New chamber type
Misere
Join Date: 2004-03-28 Member: 27568Members
<div class="IPBDescription">4vs 3 hives</div>Basicly it could be done two ways.
1. Each map could build 4 hives
3. Each map only builds 3 hives but selects from four chambers
New Chamber is an evolution chamber and grants one of the following abilities
Acid blood <a href="http://www.unknownworlds.com/forums/index.php?s=3534946662734274048&showtopic=100483" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=100483</a>
Caniblism (eat fallen foes and friends for health)
Tougnness (increase HP)
Use: when in range of chamber HP is increased
Additional/alternative upgrades?
1. Each map could build 4 hives
3. Each map only builds 3 hives but selects from four chambers
New Chamber is an evolution chamber and grants one of the following abilities
Acid blood <a href="http://www.unknownworlds.com/forums/index.php?s=3534946662734274048&showtopic=100483" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=100483</a>
Caniblism (eat fallen foes and friends for health)
Tougnness (increase HP)
Use: when in range of chamber HP is increased
Additional/alternative upgrades?
Comments
Currently we have movement, sensory, defense, and offense chambers. They all fit a theme of effectiveness in battle. The name could be something like "feeding chamber" or "chamber of zeal" or "morale chamber".
For example, with feeding chambers, you would be able to:
-Use cannibalism, like you said
-Spawn babblers from corpses
-Turn corpses into dynamic infestation/an explosive/acid
i think This is a go0d idea <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
On a side note, perhaps the fourth chambers could only be built once all the others have been and are at level 3?
Moving right along, the alternative abilities I thought of:
1. (replacing cannibalism): An ability that allows faster attacking, I dunno if it should work with focus or not. I'm leaning towards not.
2. (replacing HP boost): An ability that reduces adrenaline costs slightly on certain abilities that normally take lots of adrenaline. (I.E., Bile bomb, parasite, stomp)
new Ability list so far
1. Cannibalism
2. HP boost
3. Adrenaline reduction (this could be a problem if you have addrenaline)
4. Babblers from the corpse
5. Acid blood
6. YOUR UPGRADE GOES HERE.
new Ability list so far
1. Cannibalism
2. HP boost
3. Adrenaline reduction (this could be a problem if you have addrenaline)
4. Babblers from the corpse
5. Acid blood
6. YOUR UPGRADE GOES HERE. <!--QuoteEnd--></div><!--QuoteEEnd-->
Auras!?
Vampiric Aura (melee attacks cause gain life equal to a % of damage dealt)
Endurance Aura (faster attack rate and movement speed)
Thorns Aura (deal charge like DoT when in contact with enemy? and make more spikes on models)
Natural Aura (increased life (HP then AP) regen rate)
Brilliance Aura (faster enerfy "mana" regen rate)
Command Aura (increased % of damage dealt per attack)
Pilliage Aura (some resources gained for damaging stuctures)
THE SHOTGUN COUNTER ATTACK! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
when you think about how the game works, aliens get stronger, marines get counters, aliens don't really have any counters to marine tech except for getting more hives and getting further down the tech tree.
Acid blood means that if you shoot a skulk with a shotgun, itll spill acid all over you and your armour, good by 1/2 of your health (or there abouts)
So you'd need lmgs or pistols to take out a skulk at long range <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I think that if we add more, and/or make more complexity to the game, NS would lose it's shine that it still holds strong today. Just keep the chambers the way it is, cause' it's simple, punctilious, and to the point.
Acid blood seems like a good idea. It would be nice to see an alien counter to something for once.
Can you think of anything else that could be counter attackish?
Plus, what would the chamber do on the map? - e.g. heal, cloak, energize.
Hop chamber: Lunges smaller lifeforms (skulk, gorge and lerk) into the air at chambers faced direction. Needs to rest a bit before full throw capacity is reached again (if 3 aliens jump on it in a row the 1st will go furthest and the 3rd closest)
Sticky chamber: When built on DI it grants limited wall climbing for all aliens except the onos up the nearby walls, not cealing.
Brightness chamber: When built it sucks out all the light in the nearby area.
Dim chamber: A thick smoke emits from it, covering the nearby area.
Reduction chamber: The chamber detonates explosives just before they get in range to damage the chamber, it works on the first grenade/gl grenade then has a slight cooldown (about the reload time of a gl). Alt: may also work on sieges but with considerable longer cooldown.
Jam chamber: 1 piece stops a random ability of a marine close enough to it (damage, armor, mc) effects may stack.
Countermesure chamber: Gives false information to the commander when he scans/sees an area, some chambers are hidden, some fake ones are added (even hives) (does not affect in the field marines).
