<!--QuoteBegin-SmoodCroozn+Jul 29 2004, 07:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 29 2004, 07:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Next, you maybe wondering what skill will replace the o-powerful regen?
An idea I had is an upgrade is called "rejuvenate". What it does is when you upgrade it, it makes regen work stronger, but ONLY when you are motionless and not getting shot. I am thinking you can attack, so you can have "rejuvenate" work with metabolize, but you can't move your legs (can't use a,s,d or w). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Think about it... Even if you regenerate as a passive-all-time-all-there-trait, why would people choose MC or SC for example? DC still let's you regenerate <b>faster</b>...
Regenerating faster comes at a cost. If you had read clearly, you would have seen the words *CAN'T USE W, A, S, or D keys, and won't work if you are attacked*
HOWEVER, if you have something like celerity, it maybe more beneficial to you because it works 100% of the time rather than sitting in a spot waiting to heal.
You have to decide if you want to trade defensive for offensive power. Management is key in NS.
NolSinklerOn the ClorfJoin Date: 2004-02-15Member: 26560Members, Constellation
Natural Defense: Fires a spore cloud at you when you are being damaged. Has a 10% chance/level per second that it will work. Also, each level increases spore damage, and the area the spore cloud accumulates.
Level 1: 10% chance/second that a spore cloud will be fired at you while being damaged. The spore cloud does 5 damage/second, and is in a 200 square unit area around you. It lasts for 4 seconds.
Level 2: 20% chance/second that a spore cloud will be fired at you while being damaged. The spore cloud does 8 damage/second, and is in a 275 square unit area around you. It lasts for 6 seconds.
Level 3: 30% chance/second that a spore cloud will be fired at you while being damaged. The spore cloud does 11 damage/second, and is in a 350 square unit area around you. It lasts for 8 seconds.
Absorb: A vampire-like attack that only works with melee attacks and hive 0 attacks(instead of just hive 0 attacks...that means it works with leap, healspray, and charge). Each level increases how much damage is converted into health by 20% (so its 20%, 40% and 60%).
Heres one that I made up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
(needs a name <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> : When an alien is damaged, it will gain a certain amount of extra armor (permanent). The amount of extra armor increases/level (this will only show up when the alien is healed.
Level 1: 1% of damage done will increase health and armor.
Level 2: 4% of damage done will increase health and armor.
Level 3: 7% of damage done will increase health and armor.
So, lets say 75 damage is done to a skulk with level 3 of this. He then runs back to the hive, and gets 5% of that back as armor. He now has 5.25 more health and armor.
Now, 1500 damage is done to an onos with level 3 of this. He now has an extra 105 health and armor.
This upgrade rewards surviving. I admit it can be worse than carapace, but it also can be better than carapace. After 100 damage, it only has 77/17 health. After 200 damage it only has 84/24 health, which is around that of a carapace skulk. (btw this resets with each death in combat). Of course, this has its limits. An alien cannot gain more than 150% health, and 150% more armor. So, a skulk could have 175/25 health. A lerk could have 312.5/75 health. A gorge could have 375/100 health. A fade could have 750/375 health. An Onos could have 1750/1500 health. But, you see, it takes much longer for higher health lifeforms to gain the exra health (it takes 15000 damage for an onos to get its max health...and it can't die before that...)
Heres another upgrade:
(once again needs a name): When an alien is below 40% health, he will automatically gain a boost to speed, damage, RoF, and adrenaline gain. This varies with level.
Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Reincarnation will mean Fades will almost never die. The marines kill a fade, see the death icon, and start reloading. Then, before the reload finishes, the Fade reincarnates, and blinks away to safety because with half of his armor, he actually has most of his "effective" health. The upgrade, in order to be fair, needs to cost ha;f the gestation cost at least.
<!--QuoteBegin-Trevelyan+Jul 29 2004, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jul 29 2004, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you know unchaining the chambers sure sounds easier then a total reworking of the defensive upgrades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not entirely reworking, we just make level 2 regen a staple and add code for a new ability such as "rejuvenation". Simple.
