Suggestions(LONG LONG LOOONG POST)
waterbuster
Join Date: 2006-12-17 Member: 59117Members
<div class="IPBDescription">ideas and dreams for NS2</div>Here is some wishful thinking. I dont know if they can be implemented or are really practical in any sense, but this idea's sprang into my mind.(im not thinking in terms of balance, just throwing some idea's out there. I KNOW these are not balanced, but they sound really fun if they get tweaks)
Aliens:
-Egg evolution
I suggest that evolution times extended between lower and higher lifeforms. With a catch. Evolution from a skulk to an onos should not take several minutes. It should take about twice as long, or maybe triple the evolving time. But the thing that would interest me is that if gorges could treat eggs like structures(build able). Being that a gorge could help an onos evolve by pressing the "use key", speeding up the evolution. Like normal structures, they would evolve and grow gradually, but without the help of a gorge they would not be in operation until a certain length of time. Teamwork +1 in my opinion.(suggestions open)
-egg placement
Eggs are eggs. Fragile, squishy structures. But sticky.
I think eggs should be able to stick to any surface in the dynamic infestation. Also, should they not evolve on it, the evolution process could take longer.
-evolution
Any creature can evolve into any other creature at any time. Of course, unless the minimum req. of resources is met, the creature becomes hindered. - speed, -strength, -health, ect. Maybe even malformed growths like cancer that hurt it over a series of time. The same penalties could be suggested if a creature is harmed in the egg, resulting in new, if not hurt, strains of alien.(russian roulette style, and not completely new aliens) Also, gorges could heal them before they are completely screwed over.
-egg protection
Adaptive armor. The more damage an egg takes, the more resistant it is to that type. Maybe for further lifeforms.(I guess this could be a 3rd hive upgrade)
-egg size
Onos eggs are NOT supposed to be the size of a skulk. I rest my case.(can also tip marines off as to what egg to shoot first)
-webs
Make them availible early game. Only buildable on the DI, or they disolve. Maybe even strengen eggs or heal them if damage is done to them(absorbs into the egg). Help them hang from walls maybe....?
-skulk
special parasite properties(see below), remove leap. Here is why: I am afraid that with the physics engine, the velocity of a single skulk leap could take down an entire marine force(much like a car or barell in HL2 via gravity gun)
-gorge
Less armor. Web laying capabilities with "healspray". Spit arc's at an angle(lol projectile velocity...).
Bilebomb does LITTLE damage. Desolves armor and metal at a slow rate instead of instant damage. Capable of eating away at walls.
-fade
Actually teleports. If they hit a wall or go into one(in that BRIEF time they are warping) they are considered dead or die slowly. The more the button is held, the farther they warp(or in warp-time). In-warp, things are distorted. Maybe like....fish eye camera.
-onos
Stronger. Able to knock down some walls. stomp affects a cone like area or sphere around the onos. When eating someone, they can still shoot gernades and/or knife. More they are digested, less damage weapons do. Digestion speed increased.
-parasite
Actually inserts parasites. Gives aliens ability to see through marines eyes. Parasite CAN be removed with a advanced medpack(or some other healing device such as a medic bay at base). If the parasite is not removed after a set time, the marine players actions become more twitchy and have more sensitivity/less concerning how long they have been controlled. Movement delayed/incresed, vision distorted(maybe even blacked out).
1st stage(aprox 30 seconds): the alien that parasited the marine can see through his eyes(but blurred).
2nd stage(aprox 60 seconds): the marine takes 10 damage every extra minute.
3rd stage(aprox 120 seconds): the marine's movements and vision get blurred. Chaotic, hindering, but not full-blown special ed.(sorry if that terms affends you)
4th stage(aprox 240 seconds): control. The parasite engulfs the marine, causing complete control via npc. At this point, the controlled marine has about 30 health. Diffrences in marine stature and texture are VERY distinguishable. Cannot climb walls, very slow. one attack, 10 damage. Player(alien) can control when using parasite sight, but generally just leads it around while it trips and stumbles. Still very hard to control even if alien. At this point the marine player spawns just like if he had died, and gets control of a new marine.(and the 2nd stage effect ends)
5th stage(Aprox 310 seconds): parasite consumes the marine. The model gets absorbed into the DI, becoming a <insert idea here>. Maybe a tunnel, healstation, new hive, ect. I dont know(maybe a spot that creates more DI). If there isnt any DI around, infected marine explodes.