Sound warp chamber: All noise in a large radious is warped and reversed (sounds from left side now comes from the right side. All alien made sounds are increased for greater effect and a chance for the marines to think rather then rely on what they hear.
Nimble chamber: Grants the ability to half the amount of extra ammo carried by marines when struck by a leaping skulk, only works once per marine until he dies and respawn. The ammo is unrecoverable.
Countermesure chamber: Gives false information to the commander when he scans/sees an area, some chambers are hidden, some fake ones are added (even hives) (does not affect in the field marines).
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I like this one. Except call it a "hallucination chamber" or an "illusion chamber". It would be annoying as a comm when you pinged an area and saw an illusion chamber and a whole bunch of stuff and were unable to tell what was real. Unfortunately, this idea shares much of its role with the sensory chamber. We could move cloaking to this chamber and leave other intelligence gathering to the sensory, but there's still the overlap.
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How about a set of chambers that is analagous to armor and weapon upgrades for marines? They should be about as vulnerable as arms labs and would replace hives in determining the strenght of alien armor. They don't give any abilities, but building one would be armor1 and weapon1, building two would be armor2 and weapon 2. There would have to be some restriction... maybe you need two hives to build another.
Jam chamber v2: When a marine is hit or close enough to the chamber his hud fails, hideing all info about ammo, health and upgrades. Effects stays until marine is healed, damaged or waited out the duration.
Flash chamber: When a marine is within its line of sight the chamber activates a bright light which blinds the marine, short cooldown 4 secs. This will not work as a ordinary flash ala CS, it does obstruct the marines view with white but its duration should be short and with milder effects which last a bit longer (different colors distorting slightly). Avoid effects by looking away possible and effect is less the further away the target is.
Opacity chamber: When built it shows all models clear within its area of effect. IE when built near a wall it will show the models through the wall ala wallhack. Possible SC upgrade, instead of scent of fear? (the chambers initiate ability, not lifeform upgrade)
Trap chamber: A ranged ability is stacked inside the chamber (use on it) to later be used once when activated (press use). You may restack an ability but most be redone after each use.
Push/Wind chamber: This chamber blows or pushes all non Kharaas (or both) in its faceing direction. Immidiate activation when target is in range. Might be useful to push away marines from vents or rushing past OC defences.
Lure chamber: Self cloaked this chamber place random equipment on the ground to lure marines to pick them up (ammo, meds, weapons) but when picked up the items parasite them and does acid damage.
Defence chamber v2: This chamber heals armor first then health (a extra menu when selecting DC, IE DC HP and DC AP) a combination of old and new dcs might prove more effective.
But I don't have any authority on the subject, so don't mind me..
Hunger - For those who don't know, you get a temporary boost to all abilities right after a kill
Acid Blood - As said before
Attack speed boost - similar to lerk primal but maybe toned down a bit.
The chamber itself should turn corpses into dynamic infestation instead of having that as an ability.
Assisst chamber: This structure is linked to the nearest other structure which then assisst it, boosting effiency. OCs shoot faster/harder, rts pump faster, dcs heal faster, scs cloak faster/longer range, helps hive heal itself and others faster, mc fills adrenaline faster.
Barnacle chamber: Works like a barnacle but instead of tongue sticking down it sense whats under it. When a marine pass under it the chamber detach and stick to the marines head, unless shot during fall, if not shot by a teamate it does addition damage until it falls off. Does only obstruct view very slightly to show the player that he is affected.
Sticky chamber: It does not affect the marines speed but instead makes them unable to jump or reduce jump height greatly. Works with DI, medium range.
Hallucination chamber: Marines affected hallucinate feeling as if they are being bitten/swiped etc (sound and shake, but no actual damage).
Suicide/explosive chamber: Explodes when enemies are close enough.
Berzerk chamber
Upgrades: Berzerk, Fury and Ferocity
Berzerk, Great speed and air movement gained, but slips easely on the floor, friction is decreased. Perma effect but double adren consumtion on all attacks.
Fury, you hit faster when first hit is landed but you have to wait for your adren to exhaust until other abilites can be used.
Ferocity, you gain 2 extra second to live after each kill, even if your health is 0, if you dont kill anyone you die normally.
Alt ability (RIP AND TEAR): If you drag the mouse at one direction immidietly after a attack it will create a rip effect, damageing anyone who gets in ur way without need to do additional attacks.
Alt ability (RIP AND TEAR): If you drag the mouse at one direction immidietly after a attack it will create a rip effect, damageing anyone who gets in ur way without need to do additional attacks.
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This makes me think of all the kung fu special moves in the Specialists. Of all your ideas, my favorite is the off topic one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Start a thread for it!
This makes me think of all the kung fu special moves in the Specialists. Of all your ideas, my favorite is the off topic one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Start a thread for it!
