Have a siege turret for aliens
Hydracruiser
Join Date: 2005-01-10 Member: 34733Members
I don't know if this would be giving the aliens to much power, but maybe let them have a building that has a big spike, and if an enemy building is within range, have the huge spike go under the ground and come up and hit the building from underneathe, kinda like Sunkun colonys on starcraft, if anyone has ever played that.
Like I said, I don't know if that'll give the aliens to much power, I thought it sounded like a good idea though.
Like I said, I don't know if that'll give the aliens to much power, I thought it sounded like a good idea though.
Comments
I am pretty sure that is just a little too much like Starcraft to be entirely comfortable with it, especially in a commercial product. There are some things you can get away with in a free mod that would never be possible in a commercial venture, even then the free mod can be served a cease and desist order if the owners of the Intellectual Property think it infringes on their franchise and their profits.
For just that reason, I hope Unknown Worlds had made sure to file with the appropriate agencies for the IP of Natural Selection concepts and art.
But, if you can explain the chamber in terms that would make sense within the world of the Natural Selection Universe, then why not have a Kharaa structure built specifically for the purpose of attacking Marine structures?
Might I suggest that the structure uses tendrils of Dynamic Infestation to cut and clog the connections between a Marine structure and the matrix of the map the match is taking place on? Essentially, I don't see it necissarily harming the Marine structure, just powering it down so it is no longer opperational. If they really need the structure destroyed, I am sure there are many Kharaa life forms that would admirably perform that task. In this way, it wouldn't be over powered, and Marines would need to seek ways to combat the inevitable deadly influence of the Dynamic Infestation.
They are very simular.
No offense. But bile bomb is the aliens siege.
Aliens lose by losing hives = marines need siege
Aliens win before they ever need to hit marine base. Confine them to their spawn kill res.
Not to mention that marines who get enough defensive structures to need "alien siege", are badly commanded marines, and will lose anyway.
IMHO, you're missing the point that we have no indication that the gameplay of NS2 will be an exact copy of NS1. In fact, we have the opposite, having learned of "Dynamic Infestation" and a desire for NS1 to seem like the first skirmish and NS2 to be the all out war.
That way, at least marines have a chance <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Onos + bilebomb is the alien siege. Not just bilebomb.
Anyways, I don't think this is neccesary, but I did like the idea of the structure that clogged the energy flow and thus shut the thing down. It's very fitting, and yes, adds more to the whole fight over territory (DI) thing.
iirc flayra posted that NS2 would be 2/3 the same, 1/3 new.
As for the sounds, they are from a commercial soundpack that Starcraft may well have used (not to mention several movies).
Onos + bilebomb is the alien siege. Not just bilebomb.
Anyways, I don't think this is neccesary, but I did like the idea of the structure that clogged the energy flow and thus shut the thing down. It's very fitting, and yes, adds more to the whole fight over territory (DI) thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats what i said.
That way, at least marines have a chance <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
oh namiiii i love you. cool idea.
itd have to be a gorge ability, perhaps web could do it? but only to certain buildings.
ie. turrets, obs
OR, it could just slow down the building a lot, until it was welded to remove teh webbing.
Yes, i like that.
itd have to be a gorge ability, perhaps web could do it? but only to certain buildings.
ie. turrets, obs
OR, it could just slow down the building a lot, until it was welded to remove teh webbing.
Yes, i like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
"advanced" parasites? Or maybe the DI could be the siege if a building were left alone long enough the DI would overgrow it and thereby make it useless (this idea were alreayd mentioned in that DI thread ;D)
itd have to be a gorge ability, perhaps web could do it? but only to certain buildings.
ie. turrets, obs
OR, it could just slow down the building a lot, until it was welded to remove teh webbing.
Yes, i like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
<3
Do you still play man? Or are you one of those aliasers? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Yup, I mean - it could do all sorts of things... disrupt of the obs, showing more "fake" targets.
Armoury not working, arms labs research longer... etc
The commander might be oblivious to it, so I guess making that tower/ability very vulnerable/easily detected by field marines would be nice.
How about marines with a hook shot (like in zelda 64) where marines can hook themselves onto the ceiling (we don't want to give marines too much maneuverability, otherwise they'd turn into ninjas) - simply vertically? Perhaps this can be a new kit from the protolab: ninja kit!!!
Oh, and... with NS2 being set after NS1 --- will the protolab still be called the protolab? If so, will jetpacks and HAs still be in their "prototype" phase? Or will be there "addons" to the jetpacks/HAs? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Creative Burst++
Do you still play man? Or are you one of those aliasers? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Yup, I mean - it could do all sorts of things... disrupt of the obs, showing more "fake" targets.
Armoury not working, arms labs research longer... etc
The commander might be oblivious to it, so I guess making that tower/ability very vulnerable/easily detected by field marines would be nice.
How about marines with a hook shot (like in zelda 64) where marines can hook themselves onto the ceiling (we don't want to give marines too much maneuverability, otherwise they'd turn into ninjas) - simply vertically? Perhaps this can be a new kit from the protolab: ninja kit!!!
Oh, and... with NS2 being set after NS1 --- will the protolab still be called the protolab? If so, will jetpacks and HAs still be in their "prototype" phase? Or will be there "addons" to the jetpacks/HAs? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Creative Burst++<!--QuoteEnd--></div><!--QuoteEEnd-->
haha yeah, i still play
If you dont know - im actually Chiss. if you remember :]
<img src="http://i136.photobucket.com/albums/q190/jozsa/OHNOES.jpg" border="0" class="linked-image" />
we were pretty much best friends ^^;
haha. anyway
read my really long thread and tell me what you think:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102442" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=102442</a>
it needs a bump <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
got msn?
jozsa@hotmail.com
we'll have a game some time :]