I find unchaining upgrades easier to do, but like I said, I made this idea up to please both parties chainers and unchainers.
This could work well with unchained also. At one hive, a fade can realistically take celerity, or some other upgrade, rather than having to take regen. It doesn't just give you a choice of which chamber with chained chambers, it also gives you a choice of upgrade with unchained chambers.
<!--QuoteBegin-Mintman+Jul 29 2004, 07:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Jul 29 2004, 07:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you're going to do this I think that you could use regen in it's current state, but instead of the rate of healing being dependant on the number of DCs, make it dependant on the number of hives. Afterall, level 1 regen is crap but better than none at all, level 2 is reasonable and level 3 would be at 3 hives when the aliens should decimate the marines.
Also, if you made DCs only heal structures you wouldn't get idiots hiding in vents at the end of the game as no hives would mean no regen. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This is probably the best post in this thread. Although I disagree with Defence Chambers not healing Aliens. It would probably spell the end of the DMS strategy in one fell swoop(I couldn't care less about unchaining upgrade chambers from hives until it's at least implemented for testing and did I mention I hate almost every plugin ever concieved). This would also give the Aliens even more of an incentive to defend hive locations & build hives which is something I feel that lacks from public play in 3.0 beta 4a. On the other hand and more 'on topic', Regeneration is a good upgrade for most classes but its not the best Defence Chamber upgrade for every class at every instance. Examples. Skulk: watch a demo of any 1/2 decent clan match (I suggest BM, RaB or exigent) and you will see the Skulks take Carapace the majority of the time. Doesn't matter how many hives they have, Carapace is generally a better choice than Regeneration for Skulks. This doesn't appear to crossover as much into public games where people are generally more concerned with thier score than the fact that it is a team game. Fade at 2 hives: Generally a 2 hive Fade is going to have Defence Chambers on the first hive and Movement chambers on the second or vice versa if the alien team is using strategy and tactics. Now with hive 2 comes Metabolize for Fades. Which upgrade is best for a Fade with 2 hives? You guessed it, Carapace.
Now a base level of Regeneration which increases with the number of hives would make these 2 cases a fair bit more powerful than they are at the moment. However the point is it would shatter the idea that the aliens must go for the DMS strategy. It would be like early games of 2.0 when people were trying Sensory or Movement first <u>but all the time</u>.
<!--QuoteBegin-SmoodCroozn+Jul 29 2004, 08:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 29 2004, 08:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Trevelyan+Jul 29 2004, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jul 29 2004, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you know unchaining the chambers sure sounds easier then a total reworking of the defensive upgrades. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Not entirely reworking, we just make level 2 regen a staple and add code for a new ability such as "rejuvenation". Simple.
I find unchaining upgrades easier to do, but like I said, I made this idea up to please both parties chainers and unchainers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> add balance testing and what not for the new ability.
Then compare that to (right now) downloading a simple plugin.
<!--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-->(once again needs a name): When an alien is below 40% health, he will automatically gain a boost to speed, damage, RoF, and adrenaline gain. This varies with level.
Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I like this one... it actually rewards you for having been battle damaged (or fall damaged if you really want it...)
That other upgrade that increases your life span after healing is not so great though... People complain that fades are hard to kill now (some are, most arn't IMO), so it will just make them harder to kill if they get this, esp. in combat.
The one that respawns you with 50% hp/ap after your die at your same location is a bad one... Maybe if it was just 50% hp instead or was replaced with redemption. If it replaces redemption, you still need to wait in the "death line", but when you respawn, you'll respawn as whatever lifeform you were last with 50% (assuming the upgrade is lvl3) hp/ap at the hive. As for res costs... I have no idea, but the drawback would be you can only die once with this upgrade and you could not get another defence upgrade until you die again. I have no idea how this could be used in combat though... maybe give you temp invinciblity when you respawn instead? (1.5 sec maybe?)
