Suggestions

waskerwasker Join Date: 2006-11-20 Member: 58674Members
Hiho, before I'm off I'm sharing some stuff that I thought'd be intresting in ns2;

<i>Upgraded hives</i>, the more of them you have the the tougher the older hives become.

Example:
New hive 100% hp
Hive 125% hp
Old hive 150% (this would be the starting hive + 2 other hives then)

As a hives currently are being shot down in seconds by shotgun rushers this wouldnt change gameplay much except that marines will probably take out weaker hives first and kharaa have to plan abit where to place them. The numbers are just placement numbers, add any +% you find suitable. +50% might be waaay too much.
<i>
Fungal chamber</i>
Emits larger clouds of gas, did a sketch of it aswell. It's main purposes is to sealing off and protecting areas. While a offence chambers got range and higher damage vs a single target fungal chambers excel against clusters of marines.

<img src="http://www.wasker.com/fungal.png" border="0" alt="IPB Image" />
<i>
Upgraded offence chambers,</i>
All chambers come with 3 trainable abilities except for the offence chamber. As defence chambers offer defensive upgrades offence chambers should offer combat upgrades. Just as the other examples this needs to be balanced.

Example:
attack: +1%,2%,3% (number of chambers) increased attackspeed for each killed marine up to a max of +21%
speed: +2%,4%,6% + to movement speed for each killed marine up to a max of +30%
resilence: -2%,-4%,-6% reduced damage taken for each killed marine up to a max of -30%
<i>
New marine weapon</i>
A new long rifled weapon to introduce new ways of playing as a marine instead of sticking with the usual lmg or the heavier version, hmg, and still be able to pick enemies off from a distance.

Example:
Primary fire: 1 shot per second, dealing 50-70ish damage, 30 bullet clip
secondary fire: Markerlight, marks target with a flare, shows it just as if it was affected by a motion tracking device. Lasts 2-4 minutes.

Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Upgraded offence chambers i don't think would work, as they are not related to hives/hive abilities. I believe an extra non-tied chamber, like the Fungal chamber you have mentioned would be nice. Costing the same res as a OC they output clouds of gas as marines enter the vacinity, this gas has dual effect:

    Umbra on Aliens
    Spore on Marines

    This would make it useful for attacking as well as defending, but wouldn't be that powerful because the range of the cloud would be smaller than that fired by lerks, purely because it is not projected.
  • EmpEmp Join Date: 2006-11-25 Member: 58705Members, Reinforced - Shadow
    <!--quoteo(post=1582412:date=Nov 30 2006, 06:08 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE(Soul_Rider @ Nov 30 2006, 06:08 PM) [snapback]1582412[/snapback]</div><div class='quotemain'><!--quotec-->
    Upgraded offence chambers i don't think would work, as they are not related to hives/hive abilities. I believe an extra non-tied chamber, like the Fungal chamber you have mentioned would be nice. Costing the same res as a OC they output clouds of gas as marines enter the vacinity, this gas has dual effect:

    Umbra on Aliens
    Spore on Marines

    This would make it useful for attacking as well as defending, but wouldn't be that powerful because the range of the cloud would be smaller than that fired by lerks, purely because it is not projected.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    i agree
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    I like the idea of Chambers shooting spores at large Marine groups. Think of a small group (lets say about 3 marines) who would have to move one by one through a hallway to avoid activating the chambers deadly poison. Or they could rush through, activate the chamber and make it fulfill its purpose.
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