Just Some Thoughts
MajorJello
Join Date: 2002-12-18 Member: 11059Members, Constellation
I play pub and it's gettin kinda repetitive. Here's just some ideas, before you flame me and say it's an old idea, I don't care. lol These do not apply to "NS Combat"
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Kharaa max armor should be related to the number of hives they have and the number of defense chambers they have. Then there would be 12 steps to normal uncarapaced armor. 1 hive 0 DCs/ 1 hive 2 DCs/ 1 hive 3 DCs/ 2 hives 0 DCs/ etc...
(ie. An early res**** who goes onos with 1 hive should be much weaker than Onos with 2 hives and 3 DCs, etc.)
Same concept to the relationship between # of Hives/Movement chambers and recovery of stamina (without adrenaline upgrade)
Same concept to relationship between # of Hives/Sensory chambers and effectiveness cloaking near a SC (without cloaked upgrade)
Then there would be more of a reward for expansion rather than reswhoring. Onos will be weaker in the beginning of a game and it helps quell untouchable fades early in the game.
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Another idea is that jetpacks rip through webs unaffected, but the maximum armor while wearing a JP is ZERO. With this, make lerks cheaper (maybe 20 res?). Also, JPs should have a slightly shorter "burn" time just or link the JP burn time to upgraded armor. (ie. Level 3 armor creates JPs with the longest burn time while level 0 armor JPs create short jet bursts.)
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As aliens can heal natural armor, marines should be able to repair their own armor at an armory.
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Kharaa max armor should be related to the number of hives they have and the number of defense chambers they have. Then there would be 12 steps to normal uncarapaced armor. 1 hive 0 DCs/ 1 hive 2 DCs/ 1 hive 3 DCs/ 2 hives 0 DCs/ etc...
(ie. An early res**** who goes onos with 1 hive should be much weaker than Onos with 2 hives and 3 DCs, etc.)
Same concept to the relationship between # of Hives/Movement chambers and recovery of stamina (without adrenaline upgrade)
Same concept to relationship between # of Hives/Sensory chambers and effectiveness cloaking near a SC (without cloaked upgrade)
Then there would be more of a reward for expansion rather than reswhoring. Onos will be weaker in the beginning of a game and it helps quell untouchable fades early in the game.
===================
Another idea is that jetpacks rip through webs unaffected, but the maximum armor while wearing a JP is ZERO. With this, make lerks cheaper (maybe 20 res?). Also, JPs should have a slightly shorter "burn" time just or link the JP burn time to upgraded armor. (ie. Level 3 armor creates JPs with the longest burn time while level 0 armor JPs create short jet bursts.)
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As aliens can heal natural armor, marines should be able to repair their own armor at an armory.
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Comments
Jetpacks and webs are just fine, especially on classic maps where you can have so few of them.
An amoury repair for armour might be a good idea, in organised pubs you can hand out 2 welders, but in most you would get them running off and losing the welder.
Tho this would make people too dependant on the armoury, I personally dont like the idea.
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thumbs up
I do like the idea though of making hives more important, still. I just would not expect it to solve that particular problem.
Maybe adding that each additional active working hive (+1 for 2 hives, +2 for 3 hives) also acts as a res tower?