Future Updates?
Spartan1
Join Date: 2003-08-30 Member: 20385Members, Constellation
<div class="IPBDescription">What you want in Beta 4</div> So what do you want to be changed in Beta 4? Hp/armor increase? Increase in resource cost?
btw. Please don't flame others wishs. They are purely desires and do not need someone else ridiculing them just becuase they don't want them.
btw. Please don't flame others wishs. They are purely desires and do not need someone else ridiculing them just becuase they don't want them.
Comments
Combat:
o Focus now costs 2 levels to purchase
o Xenocide and Grenades removed from combat
o Gorgies removed from combat
o Added objective for marines to do to kill camping (PLZ. FLAY DO SOMETHING ABOUT THIS..!!!)
o Respawn rates raised to 1/3 of team
o Spawn rates dependant on opposing team's side, so if your side is 4 and their side is six the team with 4 spawns in 2 at a time, and their side spawns in 1 at a time
Regular:
o Gorges cost 5, all aliens start with 20 res
o Evolving skulk costs 1 res now
o Picking upgrades as aliens now works like this:
- As skulk, upgrades cost 1 res
- As gorge and lerk, upgrades cost 2 res
- As fade and onos, upgrades cost 3 res
o Evolving to a larger lifeforms removes all previous upgrades
o Catalyst packs now cost 3 res to use
o Handgrenades take half a second to throw, down from half a second
o Upped limit on how fast marines can use phase gates, one marine per 1.5 seconds
o Gorges now have 50 armor, up from 40
o Healspray now heals 13 + 3% of target's health
o Movement chambers now warp to any hive, including ones that are building and not under attack
o Updated fade and skulk models, LMG and pistol models (hopefully these get into beta 4)
o Crapload of bug fixes here
I probably am not gonna be 100% correct, but hopefully I get at least 40% of these changes down right!
Loweredknife damage.
o Added New Maps.
- So and so and so map were added.(Shrugs, I don't know any custom maps)
o Heavies now cost 1 point.
o Alien evolution now goes Gorge (1 point) - Lerk (1 point) - Fade (1 point) - Onos (2 point)
<span style='color:red'>Classic Specific</span>
o Added New Maps.
- So and so and so map were added.
o Improved and Edited Maps.
- So and so and so map were edited due to something.
o Gorge now has /waddle motion while idle.
<span style='color:Red'>Natural Selection General</span>
o Removed all bugs and exploits! (Thanks *Insert Name here*!)
o Ready Room now forces players to random after map has started.
There are some other tinks i would see, like icons for active primal or web, but i have given up hope.
- no gorges or cc-welding in combat since combat wont be gone anyway
- putting a limit on jumps so you cant jump faster than 3-4 jumps per second
- skulks being able to jump off walls
- cpma-like physics (woohooo)
- automatic ban for anyone using "noobs" or "newbies" at the end of a round just cause he thinks he's the mastablastah of the universe for having managed to GL-spam up a bunch of kills in combat
- being able to hold on to a catpack to use it when you want too instead of it kicking in as you pick it up
thats the list Im sending to santa claus
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only one i want 100%
others..i donno about that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
-Reduced knockback
-Stamina bar for marines (to disable jumping like mad and flying [see knockback])
-Catpacks to inventory
-GL damage and explosion range reduced
(-Combat gone)
-Fade cost only one point (in combat (if it isnt removed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ))
These are the first that come to mind. I'm sure there are others I will figure out later
Fade cost goes down a point.
Sieges can't target through walls *E-GAD*
Fade acid rocket damage increased to 40 per rocket.
Every Readyroom has been outfitted with textures featuring naked ladies.
- Parasite-switch fun
- Time limit for CO games, each round will last at max. 7 minutes or set by admin through sv_combattime. If the marines don't manage to kill the hive by the time limit, aliens win by default.
- Acid Rockets made much more useful for a 3 hive ability(let's face it, it's fun shooting so much, but it's not fun doing so little damage)
- Skulk wallwalking anomaly fixed (Click <a href='http://www.unknownworlds.com/forums/index.php?showtopic=65876' target='_blank'>here</a> for more information)
- Gorges removed from combat
- Make it so welders in CO don't work for CCs but can still work for armor repairs and weldables (to flatten it out a bit with gorges being removed)
- Fix crackhopping by making it so if the marine is dealt damage and is knocked back AND in the air, he won't be able to shoot until he lands.
Really the only thing I might like to see was forlorns cheaper gorge suggestion.
</li><li>HMG gets an increased RoF. </li><li>Acid rocket doesn't suck anymore. </li><li>Blink will be the "instant teleport" of 1.04 if you hold crouch when doing it, but takes more energy than it did back then.</li><li>Gorge power! Healspray helps lifeforms in general much more, and hive can't be healed manually.(Instead, it gets the old regen amount in combat back, whatever that was- 150 per tick?) Bilebomb travels farther, does more damage, and costs more energy.</li><li>Spit remains a weapon for the elite.</li><li>Web strings gets reduced 'touch radius'(it has a rather long reach now, I remember when you had to actually touch the webs to get webbed), web energy cost slightly decreased.
</li><li>Lerk has slightly slower rate of fire(its insanely fast, especially with silence), but all abilities cost less energy to use. Spores bumped up a bit(from mere annoyance to slight threat), umbra nerfed(co only, remember?) to 1/3 bullets blocked. Primal scream bumped up a bit(its not used enough) by simply decreasing the energy needed for starters.
