The Harpy Chamber

TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
edited November 2006 in Ideas and Suggestions
<div class="IPBDescription">Let the juices flow</div>A fourth chamber or possibly a sub-chamber of the sensory chamber.........the harpy chamber gives of a slight hum, hence the name, causing nausea in marines as they close in, slowing them down. Being disoriented is an awful thing and that's what marines would experience as they near one of these.

Hearing a dull hum before a marine closes in on the area of effect would push marines to divert resources to research a tech such as grenades, grenade launchers, or possibly(if the engine allows it) flame throwers. Relatively weak but chamber standards, they would be an excellent deterent to rushing in with shotguns.

Being a hybrid chamber, they would of course cost more res than a usual chamber and a minimum of 3 sensories would have to be dropped before a harpy chamber could be.

And as we all know, if aliens open the game with sensory, the first thing marines do is research motion tracking, so this gives the nod to the aliens to be able to counter motion tracking. Like I said previously, it would force the marines to further research to counter the harpy chamber.

Dunno, let us hear what peeps have to say.

Comments

  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    maybe when a second hive is completed sensory chambers evolved this 2nd ability

    Id love to see chambers become more powerfull when 2nd and 3rd hives are completed. like they evolve into something new. i got some ideas but i wont hijack this thread, ill post it in a new topic

    Still an interesting idea 10thround
  • The_Storm_KingThe_Storm_King Join Date: 2005-03-04 Member: 43242Members
    maybe sensory could get a fourth attribute after the third hive, and sensory chambers evolve into harpy chambers, and they don't both sensory and harpy stuff. And then the aliens can get an upgrade called miagma, which is basically a noxious gas that hurts rines in an aliens perimeter. Sort of like shock in the xmenu mod, but for aliens.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    Some one posted something about sub-chambers and this is my thought on one of them. Rather than amping up chambers as hives progress, maybe a sub-chamber or two for each one (or no sub-chamber at all)at 20-30 res to not only make them a unique drop but a costly one.

    What would be a sub-chamber of an OC or a DC?They both already serve a purpose with healing and attacks but say a movement chamber or a sensory, those two have possiblities as far as sub chambers and I concede a defense chamber may have a chance but as far as a offense chamber.......nopers.
  • Lance_LakeLance_Lake Join Date: 2004-02-10 Member: 26358Members
    Just an idea. Tossing it out there..

    Chambers that move randomly around slowly?

    You can build an OC and be able to set it to wander. It will then move around by itself randomly and attack as per what it does.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1578183:date=Nov 17 2006, 01:56 AM:name=Lance_Lake)--><div class='quotetop'>QUOTE(Lance_Lake @ Nov 17 2006, 01:56 AM) [snapback]1578183[/snapback]</div><div class='quotemain'><!--quotec-->
    Just an idea. Tossing it out there..

    Chambers that move randomly around slowly?

    You can build an OC and be able to set it to wander. It will then move around by itself randomly and attack as per what it does.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    rofl thats hilarious, and would be very amusing to watch xD
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2006
    Maybe a Defensive sub chamber sprayed a large cloud of umbra around itself.

    A Offensive sub chamber could bile bomb hehehe drop one in marine spawn or a large cloud of spore around itself ?

    Maybe a sub chamber that cost heaps, that would cancel out siegeing through walls only, if siege guns were in direct line of sight it would still fire ?