<!--QuoteBegin-i'm lost+Jul 29 2004, 10:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jul 29 2004, 10:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe a replacement upgrade could be something that heals aliens near you. It would stack with the passive regen, and it would encourage teamwork (4 aliens with this upgrade could heal quite a bit, but an alien on their own doesn't benefit). It's just a random idea that came to me, and unlike the other suggestions, it is passive and doesn't depend on anything you are doing, making it simpler to deal with. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I like this. Reminds me of the Chinese in C&C Generals. They aren't regening(that I recall) but when they are grouped up, with a certain upgrade if I remember correctly, they are much stronger. Though, it would certainly need some proper tweakage, so a group of aliens with this "effect" weren't unstoppable.
I definately like the idea of the kharaa having the regeneration ability. As long as it didn't mess with how much damage they would take, like taking more bullets to kill a skulk at the start of the game than it does now. Obviously having a full regen upgrade like the DCs right now would be overpowered, but like somebody suggested having it like 1 DC regen. It seems that this would be useless though, but maybe have it where the closer to the hive you are, the better your regeneration. It would kind of promote the "hive mind" part of the kharaa.
these changes are too drastic. and unless flayra pops in there to say he likes an idea none of these will be implemented. they're not very good ideas anyways IMO. unchaining chambers would be much simpler
<!--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-->Heres another upgrade:
(once again needs a name): When an alien is below 40% health, he will automatically gain a boost to speed, damage, RoF, and adrenaline gain. This varies with level.
Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Desperation or something?
The first suggestion might be ok, depending on the level of the faster regen speed, how much per tick?
<!--QuoteBegin-Malibu Stacey+Jul 30 2004, 04:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Malibu Stacey @ Jul 30 2004, 04:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> blah blah trim trim Fade at 2 hives: Generally a 2 hive Fade is going to have ---blah blah ---- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> well I guess you could make it like cloaking, or just have it so that they have to stand still or something to regenerate, not preventing them from being at the front or marine backlines, but still taking them out of action temporarily.
instead of respawning where you died at 50% hp/ap.
you wait in the death line and respawn at hive as the lifeform you had with full hp/ap, but your hp/ap is now capped at a percentage of what it previously was.
instead of respawning where you died at 50% hp/ap.
you wait in the death line and respawn at hive as the lifeform you had with full hp/ap, but your hp/ap is now capped at a percentage of what it previously was.
ex.
lvl 1 50% lvl 2 60% lvl 3 75% <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Good idea. Maybe it could work 2 or 3 times before it finally stops working, too. Although it's a strange idea (regardless of how it's done) because it is guaranteed to be useless on skulks, and probably gorges too.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
reminds me a little bit of redemption <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'm all for making regen passive and linking its effectiveness to the number of hives (absolute best suggestion yet) much like the armor effectiveness currently is. However, in lieu of the general power associated with the passive regen and the rejuv idea in the late game I would have to opt to not have an upgrade that modifies regen at all. I personally liked the "healing aura" upgrade... this would actually reflect the DC ability more directly and basically turn you into a walking DC however I wouldn't restrict it to simply when at full health. Instead I would maybe reduce the amount that it heals others (perhaps to 1-2% per tick) and make it work all the time. Logistically this would mean increased incentive for groups of lifeforms to stick together when they have this upgrade because then they all basically get a little boost to their regenerative ability. It would also mean a general need for good communication to make the upgrade particularly effective. "OK everyone, get healing aura for a mass attack on double people!!!"
<!--QuoteBegin-BobTheJanitor+Jul 29 2004, 04:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jul 29 2004, 04:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Topics like 'Acid Rocket is weak for a hive three weapon" belong here. Topics like "Acid Rocket should be replaced with a flaming gorge launcher" belong in I&S. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Too Funny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . But wee all know gorges should have wings, horns, hooves and spit fireballs.
Some of these upgrades are just totally ridiculous. If you kill something it should die. If you shoot something it shouldn't get stronger. And I can't think of anything else to totally flame.