Also, after a marine is parasited he cannot be damaged by another parasite, but the extra parasite reduces the amount of time needed to actually go through these 5 stages(maybe each parasite reduces the time by 20 seconds)
-Hive placement
Hive can be placed anywhere. But it has to be in an area with enough area space and enough room for spawning(and if it doesnt, it gets malformed). Like aliens, it can be built at anytime, but at the chance of malformation and maybe even death if the minimum resources are not met.(or even a renegade hive that spawns npc's that kill everyone if it gets the chance)
Also, hive can spawn(if activated) aliens right when its built. The changes are malformed aliens.(even limbs falling from the hive)
I will post more in a few hours/minutes. Maybe for marines if I run out of idea's for aliens.
edit: more idea's....(and please remember. I dont want all of these changes. Im just throwing some idea's out there.)
-chambers
1. Oc's need to have several stages of evolution, but at HIGH res costs. Like maybe 20 or 30 res per damage upgrade or health upgrade.
2. MC's. if DI is around, allows faster movement in a certain radius.(not qattack speed)
3. DC's. if DI is around, allows for faster recovery or slight regeneration.
4. SC's. If DI is around, allows for cloaking to proceed faster.
-cloaking
Cloaking needs to be gradual graphics wise, not "stay still and *poof* gone". Depending on the SC number, they cloak faster over time.
-focus
Rather than doing more damage, hinders enemy's movement or vision depending on where they got hit.
-sent of fear
Larger radius, color change depending on how fast they are moving or acting.(heart rate?)
-celerity
Keep as is, but with less control when turning.(like a dog sliding into a wall when running across a kitchen tile floor when turning)
-silence
Make it like current cloak, where the more you move the less silent you become. Also, DI affects silence or increases it.
-Adrenaline
Keep as is.
-carapace
Keep as is
-regeneration
Make certain regeneration effects visable(already posted somewhere else)
-redemption
When a creature gets to the redemption "point", they start to fade out father than disapear completely. Like cloaking with umbra effects, and then going out of existance. Vision effects may vary on the actual person using redemp
MARINES: <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
-Com chair
I suggest that its upgradable. Tougher armor, increases tech tree's, ect
-armory
A commander that could put a limit on how much bullets it dispenses. No more armory humping for you! Also, diffrent ammo types can be selected(but cost res. Commander can set access to "normal", and ammo distributes accordingly to those with more kills, or lets higher-skill players access to more bullets. Or he can set it manually per kill or select who get what and when.)
-Guns in general
Lasers, upgradable sizes of clips, accesories on what a gun can use(selectable via arms lab).
-Turrets
Be able to knock over, and able to be moved and/or secured to the ground. Fast rate of fire, but reloads every now and then.
-TF
Supplies direct feed of bullets to turrets. Turrets can still be placed anywhere, but come with limited ammo(10 for normal turret[not rounds, segments of being able to fire], 1 for siege turret.) Cannot use siege unless it is upgraded at the arms lab.
Feeds of ammo come in limits. Maybe 5 feet. Ammo is distributed via a ramp that extends to the actual turret. If bit, the ammo feed needs re-attaching or the turret will not fire. Ammo is not affected by bile-bomb or spit. Can be upgraded into "belts" that deliver the ammo faster and cannot be bitten through easily, but bile-bomb able.
-Beacon placement
A beacon can be moved to any location(where the marines appear), but it requires two things. The first being that you have an open area(like the hive) unless you want half of your marines stuck in walls. The second is that you have to set of a beacon "link". The link needs to be built within 100 feet of the original marine start. A com chair can be upgraded with the link, or a second beacon machine can serve as the link. Only one link between established. Between the original and second placements. There cannot be a third.
-scout gernades(gun upgrade)
Allows a moveable flying drone to be controlled via marine control. The maximum movement for the drone range is 15 feet. Beyond that, the drone shuts off and stops working.