    Or a chamber that constantly Oozed Slime in a large radius around itself that impeded marines run ablity they could only walk through an oozed area
  • Alurcard2Alurcard2 Join Date: 2003-07-30 Member: 18614Members
    Maybe you could have a way to upgrade the chambers. Like... giving an offense chamber thats already built either more health, stronger shots, or a faster rate of fire for an additional 2-5res... or something.
  • TalnoyTalnoy Join Date: 2003-01-04 Member: 11779Members, Reinforced - Shadow
    offense chamber sub-upgrade could be melee attack...cause they kind have spikes normally..the new model could be without spikes. When the sub-chamber is dropped, a certain number of OCs around it get the spike upgrade - kill the sub chamber, the upgrade goes away
  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    don't make it a sub-chamber, replace the <b>awful</b> upgrade cloak with this one.
    Cloak should never had been implemented to the game from the start in my opinion.
    It becomes lots harder to learn how to skulk for new players when they always has an easy way out by using cloak.
    With cloak you can kill anyobdy without any experience what so ever, wich i see as a bad thing as it removes the skill element from the game.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    Cloak is an awesome upgrade...........and the sub-chamber wouldn't do anything for aliens as far as giving them abilities, it's a stand alone chamber, with a specific purpose , much like a OC.
  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    yes, it's an awesome upgrade if you don't wanna learn how to skulk properly.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    edited November 2006
    Hakuna.................obviously , you have been having trouble with this game from what I have gathered from other posts or maybe problems with me , either way, do me and yourself a favor and keep it to yourself. I'd rather not have you lame up something that I or some one else has posted because you are unhappy with NS as it is now, I would rather head it off now. With that being said.........moving on.
  • K-5000K-5000 Join Date: 2006-11-19 Member: 58659Members
    I had this idea myself five minutes before entering NS2 suggestions and reading this thread. However, I'd want it to be even more mean towards marines - I wouldn't have the slowdown effect be too harsh, and in addition to the slowdown the chamber could start distorting the marine players' view. This probably should be done with a line-of-sight system in addition to just distance. Like if there was a ball or a corner between you and the chamber, the effect would be greatly dampened. Actually, a sound should also be added - a relatively high-pitched droning sound - however it shouldn't be made it too annoying. It could help make the effect more "real" though.

    The closest example of the visual effect or one similar to it could be found in Red Orchestra: Ostfront if you've played it. When you're under machine gun fire or a bullet whizzes by closely, your whole view will do a quick unfocus-focus trick. However the "harpy chamber's" effect should be continuous and maybe add a little liquidy swaying to the effect that would increase when your distance got smaller. Again, in Red Orchestra, when you're being barraged with artillery and a shell hits nearby, your whole vision is a shaking, blurry mess. This could be how the effect is when you're at point blank range from the chamber.

    So:

    - Harmful effects should be visual (distortion), aural (irritation) and physical (slowdown)

    - The effects should be in relation to the distance of the player from the chamber. From further off a minor annoyance, from right next to the chamber certain death if anything with offensive capability is nearby.

    - The effects should be effectively dampened (but not totally removed) by solid things thick enough, such as walls (things like lots of Kharaa structures between harpy chamber and player shouldn't affect). This could also be helpful to the marines - imagine a chamber like this right after a corner, backed up with offensive towers. If there was no effect at all through a wall, a marine could just turn at the corner and instantly his vision would be blasted. Might be startled, fumble the wrong way and be wasted by off. towers.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    Well put!! Great ideas there.
  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    edited November 2006
    <!--quoteo(post=1578563:date=Nov 18 2006, 08:58 PM:name=TheOriginal10Round)--><div class='quotetop'>QUOTE(TheOriginal10Round @ Nov 18 2006, 08:58 PM) [snapback]1578563[/snapback]</div><div class='quotemain'><!--quotec-->
    Hakuna.................obviously , you have been having trouble with this game from what I have gathered from other posts or maybe problems with me , either way, do me and yourself a favor and keep it to yourself. I'd rather not have you lame up something that I or some one else has posted because you are unhappy with NS as it is now, I would rather head it off now. With that being said.........moving on.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    now isn't that a clever response, if you have suggetstions or counter suggestions to make something better you should keep it to youself, great.
    I don't have any major problem with NS itself, i find any element that removes the experience and skill element from any game ever, harmful to a game and new players.

    I know the learning curve for ns is a bit steep, but giving bonuses etc isn't the way to go in my opinion.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Shut up Hakuna. Seriously. You're young on the forums and, from what I've garnered, you haven't made a single constructive post. Just drop it aight?

    To the OP: Tis an interesting idea. We'll have to see what other ideas come out for NS2.
Sign In or Register to comment.