</li><li>Onos... I have no idea. They just don't work in combat. They take a team to take down, so if there are multiple onos you need multiple teams. Seriously, I dont care how 1337 you are, unless all alien players are utter crap(and then they wont get onos) you are <b>going to lose</b> if there are more than 3 onos. Unless it's a custom map with a high ceiling, and ledges to sit on, in the marine start.
Although charge could do with being, oh I don't know, twice as powerful maybe?</li></ul>
I agree-A couple of more entinies wont kill the server... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
Room labels staying in a constant location on the screen between life & death.
Hives back in hivesight.
Hivesight like mini-map sight.. if one can see it, everybody can see it. (SoF doesn't count, alien has to actually have LoS to the marine)
SoF giving the alien a mini-map view like marines with MT. (So little blue dots running around)
Siege targetting requiring marine LoS (cloaked not targetable until uncloaked).
Siege splash damage fixed to volumetric, not radial. (So 3d)
Parasite switch fun.
Parasite giving RFK to the parasiter if the marine suicides or /kills.
Parasite having different colors depending on whether it's a structure or person that's parasited.
More alien sounds.
Intelligible alien sounds (at least to aliens)
Gorge healing set to percentage based, and hive healing set to flat amount (promoting teamwork rather than hive-work).
Gorge armor increased (slightly)
Alien res-sharing: "use" another alien and it gives them 2 points of your res.
Slower refuel on JPs. (I'd actually like to see JP's completely reworked so that they can move like Free-look, at a slower speed. In which case give them a lot more fuel as well, but that's pretty extensive.)
Faster hand-grenade tossing.
Bigger hand-grenades (You can pack more boom into a hand-grenade that's the size of a softball than you can into a grenade shell)
Many, many, many more spawn points both for aliens in classic and combat and for marines in combat. (to lessen the spawn camp situation a wee bit)
Re-supply using the call for keys.. "I need some ammo over here!" "Medpack!"
Team size-stack blocking a default option on the server.
Knife RoF reduced
Knife doing blast damage (x2 vs. structures)
Alien hud showing chamber effects. (Reverse-color symbols on left-hand side of screen. So if 3 DC are healing you, 3 reverse color regen symbols on the left side of the screen. If you're gaining adrenaline from 2 MC, 2 reverse color adrenaline symbols, etc.)
edit: Oh yeah, and marine knockback being the same whether the marine is in the air or on the ground.
2nd edit: Forlorn's idea of basing spawn rates in combat on the size of the *other* team. That's a good one to put in as well.
More extensive:
Onos w/metabolize and Fade w/sticky-bombs. (slow-firing, arc trajectory, short-range, web-splatter.)
Gorge chamber building in CO, limited like mines for marines (one chamber per life) Chamber is a separate upgrade that prevents a gorge from going to another evolution. (much like HA prevents marines from going JP)
Level reduction in CO.. choose an upgrade to remove, and it removes that upgrade and drops you to the beginning of the previous level. (So if you're full level 10, dropping an upgrade will put you back to starting level 9. If you're starting level 6, dropping a level puts you back to starting level 5)
Some people want Gorges removed from Combat...but how are the Aliens supposed to heal the hive then?
Combat isnt that bad...it's fine in small doses.
I really like the idea of auto-random team placements on new maps and join-ups though. Should help prevent stacked teams.
Didn't they say that it was too confusing? The impression I got that you wouldn't be able to go up stairs without your view flipping around. That's not something you need on the frail skulky. ):
for every 4th build OC, the damage of their
attack is raised, 3 levels possible
</li><li>...Skulk view-rotation implemented like the dev.team in some point intended <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
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Didn't they say that it was too confusing? The impression I got that you wouldn't be able to go up stairs without your view flipping around. That's not something you need on the frail skulky. ): <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
not only that-It wouldnt work properly. Every little bump on the floor will send your view flying in different directions. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> And if it did get implemented, they will have to redesine all of the maps. Too much trouble IMO. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
- either lerk speed or agility increased (it needs some agility or armor boost for normal NS)
- some slight onos boost (speed, attack or HP), and charge fixed
- acid rocket improved
- price of alien upgrades reduced (no point to get 1 hive upgrade for skulk, if you can save for fade instead)
- ranged attack for aliens before 3 hives .. sig.. not possible i think, but spores+umbra combined to 2hive gas to make room for both spikes and bite would be great
- HG damage increased or timer reduced
- gorge speed or armor increased or price decreased (5 would be cool)
- hive sight reworked (different icons for buildings and marines and adding marines that are seen by other aliens to hive-sight again..)
Marines seem good now, except that jet is usually useless in normal NS.. no idea how to fix it though.. Fade can easilly kill jetpackers..
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only one i want 100%
others..i donno about that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
/agree
-remove not-draw-new-webs if flashlight is on bug.
-fix walking for marines and skulks, holding your walk key should be a way to completely silence your steps cause right now its really quirky.
-make the hand grenade better and les expensive, (8 res?) throw it quicker, prime it faster, and have it bounce CS (dare i mention that on thease forums?) style.
-if you shoot the shotgun while your reloading weird stuff happens, fix it?
-as a skulk its impossible to get from the floor to a wall and wall walk while staying cloaked. ive tryied its impossible, fix it somehow?
-if you hold your map down when you get into the chair it makes it impossible to see, you have to get out and back in, fix that too.
-have it so that mines cant' be placed on skulks and fades, like they cant in the air. they dont activeate, its just a waste.
-movements can go to unbuild hives
-when using a movement the alien goes to the hive, not some random spawn point that ussualy has marines standing on you.
-ex_interp can be lowered to .05, right now its locked at .1 (this lowers the amount of guessing half life does) helps when things are moving fast
thats all i can think of right now, mostly bug fixes, i think this game is pretty balanced right now