But it is interesting. I say DC should not have any healing effect whatsoever in your plan, because then your still encouraging DCs.
<!--QuoteBegin-ZiGGY^+Jul 29 2004, 02:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Jul 29 2004, 02:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Use. A. Gorg. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Gorges are pretty useless for an onos, especially while it is being shot with a few hmg's. A gorge also won't help a fade that is blinking around 3 marines (without shotguns).
<!--QuoteBegin-cortex+Aug 3 2004, 08:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cortex @ Aug 3 2004, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->If you shoot something it shouldn't get stronger.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
then you saying callouses shouldn't exist? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Have you ever shot your callous?
I would also like to add that the reincarnation would make redemption totally useless. As well, it should only work once. Or maybe, we can add a cooldown of 320 seconds! Just to totally rip off WC3.
then you saying callouses shouldn't exist? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Have you ever shot your callous?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since we're talking semantics here... have you ever seen alien callouses?
For all we know, they're biology could be so quickly reacting that callouses could appear VERY quickly. I mean hell... look how fast they change their biology from a dog-sized weenie to a demon dino. Something as minute as quickly reinforcing the hide in places would seem trivial to something like that. ^^
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
<!--QuoteBegin-NolSinkler+Jul 30 2004, 02:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NolSinkler @ Jul 30 2004, 02:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> actually this is what adrenaline does, booost dmg, rof, dunno about speed (don't think it does) but generally this description describes sorta primal scream.
"Every alien can heal by itself by going into an egg"
So when u run away from battle choose nice place to going egg for some time and u will be fully recovered depending how much u have lost energy. It would cost maybe 2 res. If alien take this when it have under 10 hp and no carapase it would take 6 seconds for skulk to get full health, Gorge 8, lerk 12,fade 15,onos 25.
I'm not saying that remove regen, I say Keep it in game and let it be like it is.
Comments
An idea I had is an upgrade is called "rejuvenate". What it does is when you upgrade it, it makes regen work stronger, but ONLY when you are motionless and not getting shot. I am thinking you can attack, so you can have "rejuvenate" work with metabolize, but you can't move your legs (can't use a,s,d or w). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Think about it... Even if you regenerate as a passive-all-time-all-there-trait, why would people choose MC or SC for example? DC still let's you regenerate <b>faster</b>...
HOWEVER, if you have something like celerity, it maybe more beneficial to you because it works 100% of the time rather than sitting in a spot waiting to heal.
You have to decide if you want to trade defensive for offensive power. Management is key in NS.
Level 1: 10% chance/second that a spore cloud will be fired at you while being damaged. The spore cloud does 5 damage/second, and is in a 200 square unit area around you. It lasts for 4 seconds.
Level 2: 20% chance/second that a spore cloud will be fired at you while being damaged. The spore cloud does 8 damage/second, and is in a 275 square unit area around you. It lasts for 6 seconds.
Level 3: 30% chance/second that a spore cloud will be fired at you while being damaged. The spore cloud does 11 damage/second, and is in a 350 square unit area around you. It lasts for 8 seconds.
Absorb: A vampire-like attack that only works with melee attacks and hive 0 attacks(instead of just hive 0 attacks...that means it works with leap, healspray, and charge). Each level increases how much damage is converted into health by 20% (so its 20%, 40% and 60%).
Heres one that I made up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
(needs a name <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> : When an alien is damaged, it will gain a certain amount of extra armor (permanent). The amount of extra armor increases/level (this will only show up when the alien is healed.
Level 1: 1% of damage done will increase health and armor.
Level 2: 4% of damage done will increase health and armor.
Level 3: 7% of damage done will increase health and armor.
So, lets say 75 damage is done to a skulk with level 3 of this. He then runs back to the hive, and gets 5% of that back as armor. He now has 5.25 more health and armor.
Now, 1500 damage is done to an onos with level 3 of this. He now has an extra 105 health and armor.