-track painter(gun upgrade)
Makes each bullet tracking able. If a marine shoots an onos or the onos escapes, he can get health and armor intel and view things from that bullets perspective(depending on where it hit the kharaa). It can also be upgraded where it shows the actual "footprints" of the kharaa.
-target painter(gun upgrade)
Bullets increase damage to that kharaa for every time a target painter hits it. Bullets decrease guns rate of fire, and only target painter bullets can kill faster.
-Explosive ammo
Ammo comes in inactive charges. When fired into a kharaa, the charges become active. The onos/whatever retreats, and for up to 30 feet of the original owner of the bullets the charges can be detonated via remote control.
-implosive ammo
Ammo is EXPENSIVE, but hinders kharaa movement(creates vaccumes, distorts internal structure of the animal). Fast rate of fire, the more bullets in the animal the slower it gets.
-toxin ammo
Ammo increases cancer-like symptoms. Can be spread from kharaa to kharaa via contact, and create symptoms of being blind, hearing loss, attack lowered, health lowered, or just going crazy and turning ravaging npc.
Each ammo type increases how well it affects aliens for each level it gets. 3 levels in all.
Annnnnd I will throw more idea's as soon as I can think of them
-waterbuster
Aliens:
-Egg evolution
I suggest that evolution times extended between lower and higher lifeforms. With a catch. Evolution from a skulk to an onos should not take several minutes. It should take about twice as long, or maybe triple the evolving time. But the thing that would interest me is that if gorges could treat eggs like structures(build able). Being that a gorge could help an onos evolve by pressing the "use key", speeding up the evolution. Like normal structures, they would evolve and grow gradually, but without the help of a gorge they would not be in operation until a certain length of time. Teamwork +1 in my opinion.(suggestions open)
-egg placement
Eggs are eggs. Fragile, squishy structures. But sticky.
I think eggs should be able to stick to any surface in the dynamic infestation. Also, should they not evolve on it, the evolution process could take longer.
-evolution
Any creature can evolve into any other creature at any time. Of course, unless the minimum req. of resources is met, the creature becomes hindered. - speed, -strength, -health, ect. Maybe even malformed growths like cancer that hurt it over a series of time. The same penalties could be suggested if a creature is harmed in the egg, resulting in new, if not hurt, strains of alien.(russian roulette style, and not completely new aliens) Also, gorges could heal them before they are completely screwed over.
-egg protection
Adaptive armor. The more damage an egg takes, the more resistant it is to that type. Maybe for further lifeforms.(I guess this could be a 3rd hive upgrade)
-egg size
Onos eggs are NOT supposed to be the size of a skulk. I rest my case.(can also tip marines off as to what egg to shoot first)
-webs
Make them availible early game. Only buildable on the DI, or they disolve. Maybe even strengen eggs or heal them if damage is done to them(absorbs into the egg). Help them hang from walls maybe....?
-skulk
special parasite properties(see below), remove leap. Here is why: I am afraid that with the physics engine, the velocity of a single skulk leap could take down an entire marine force(much like a car or barell in HL2 via gravity gun)
-gorge
Less armor. Web laying capabilities with "healspray". Spit arc's at an angle(lol projectile velocity...).
Bilebomb does LITTLE damage. Desolves armor and metal at a slow rate instead of instant damage. Capable of eating away at walls.
-fade
Actually teleports. If they hit a wall or go into one(in that BRIEF time they are warping) they are considered dead or die slowly. The more the button is held, the farther they warp(or in warp-time). In-warp, things are distorted. Maybe like....fish eye camera.
-onos
Stronger. Able to knock down some walls. stomp affects a cone like area or sphere around the onos. When eating someone, they can still shoot gernades and/or knife. More they are digested, less damage weapons do. Digestion speed increased.
-parasite
Actually inserts parasites. Gives aliens ability to see through marines eyes. Parasite CAN be removed with a advanced medpack(or some other healing device such as a medic bay at base). If the parasite is not removed after a set time, the marine players actions become more twitchy and have more sensitivity/less concerning how long they have been controlled. Movement delayed/incresed, vision distorted(maybe even blacked out).
1st stage(aprox 30 seconds): the alien that parasited the marine can see through his eyes(but blurred).
