Future Updates?

Spartan1Spartan1 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.
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Comments

  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Gorges removed from combat.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    all bugs removed, like bugs encountered when fast switching weapons, and attacks going though enemies, etc. I'd also require acid rocket and charge to be useful.
  • BiosBios Join Date: 2003-08-15 Member: 19756Members
    blubbers and fade on 280/140 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Decreasing the hand grenade throw time might be nice. You'd think marines were using the holy hand grenade at the moment.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited March 2004
    I think these will be the changes for beta 4:

    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!
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Removed giant jump knockback when biting a marine
    Loweredknife damage.
  • The_RedeemerThe_Redeemer Join Date: 2002-12-24 Member: 11490Members, Constellation
    <span style='color:red'>Combat Specific</span>

    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.
  • ToastOMatorToastOMator Join Date: 2003-01-05 Member: 11891Members
    edited March 2004
    I really want the <a href='http://www.natural-selection.org/bt/bug_view_page.php?bug_id=0' target='_blank'>'Web not displayed while flashlight ist on'</a> bug fixed. Thats plain annoying because intuitively would use flashlight for placing webs.

    There are some other tinks i would see, like icons for active primal or web, but i have given up hope.
  • frassefrasse Join Date: 2003-11-16 Member: 22993Members
    - combat gone
    - 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
  • Salvation_r2Salvation_r2 Join Date: 2003-11-26 Member: 23606Members
    <!--QuoteBegin-frasse+Mar 19 2004, 01:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frasse @ Mar 19 2004, 01:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - combat gone
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Umm...

    -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
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    3rd person reload animations would be very nice....werent they working on those? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • RideRide Join Date: 2003-11-11 Member: 22511Members
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    Aliens can pay a point in combat for an ability that lets them use the equivlent of healspray, but will work for any lifeform.
    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.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    - Fixing of backwards lerk flight (it's teh b0rked!)

    - 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.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah its funny how most of the people who want gorges gone in combat don't mention marine CC welding should go too... funny eh? Combat probably WOULD be funner if neither the hive nor CC could be healed. Definatley rule out really long stalemates because even a skulk/jp marine constantly doing small amounts of damage would win eventually.

    Really the only thing I might like to see was forlorns cheaper gorge suggestion.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited March 2004
    CO only(because my opinions would be skewed in classic since I dont play enough) suggestions:<ul><li>GL does 100 blast damage(down from 125(?))</li><li>Hand grenades do 140 blast damage(up from 100) + Hand nades prime&throw in less than 3 seconds(seriously, hand nades suck <u>so badly</u> right now. It is ALWAYS a waste of points.)</li><li>Mines do 10 less damage(115?), non-carapace skulks and wounded cara skulks should still die in one hit though.</li><li>Shotgun delay between shots increased ever so slightly.</li><li>Focus delay between attacks increased equally slightly.</li><li>Cloak nerfed all to hell(Die cloak ggfgts).
    </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>
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I think webs should be for each gorge instead of the team. Don't know how many times in combat we cant place webs anymore because some idiot wasted them in some obscure place that they will never get destroyed or webbed anyway.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Norml E. High+Mar 19 2004, 08:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Mar 19 2004, 08:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think webs should be for each gorge instead of the team. Don't know how many times in combat we cant place webs anymore because some idiot wasted them in some obscure place that they will never get destroyed or webbed anyway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    edited March 2004
    Seriously improved minimaps, especially on the alien side.. it'd be nice if aliens could actually use them to have a clue about the vents. It's not like we're stuck in monochrome world, after all, let's have some color and maybe even some labels.

    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)
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I don't care what's on it, I just want to see another patch. It's been almost 6 weeks since Beta 3 came out...
  • JokisJokis Join Date: 2003-06-28 Member: 17758Members
    I want to be able to upgrade my gear (in combat) while I'm waiting to spawn...

    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.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited March 2004
    What I really would like to see, is...<ul><li>...Combat ("Sheit") and Classic ("Gold") in separate installations.</li><li>...Lerk cost reduced to 20 due of the fact that with just 20 res more you can get fade (which can survive longer than the next 2 minutes).</li><li>...Skulk armor increased by 5 and run speed made slightly faster.</li><li>...Acid rocket damage increased.</li><li>...Charge replaced with something useful, or modified.</li><li>..."Blocked-and-shot" issues fixed (hate those).</li><li>...Marine resource tower building time increased by ~5 seconds.</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--></li><li>...Onos toughtness/speed increased slightly (ATM, dies way too easily), or cost reduced by 5-10.</li><li>...Lerk sideways (90 degree) flight implemented so, that you can still keep view in one place.</li><li>...Healing spray damage increased to the same level with spit, and spit removed so that bile could become first hive ability. Spray range restored to the old value. Thus, some new ability for gorge (NOT babblers).</li><li>...Knockback removed from slot 1 attacks, or modified so that it also makes marine view shake for a while.</li><li>...Sensory chambers cloaking time for players should be restored to v2 values.</li><li>...Focus made a benefit-only-upgrade like the rest of them.</li><li>...Flashlight replaced with night-vision -again another feature dev.team *had* intended to implement.</li></ul>That is my wish list, and like with Santa Claus; it never comes true <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin-Tails+Mar 20 2004, 08:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tails @ Mar 20 2004, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <ul><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--></li></ul> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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. ):
  • HighnoHighno Join Date: 2004-01-29 Member: 25706Members
    Aliens get attack upgrades
    for every 4th build OC, the damage of their
    attack is raised, 3 levels possible
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Snidely+Mar 20 2004, 08:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Mar 20 2004, 08:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tails+Mar 20 2004, 08:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tails @ Mar 20 2004, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <ul>
    </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-->
    </li></ul> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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-->
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    edited March 2004
    I would like to see
    - 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..
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    <!--QuoteBegin-Salvation.r2+Mar 19 2004, 02:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Salvation.r2 @ Mar 19 2004, 02:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-frasse+Mar 19 2004, 01:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frasse @ Mar 19 2004, 01:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - combat gone
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • niftyguyniftyguy Join Date: 2003-11-13 Member: 22812Members
    keep combat, i dont care about that but

    -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
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    o leap damage incresed to 180 damage over 1 second
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