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I might had, but it's been suggested before so..
ABILITY NAME– Description
* If it is a chamber area effect
~ If it is a alien personal upgrade
Currently we have
<Sensory>
* ~Scent of fear
~ Focus
*~ Cloaking
<Movement>
* Transports you to far hive or attacked hive
* Makes OC shoot faster
~ Celerity
*~ Adrenaline
~ Silence
<Defence>
~ Armor
~* Regeneration
~ Redemeption
*~ Endurance – Faster attack rate for secondary attacks (so it will not stake with focus)
*~ HP Boost ~ 10% lower life forms > 5% higher (onos are tough enough)
~ Spikes – Damage opponents in melee, would make it hard for marines to knife res etc
~ Ferocity, you gain 2 extra second to live after each kill, even if your health is 0, if you don’t kill anyone you die normally.
~ Cannibalism – Aliens eat corpses of fellow aliens to gain HP back quickly
* Multiples effect of nearest alternate chamber/hive healing by 3, 6 and 9%
* Darkness room unless scanned or obs built near by (might as well be cloaking)
~ Hunger - You get a temporary boost to all abilities right after a kill (CAT PACK)
* Babblers from the corpse
* Secretes a sticky film around the chamber slowing down marine movement
* MT Blocked
*The chamber reduces the damage of explosives/ siege
~ Acid blood – do the math
~ Fury, you hit faster when first hit is landed but you have to wait for your adren to exhaust until other abilites can be used.
~ Alt ability (RIP AND TEAR): If you drag the mouse at one direction immediately after an attack it will create a rip effect, damaging anyone who gets in ur way without need to do additional attacks.
another idea could be a gas/smoke chamber, it emits a gas above/around it to either a) harm marines or b) act as smoke cover (alien see it with a low opacity). if this was all it does, could make the rather cheap.
any cheap chamber can also be used as a siege meat shield by building them closer to the sieges than other buildings.
However I'm all for tactical variation so how about instead you increase the number of chambers to 5(!) but decrease the abilities of each to 2. Allow two chambers for each of the first 2 hives and the final chamber with the last.
Movement - celerity, silence.
Sensory - cloaking, scent of fear.
Defensive - regeneration, carapace.
Offensive - foucs, *extra one, maybe frenzy*.
Metabolic - adrenaline, redepmtion.
I think these categories make the most sense however I'm not sure what the extra offensive ability should be. Perhaps increased attack speed (so you can't take it with focus). I'd call it frenzy.
The chambers can also give respective bonus when nearby.
Movement - slient walk.
Sensory - no scan or mt (but maybe not cloaking everyone)
Defensive - regen.
Offensive - spike shooters as before.
Metabolic - adrenaline.
Pretty much the same except movement now gives a different bonus.
I'd also like to see the chambers be dynamically grown on the D.I. Imagine an offensive chamber that grows as a series of vines that whip the marines or have moving spike shooters. Defensive chamber could block up passageways and only allow aliens through (guess that'd be quite tough to make though), sensory chambers could leave a cloud of spores that stop the obs working, metabolic leaves ooze (enzymes) that give you the boost, movement could pad the ground/walls with a fungus to damp the sound.
I would like to see the addon , that is on some servers, that allows you to build chambers on any surface or angle. This would allow gorges to make "steps" of DC or hide chambers where the marines are less likly to run into them.
but it could slow marines like web does, but maybe still allow them to attack. (not as drastic a slowing as web too, or it would be too easy to spam the map for slow moving rines) also encourages jpers so they aren't in contact with the ground
so basically it would affect only troops touching the ground, and have more range over infestation?
could always turn the oc into a chamber that has upgrades with it.
another idea could be a gas/smoke chamber, it emits a gas above/around it to either a) harm marines or b) act as smoke cover (alien see it with a low opacity). if this was all it does, could make the rather cheap.
any cheap chamber can also be used as a siege meat shield by building them closer to the sieges than other buildings.
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I'd agree. I'd much more prefer that effort went into making the OC actually viable again. Incorporating other ideas the OC could go from a spike throwing chamber to a sporing chamber, with perhaps a small "web like" area around it.
If I were given a free reign to test I'd do the following...
Defence Chambers: (infrequent umbra if used, maybe tied to hive numbers)
~carapace
*~regeneration
~shimmer (my most unrealistic suggestion, but essentially creating a intangible body double, most use for smaller classes I'd guess)
Movement Chambers: (teleport to hive if used)
*~adrenaline
~celerity
~redemption
Offence Chambers: (spore with web like area of effect around it when approached by marine)
~focus (probably with some nerfing)
~infect (as you'd imagine, does minimal but consistent damage. Healable with a med pack or armory use)
~silence
Sensory Chambers: (Scent of fear in area of effect, cloak in area of effect)
~intercept (interferes with marines functions as they come in range, things like altering their sound, or less powerfully screwing with their HUD information
*~cloak
*~scent of fear
This way using offence chambers for active defence, defence chambers for healing and supporting, movement for scouting and supporting on the move, and sensory for improving chances of map control.