2nd stage(aprox 60 seconds): the marine takes 10 damage every extra minute.
3rd stage(aprox 120 seconds): the marine's movements and vision get blurred. Chaotic, hindering, but not full-blown special ed.(sorry if that terms affends you)
4th stage(aprox 240 seconds): control. The parasite engulfs the marine, causing complete control via npc. At this point, the controlled marine has about 30 health. Diffrences in marine stature and texture are VERY distinguishable. Cannot climb walls, very slow. one attack, 10 damage. Player(alien) can control when using parasite sight, but generally just leads it around while it trips and stumbles. Still very hard to control even if alien. At this point the marine player spawns just like if he had died, and gets control of a new marine.(and the 2nd stage effect ends)
5th stage(Aprox 310 seconds): parasite consumes the marine. The model gets absorbed into the DI, becoming a <insert idea here>. Maybe a tunnel, healstation, new hive, ect. I dont know(maybe a spot that creates more DI). If there isnt any DI around, infected marine explodes.
Also, after a marine is parasited he cannot be damaged by another parasite, but the extra parasite reduces the amount of time needed to actually go through these 5 stages(maybe each parasite reduces the time by 20 seconds)
-Hive placement
Hive can be placed anywhere. But it has to be in an area with enough area space and enough room for spawning(and if it doesnt, it gets malformed). Like aliens, it can be built at anytime, but at the chance of malformation and maybe even death if the minimum resources are not met.(or even a renegade hive that spawns npc's that kill everyone if it gets the chance)
Also, hive can spawn(if activated) aliens right when its built. The changes are malformed aliens.(even limbs falling from the hive)
I will post more in a few hours/minutes. Maybe for marines if I run out of idea's for aliens.
edit: more idea's....(and please remember. I dont want all of these changes. Im just throwing some idea's out there.)
-chambers
1. Oc's need to have several stages of evolution, but at HIGH res costs. Like maybe 20 or 30 res per damage upgrade or health upgrade.
2. MC's. if DI is around, allows faster movement in a certain radius.(not qattack speed)
3. DC's. if DI is around, allows for faster recovery or slight regeneration.
4. SC's. If DI is around, allows for cloaking to proceed faster.
-cloaking
Cloaking needs to be gradual graphics wise, not "stay still and *poof* gone". Depending on the SC number, they cloak faster over time.
-focus
Rather than doing more damage, hinders enemy's movement or vision depending on where they got hit.
-sent of fear
Larger radius, color change depending on how fast they are moving or acting.(heart rate?)
-celerity
Keep as is, but with less control when turning.(like a dog sliding into a wall when running across a kitchen tile floor when turning)
-silence
Make it like current cloak, where the more you move the less silent you become. Also, DI affects silence or increases it.
-Adrenaline
Keep as is.
-carapace
Keep as is
-regeneration
Make certain regeneration effects visable(already posted somewhere else)
-redemption
When a creature gets to the redemption "point", they start to fade out father than disapear completely. Like cloaking with umbra effects, and then going out of existance. Vision effects may vary on the actual person using redemp
MARINES: <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
-Com chair
I suggest that its upgradable. Tougher armor, increases tech tree's, ect
-armory
A commander that could put a limit on how much bullets it dispenses. No more armory humping for you! Also, diffrent ammo types can be selected(but cost res. Commander can set access to "normal", and ammo distributes accordingly to those with more kills, or lets higher-skill players access to more bullets. Or he can set it manually per kill or select who get what and when.)
-Guns in general
Lasers, upgradable sizes of clips, accesories on what a gun can use(selectable via arms lab).
-Turrets
Be able to knock over, and able to be moved and/or secured to the ground. Fast rate of fire, but reloads every now and then.
-TF
Supplies direct feed of bullets to turrets. Turrets can still be placed anywhere, but come with limited ammo(10 for normal turret[not rounds, segments of being able to fire], 1 for siege turret.) Cannot use siege unless it is upgraded at the arms lab.
Feeds of ammo come in limits. Maybe 5 feet. Ammo is distributed via a ramp that extends to the actual turret. If bit, the ammo feed needs re-attaching or the turret will not fire. Ammo is not affected by bile-bomb or spit. Can be upgraded into "belts" that deliver the ammo faster and cannot be bitten through easily, but bile-bomb able.
