Unchaining Hives Problem
blackholedreams
Join Date: 2004-02-04 Member: 26023Members
<div class="IPBDescription">..something that needs to be fixed first</div> Here's the problem. If you get a skulk and get focus, and then want to go fade, you're stuck with focus and can't get regen, unless you suicide, which is stupid. Why doesn't the dev team allow you to research a different upgrade and replace your current one? Say you have redemption, you could pay 2 res and get regen instead. Or if you had SoF you could research celerity and get that instead (if you only had one hive that is). This is just one foreseeable problem unchaining the chambers will have, as all the flexibility we want from it is kinda limited by this rather stupid inability to rechoose upgrades. Aliens are supposed to adapt...but they can't change their upgrades on the fly? That makes no sense. Anyway, comment away.
Comments
Pay 2 res and redo an upgrade? Seems like a no-brainer to me.
that's not the only time you might want to change upgrades though...another example: lerk with celerity wants to get adrenaline to umbra his onos pals once they actually have onos pals. upgrades should be free, but redoing upgrades makes sense to cost 2.
I'd rather have the ability to overwrite upgrades on the fly. The whole adaptability thing.
I don't know why you wouldn't put this in. It's not like it would overpower the aliens; if anything, it would mean more egg-shots for marines.
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I actually think it could be great !!!
make being alien more fun.
oh no im hurt, become inviible, regen
again the adaptability thing for aliens.... which is non existent
I'd rather have the ability to overwrite upgrades on the fly. The whole adaptability thing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Adaptability is choosing your upgrades wisely and using them to your advantage. It's not being able to change yourself at will to fill in for situations where you suddenly realize you picked a bad upgrade.
One is called laziness, and the other is called utilization.
Making it so aliens can change upgrades at anytime anywhere is just silly; it makes the game far too simple.
In addition, not only should upgrades be lost every time you change lifeforms, but upgrades should scale in cost:
1 res to upgrade as skulk
2 res to upgrade as gorge/lerk
3 res to upgrade as fade/onos
I'd rather have the ability to overwrite upgrades on the fly. The whole adaptability thing. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Adaptability is choosing your upgrades wisely and using them to your advantage. It's not being able to change yourself at will to fill in for situations where you suddenly realize you picked a bad upgrade.
One is called laziness, and the other is called utilization.
Making it so aliens can change upgrades at anytime anywhere is just silly; it makes the game far too simple.
In addition, not only should upgrades be lost every time you change lifeforms, but upgrades should scale in cost:
1 res to upgrade as skulk
2 res to upgrade as gorge/lerk
3 res to upgrade as fade/onos <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And screw the aliens around a bit more? No thank you! These suggestions that people have posted makes a great deal of sense, and it would make the khaara something which they are not at the moment: adaptable. People don't pick the upgrades which'll suit them the best for the moment, they pick the ones which they "think" will keep them alive the most...once they've chosen it, they are stuck with it until they die which is in other words the same as taking a gamble.
Having the ability to re-upgrade at any time would be excellent...take a skulk as an example...one moment he'd perhaps be best off as a scout/ambush unit with silence/cloak/regen...then if it would be needed then he could re-upgrade himself into a combat skulk or something, replacing silence with celerity, cloak with focus and perhaps regen with cara...
Pretty much the same story with the other lifeforms...
Any small bit which aids the khaara is seriously needed now that they have been beaten down so much with the nerf-stick...
I had the same idea
God, no.
Yea, you would think so, wouldn't you <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . Oh well.
I had the same idea <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Meh, i can imagine this would be <i>very</i> annoying for people that have been playing a while.
i can see it now, i go fade from a fully upped skulk, and then blink around with no ups what-so-ever thinking that celel is going a lil slow =/
While as a skulk being able to switch upgrades in the field I don't think is that imbalancing, as the higher life-forms, it becomes so.
Personally, as a gorge, I'd sensory so I could spot when marines were coming close, then flip to cloak and find a hiding spot (with silence, natch) while they were there. Once they left, flip to adrenaline to bilebomb to hell whatever they set-up, then switch to celerity to run to the next outpost to repeat. Turrets would meet my carapace while I bilebombed, and regen would let me return to bilebombing quicker. If I needed a quick out while in the red, I could flip to redemption instead.
And if that sounds bad, think about a celerity onos that could quickly move from the hive where it evolved to just outside of the base and then take adrenaline and carapace to attack, flipping to regen once it retreats.
The idea about losing all your upgrades when evolving to a new form is neat, but if that's in place, I'd like two conditions:
First, you can always evolve to a skulk, even if you already are one (Just pay to lose your upgrades in that case)
Second, whatever upgrades you die with, you also spawn with. This would give aliens being spawncamped a little more of a shot. Even if your upgrades completely suck for skulking, they're probably better than no upgrades at all during a spawncamp.
If it makes you guys happy maybe upgrade changes could take twice as long to gestate. Make it cost 4 res too if you want. The point isn't to let aliens switch around their upgrades every 30 seconds as the need arises, it's to allow them to change an upgrade if they've been alive for a long time and what was a good choice before isn't anymore. Maybe a Fade who took cara at hive 2 wants to switch to regen now that they lost the hive and he doesn't have metabolize. Maybe the early lerk who took celerity wants to take adrenaline for umbra now that an Onos is in the field. The regen switching scenario is always going to be slower and more expensive than just going back to the hive.
Heck, even a Marine can drop his shotty for an HMG. Why are the Aliens so static?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->adaptability
n : the ability to change or be changed to fit changed circumstances <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Here's the thing Forlorn, aliens are supposed to be able to adapt, to evolve, to utilize their advanced biology to counter whatever situation they come across. Their upgrades fly in the face of that. Essentially, their upgrades are set in stone, and no adaptability is present because it's currently "stick with the upgrade you just picked until you die," which is obviously stupid. Why you think otherwise is beyond me. Also, this couldn't possibly be unbalancing because it costs TIME and RES to switch upgrades. It's not an instant thing. Besides, coupled with unchained chambers, it could give the early alien game a boost, making them less Fade dependent and more able to counter the godly early game Marines.
However, I do think your res point scale for upgrades is a pretty good idea. Skulks tend to die a lot so lower res costs for upgrades makes sense. Fades and Onos last a hell of a lot longer so 3 res for an upgrade isn't too bad.
I like the idea of replaceable upgrades, but this part of it seems annoying. Maybe you should only be able to replace an upgrade with another upgrade of the same type. This would mean that you can replace regen with carapace, but not with celerity.
I like the idea of replaceable upgrades, but this part of it seems annoying. Maybe you should only be able to replace an upgrade with another upgrade of the same type. This would mean that you can replace regen with carapace, but not with celerity. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I also like this idea. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Client (General) feature acknowledged 11-17-03 allow alien players to alter upgrade selections <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I guess something like this will be implemented soon. You can get the info out of the bug database.
makes too much sense... things that make too much sense never happen
i have yet to hear forlorn suggest anything i haven't disagreed with full scale, some things are off, but he usually is right on.