtested of course. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
All maps whould need 4th hive? Or have it so aliens must pick only 3 out of the 4 upgrades, or get marines to kill a hive and rebuild it so all upgrades can be had. I like the idea of OC as upgrades, it makes them with with the other 3, the all now have a upgrade tree and some sort of other side effect (DC=heal, OC=sentery, SC=cloak, MC=power). Take focus and move it to the OC upgrade, or just get rid of it, most people seem to not like it. And have a new SC upgrade, i'd love a sorta "nano spy" upgrade, it lets you see those little icons marines see like "med pack droped here".
TechNodeLabel_50
{
Nuke plant
}
TechNodeHelp_50
{
Allows nuke construction.
}
Nukes !!!?
Yet again the sense chamber gets another combat specific upgrade which i think is going to hurt the chamber yet again two hive lockdowns unless you control the rines movements early game.
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What the **** do you mean? The rines will have lvl 3 armor anyway, so whats better to have those upgrades or not? In any cases they will be denied to lvl 3 weaps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yeah, I also thought that the sensory would get a kinda-like base breaking upgrade to destroy 2 hive lockdowns, not anti-personell (lol) upgrade. And the run forth and back doesnt work since you will be long death before you get back to him again.