Dynamic Upgrades

Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
<div class="IPBDescription">Everything has a use.</div>Hey.

I just got an idea that I sort of thought would be cool to see in NS2. Mainly, I want to see the ability to freely choose what form you like most, and be able to stick with that and deal damage throughout the whole game; even if it's a skulk! The idea I had was as follows:

As you play one of the basic life forms (skulk, lerk, perhaps gorge) and get kills, you slowly "upgrade" based on how much you use the form and how well you perform with it. For instance, someone who is doing well for himself by mid-game will have a skulk with heightened HP / armor; nothing substantial that makes him as powerful as a fade or other higher life form, but enough so that he's obviously more powerful than a regular skulk.

This is mainly to replace the feeling later-game that lower life forms become nearly "obsolete"; a skulk or lerk can't take down a turret farm, or even a small team of them. However, if there's say, two skulks and a lerk that have been playing well the whole game, they might be able to do more than bite once or twice before they have to run away. Usually, you're forced to gorge and Bile Bomb or fade/onos to destroy turrets. But that's not always an option, say, if you're trying to free the second hive from turrets, and are deprived of resources.

The marines would have a system similar to this. Instead of getting health and armor, marines would get more used to their weapons. This wouldn't increase damage, but it might allow them to say, get a bonus to their secondary fire, have less recoil, or something similar.

Anyways, it was just a quick idea. Comments below.

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    er....... I think the concern was that there were TOO MANY skulks. like players going skulk for 90% of the game, even though it comprises 20% of the possible lifeforms (one out of five).

    And the guns in NS didn't really have recoil.. recoil would just be a hindrance when you're shooting in 360 degrees on all planes.
    you can explain away no-recoil in that, in the future they've next to eliminated recoil in guns; hell, did you see that recent modern low recoil fully-automatic shotgun video? that absorbed the recoil internally so that the recoil was very very low for a shotgun.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1669348:date=Feb 2 2008, 06:10 PM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Feb 2 2008, 06:10 PM) <a href="index.php?act=findpost&pid=1669348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->er....... I think the concern was that there were TOO MANY skulks. like players going skulk for 90% of the game, even though it comprises 20% of the possible lifeforms (one out of five).

    And the guns in NS didn't really have recoil.. recoil would just be a hindrance when you're shooting in 360 degrees on all planes.
    you can explain away no-recoil in that, in the future they've next to eliminated recoil in guns; hell, did you see that recent modern low recoil fully-automatic shotgun video? that absorbed the recoil internally so that the recoil was very very low for a shotgun.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is that so? Interesting...I guess I need to play on less casual servers. Oh well....

    In any case, the main point was just to make lesser guns for the marines still useful against higher life forms (if only slightly) so that you could always use stuff that you wanted to...

    In any case, I was really tired when I posted this...this is probably the worst thing my mind has spewed out in my time on these forums...
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I know it's cool to add "dynamic" to a suggestion these days(I've done it too, it just seems natural), but this is pretty much just an RPG/CO/experience system. It's a workable idea since the marines are getting their own equip now, but if it looks like a duck, and quacks like a duck...
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    edited February 2008
    <!--quoteo(post=1669539:date=Feb 4 2008, 07:06 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 4 2008, 07:06 PM) <a href="index.php?act=findpost&pid=1669539"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know it's cool to add "dynamic" to a suggestion these days(I've done it too, it just seems natural), but this is pretty much just an RPG/CO/experience system. It's a workable idea since the marines are getting their own equip now, but if it looks like a duck, and quacks like a duck...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Read the above post. I honestly would like this thread to be deleted.
  • SqueeboSqueebo Join Date: 2008-02-04 Member: 63580Members
    edited February 2008
    Well, you can already get upgrades as a skulk. And they're more stealthy, than most of the other lifeforms(If you ask me) isn't that enough? As for the marines... Well, they get upgrades too.

    And you have to play well to get the upgrades.
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