This upgrade rewards surviving. I admit it can be worse than carapace, but it also can be better than carapace. After 100 damage, it only has 77/17 health. After 200 damage it only has 84/24 health, which is around that of a carapace skulk. (btw this resets with each death in combat). Of course, this has its limits. An alien cannot gain more than 150% health, and 150% more armor. So, a skulk could have 175/25 health. A lerk could have 312.5/75 health. A gorge could have 375/100 health. A fade could have 750/375 health. An Onos could have 1750/1500 health. But, you see, it takes much longer for higher health lifeforms to gain the exra health (it takes 15000 damage for an onos to get its max health...and it can't die before that...)
Heres another upgrade:
(once again needs a name): When an alien is below 40% health, he will automatically gain a boost to speed, damage, RoF, and adrenaline gain. This varies with level.
Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%.
Not entirely reworking, we just make level 2 regen a staple and add code for a new ability such as "rejuvenation". Simple.
I find unchaining upgrades easier to do, but like I said, I made this idea up to please both parties chainers and unchainers.
Also, if you made DCs only heal structures you wouldn't get idiots hiding in vents at the end of the game as no hives would mean no regen. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is probably the best post in this thread. Although I disagree with Defence Chambers not healing Aliens. It would probably spell the end of the DMS strategy in one fell swoop(I couldn't care less about unchaining upgrade chambers from hives until it's at least implemented for testing and did I mention I hate almost every plugin ever concieved). This would also give the Aliens even more of an incentive to defend hive locations & build hives which is something I feel that lacks from public play in 3.0 beta 4a.
On the other hand and more 'on topic', Regeneration is a good upgrade for most classes but its not the best Defence Chamber upgrade for every class at every instance. Examples.
Skulk: watch a demo of any 1/2 decent clan match (I suggest BM, RaB or exigent) and you will see the Skulks take Carapace the majority of the time. Doesn't matter how many hives they have, Carapace is generally a better choice than Regeneration for Skulks. This doesn't appear to crossover as much into public games where people are generally more concerned with thier score than the fact that it is a team game.
Fade at 2 hives: Generally a 2 hive Fade is going to have Defence Chambers on the first hive and Movement chambers on the second or vice versa if the alien team is using strategy and tactics. Now with hive 2 comes Metabolize for Fades. Which upgrade is best for a Fade with 2 hives? You guessed it, Carapace.
Now a base level of Regeneration which increases with the number of hives would make these 2 cases a fair bit more powerful than they are at the moment. However the point is it would shatter the idea that the aliens must go for the DMS strategy. It would be like early games of 2.0 when people were trying Sensory or Movement first <u>but all the time</u>.
Not entirely reworking, we just make level 2 regen a staple and add code for a new ability such as "rejuvenation". Simple.
I find unchaining upgrades easier to do, but like I said, I made this idea up to please both parties chainers and unchainers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
add balance testing and what not for the new ability.
Then compare that to (right now) downloading a simple plugin.
Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I like this one... it actually rewards you for having been battle damaged (or fall damaged if you really want it...)
That other upgrade that increases your life span after healing is not so great though... People complain that fades are hard to kill now (some are, most arn't IMO), so it will just make them harder to kill if they get this, esp. in combat.
The one that respawns you with 50% hp/ap after your die at your same location is a bad one... Maybe if it was just 50% hp instead or was replaced with redemption. If it replaces redemption, you still need to wait in the "death line", but when you respawn, you'll respawn as whatever lifeform you were last with 50% (assuming the upgrade is lvl3) hp/ap at the hive. As for res costs... I have no idea, but the drawback would be you can only die once with this upgrade and you could not get another defence upgrade until you die again. I have no idea how this could be used in combat though... maybe give you temp invinciblity when you respawn instead? (1.5 sec maybe?)
I like this. Reminds me of the Chinese in C&C Generals. They aren't regening(that I recall) but when they are grouped up, with a certain upgrade if I remember correctly, they are much stronger. Though, it would certainly need some proper tweakage, so a group of aliens with this "effect" weren't unstoppable.