The way I see this is that celerity is obviously important as a first, so we need to offer realistic alternatives. Silence could be a lot more interesting with marines traversing offence chambers, "shimmer" would essentially give skulks the same amount of time to get to a marine as if they had celerity, and cloak/intercept would provide the same alternative cloak already does. It also breaks up some power combo's that are perhaps a little too powerful like celerity and redemption, while offering more conducive combo's like silence and celerity, redemption and carapace, focus and scent of fear.
I dunno, I just think we've got more than half the solution in front of us with a chamber already there that needs more encouragement to be used (the OC), I'd implore the devs to do work with that and think about shifting around some of the abilities before introducing a whole new chamber further reducing the oc's rank in game.
*~ give a upgrade to slow marine metabolism afect the speed, his direction changes and aim are slowed by the toxin in the wounds made by the alien with this upgrade for amount fo the time 500ms * points of damage (jets doesn`t afect the speed but his direction changes and aim are slowed).
*~ spike change the body of the aliens coming out spikes from the body and when the alien atack the spikes are trowed in the direction of the atack of the alien and give the alien a extra atack he could blow out all spikes from the body like a xenocide but the alien doenst die and he recover the spikes after 1 minute.
*~ the old habilitie from ns 2.0 sensory to track marines by pheromones
hives with chamber upgrades could have the benifts of it:
* a sensory hive could cloack
* a defense hive could has a carapace
* movement hive could boost adrenaline fo nearby aliens
* ofense chamber has a hability spike or to paralize marines.
Spore is annoying enough as it is for marines, anything that does similar or worse to marines through a free upgrade will just cause frustration
I think, like many ideas on here, those are very cool...but ultimately would be very unbalancing towards the aliens benefit. If the devs decide to put in a new chamber or give the OC a new lease of life, it has to be for the purpose of diversifying the strategies available to the alien team without actually actually increasing their power in the long term...of course in the short term marines would have a potentially new learning curve that may make it seem more powerful than it is. But while I think there is scope for a chamber doing a little more to "interfere" with the marines play anything more than effects put on their hud, or in playing of additional sounds, would just end up being terminally annoying and would put players off.
Spore is annoying enough as it is for marines, anything that does similar or worse to marines through a free upgrade will just cause frustration
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I think you have to remember that NS2 is not going to be NS. We all hope there are going to be lots of new and exciting things all round, not just shiny new graphics. So I wouldn't worry about weather or not the chamber suggestions would effect the current Marines as for all we know they could have Mini-Nukes, Giant lightsaber style swords and Laser Drilling turrets that can dig through walls <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I really don't think Acid blood is a good idea, it would just stop Marines being able to attack with knives or shoot at close range, which is when you are attacked the most. Maybe as a later upgrade.
I really want to see (at least some maps) with 4 Hives, maybe even more? <b>YES FOR MORE HIVES!</b>
I would also like to see an alien that had one of it's abilities as building a chamber (or 2 or 3?) for each hive. I mentioned it somewhere around here before: a fire breathing alien that was slow like a Gorge, could walk up walls like a skulk and its second ability was building a chamber that spat out flames and exploded when destroyed causing splash damage and leaving a ring of flames. (I think the fire should be green <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) The distance of the flames fired from the <b>flame chamber</b> would get longer as more hives went up. Of course this would depend on weather or not the Marines had a flame thrower?
I like the Idea of a <b>Web Chamber</b>, that fired out web in all directions from where it was (one end of the web would be attached to the chamber the other to the walls/floor etc.) slowly filling an area until the marines arrive and takes it down, which would destroy all the web attached to it. That is if they can still get to it through all the webs, but I imagine a few grenades or a Flame Thrower would get rid of this issue.
I also like the idea of a chamber that had siege style abilities, shooting down buildings in the area. Just to turn that little number back against the Marines <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
How about <b>a chamber that reduced the gravity in an area</b>, basically it would have an area of trigger_push around it which would lift marines and aliens into the air. The Gorge could use this to get into places that it normally wouldn’t be able to get into. Also if it was a trigger_push it may effect onos/fades less and give the marines more of a reason to get heavy armour so they don't fly up so quickly and JPs to fly over these areas of reduced gravity. If combined with SCs this could make quite an effective defensive area. I think it would also add to the strangeness of the aliens and their bizarre weaponry.