-Beacon placement
A beacon can be moved to any location(where the marines appear), but it requires two things. The first being that you have an open area(like the hive) unless you want half of your marines stuck in walls. The second is that you have to set of a beacon "link". The link needs to be built within 100 feet of the original marine start. A com chair can be upgraded with the link, or a second beacon machine can serve as the link. Only one link between established. Between the original and second placements. There cannot be a third.
-scout gernades(gun upgrade)
Allows a moveable flying drone to be controlled via marine control. The maximum movement for the drone range is 15 feet. Beyond that, the drone shuts off and stops working.
-track painter(gun upgrade)
Makes each bullet tracking able. If a marine shoots an onos or the onos escapes, he can get health and armor intel and view things from that bullets perspective(depending on where it hit the kharaa). It can also be upgraded where it shows the actual "footprints" of the kharaa.
-target painter(gun upgrade)
Bullets increase damage to that kharaa for every time a target painter hits it. Bullets decrease guns rate of fire, and only target painter bullets can kill faster.
-Explosive ammo
Ammo comes in inactive charges. When fired into a kharaa, the charges become active. The onos/whatever retreats, and for up to 30 feet of the original owner of the bullets the charges can be detonated via remote control.
-implosive ammo
Ammo is EXPENSIVE, but hinders kharaa movement(creates vaccumes, distorts internal structure of the animal). Fast rate of fire, the more bullets in the animal the slower it gets.
-toxin ammo
Ammo increases cancer-like symptoms. Can be spread from kharaa to kharaa via contact, and create symptoms of being blind, hearing loss, attack lowered, health lowered, or just going crazy and turning ravaging npc.
Each ammo type increases how well it affects aliens for each level it gets. 3 levels in all.
Annnnnd I will throw more idea's as soon as I can think of them
-waterbuster
Comments
A few of these ideas have already been raised and discussed with some interesting outcomes suggest you do a search about parasite and bullets but some of your ideas are fresh.
some great work. its good to write your ideas down but post about them individually over time that way others can and will pick over your ideas. and you will get better feedback about your ideas.
Keep up the good work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
firstly only in co are gastation times quike in classic onos take quite a long time to gastate
secondly i dotn know if this has been suggested before
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->But the thing that would interest me is that if gorges could treat eggs like structures(build able). Being that a gorge could help an onos evolve by pressing the "use key", speeding up the evolution. Like normal structures, they would evolve and grow gradually, but without the help of a gorge they would not be in operation until a certain length of time. Teamwork +1 in my opinion.(suggestions open)<!--QuoteEnd--></div><!--QuoteEEnd-->
but you need to go sugest it for NS 1 now go up there and suggest it.
egg placement has been suggested many many times, and we all hope the devs are consitering it
evolution- i sort of like your idea's like a minimum onos cost could be 70 instead of 75, but it comes with penatlys untill it can consume that extra 5 res from your pool, it might be a bit hard to
i think alot of your suggestions are possable with the nexus, but we really dont know the exstent of the bus yet
alot of these thigns have bene suggested before, in some form or mannor lets jsut hope some of hte better ones get in
A beacon can be moved to any location(where the marines appear), ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Definitely not .. This will take for marine deadly beacon scout tactic.
One marine build beacon near the hive and then commander just beacon there full armored squad. (like massive teleport)
But I like this one:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-celerity
Keep as is, but with less control when turning.(like a dog sliding into a wall when running across a kitchen tile floor when turning)<!--QuoteEnd--></div><!--QuoteEEnd-->
It will be funny .. sliding skulk <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I hope flayra at least considers them, because I believe they could make this game really fun!
And I will take your word for it and submit these to the ns1 forum.
: )
"Watch out, there's a skulk... GET OUT OF THE WAY! *crash* *bite* *etc*"
Looks like you thought your ideas through. It's not expected anymore, but nice to see when it happens - good job.
If I took the time to pick through them one by one I'm sure I could find things to disagree with, but I like to take the novel approach to thinking that Flayra can use basic intelligence without having a seventeen page thread explaining when and how to do it.