I definately like the idea of the kharaa having the regeneration ability. As long as it didn't mess with how much damage they would take, like taking more bullets to kill a skulk at the start of the game than it does now. Obviously having a full regen upgrade like the DCs right now would be overpowered, but like somebody suggested having it like 1 DC regen. It seems that this would be useless though, but maybe have it where the closer to the hive you are, the better your regeneration. It would kind of promote the "hive mind" part of the kharaa.
(once again needs a name): When an alien is below 40% health, he will automatically gain a boost to speed, damage, RoF, and adrenaline gain. This varies with level.
Level 1: Gains 15% more speed, all attacks last 10% longer, 10% more damage, RoF is boosted by 15%, adrenaline gain is boosted by 20%
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Desperation or something?
The first suggestion might be ok, depending on the level of the faster regen speed, how much per tick?
Fade at 2 hives: Generally a 2 hive Fade is going to have ---blah blah ---- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
well I guess you could make it like cloaking, or just have it so that they have to stand still or something to regenerate, not preventing them from being at the front or marine backlines, but still taking them out of action temporarily.
instead of respawning where you died at 50% hp/ap.
you wait in the death line and respawn at hive as the lifeform you had with full hp/ap, but your hp/ap is now capped at a percentage of what it previously was.
ex.
lvl 1 50%
lvl 2 60%
lvl 3 75%
instead of respawning where you died at 50% hp/ap.
you wait in the death line and respawn at hive as the lifeform you had with full hp/ap, but your hp/ap is now capped at a percentage of what it previously was.
ex.
lvl 1 50%
lvl 2 60%
lvl 3 75% <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Good idea. Maybe it could work 2 or 3 times before it finally stops working, too. Although it's a strange idea (regardless of how it's done) because it is guaranteed to be useless on skulks, and probably gorges too.
Too Funny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . But wee all know gorges should have wings, horns, hooves and spit fireballs.
Some of these upgrades are just totally ridiculous. If you kill something it should die. If you shoot something it shouldn't get stronger. And I can't think of anything else to totally flame.
But it is interesting. I say DC should not have any healing effect whatsoever in your plan, because then your still encouraging DCs.
What a novel concept.
And with movement chambers, they are even better! Wow!
then you saying callouses shouldn't exist?
Passive regeneration should only heal your armour, armour/health damage system should be changed so you only take dmg to hp after ap is depleted ??
Gorges are pretty useless for an onos, especially while it is being shot with a few hmg's. A gorge also won't help a fade that is blinking around 3 marines (without shotguns).
then you saying callouses shouldn't exist? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Have you ever shot your callous?
I would also like to add that the reincarnation would make redemption totally useless. As well, it should only work once. Or maybe, we can add a cooldown of 320 seconds! Just to totally rip off WC3.
then you saying callouses shouldn't exist? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Have you ever shot your callous?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since we're talking semantics here... have you ever seen alien callouses?
For all we know, they're biology could be so quickly reacting that callouses could appear VERY quickly. I mean hell... look how fast they change their biology from a dog-sized weenie to a demon dino. Something as minute as quickly reinforcing the hide in places would seem trivial to something like that. ^^
Level 2: Gains 30% more speed, all attacks last 20% longer, 20% more damage, RoF is boosted by 30%, adrenaline gain is boosted by 40%
Level 3: Gains 45% more speed, all attacks last 30% longer, 30% more damage, RoF is boosted by 40%, adrenaline gain is boosted by 60%. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
actually this is what adrenaline does, booost dmg, rof, dunno about speed (don't think it does) but generally this description describes sorta primal scream.
"Every alien can heal by itself by going into an egg"
So when u run away from battle choose nice place to going egg for some time and u will be fully recovered depending how much u have lost energy. It would cost maybe 2 res. If alien take this when it have under 10 hp and no carapase it would take 6 seconds for skulk to get full health, Gorge 8, lerk 12,fade 15,onos 25.
I'm not saying that remove regen, I say Keep it in game and let it be like it is.