Ani-adrenaline weapon suggestion
La Chupacabra
Join Date: 2008-02-25 Member: 63729Members
<div class="IPBDescription">alternative for a damage dealing weapons</div>It was supposed to be <!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->ANTI<!--sizec--></span><!--/sizec-->-adrenaline!
Just to keep the forum organized - I'm moving some of the ideas from the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103890" target="_blank">the stunner thread</a> here. The stunner and the weapon proposed in this thread could not coexist in the game (at least that is my impression).
So, the idea is about implementing a weapon which would not be another serious damage-dealer, but instead would cause the alien form to loose their adrenaline and/or cause it's adrenaline regeneration to slow down.
The weapon would be a hit-scan, direct damage rifle with pressure / electromagnetic shot mechanism due to a advanced / fragile bullet. The bullet would release into an alien circulation a protein/monoclonal antibody inhibitor selective to adrenaline, which inflict an allosterical change to its tetriary shape and therefore make it unrecognizable by it's receptors (in other words - making it useless ;]).
The main point in this gun is to make alien rate of attack much slower or he would be forced to retreat faster or change his tactics (no more stomp for a second or two!). But he would be still able to attack, run around at normal speed etc.
<b>(all the amounts and numbers are just to give an idea, it would have to be estimated by play-testing)</b>
About the weapon:
- very accurate
- small magazine (6-10)
- medium-time reload or slow with possibility to shot in the middle of reload (like shotty or GL)
- medium rate of fire (between a pistol and shotty) - the weapon animation would show the player when he can shoot again, as it is in the case of shotty or nade launcher
- damage around 35
- on impact with an alien life form it would decrease it's total adrenaline by 1/6 of the maximum and slow it's adrenaline regen by 15% per shot for 2 seconds, until it reaches 55% of the standard value (for a normal alien 3 shots would be required, more for aliens with adren upgrade).
Every another hit from the gun before the 2 second time limit would prolong the adren-slow-down condition by 2 seconds and make it worser (15% slow-down would change to 30%, 30% to 45%). If, however, after 2 seconds the alien is not shot again, the conditions gets weaker, for example: alien was shot 3 times: has 45% adren slow-down, after two seconds it has only 30%, after 4 seconds 15% and after 6 it is cured.
- on impact with a chamber - would inactivate it for 1-2 seconds, so for example, would make a sensory chamber stop cloaking for the given time, defensive chamber would not heal, movement chamber would not teleport, however it would not affect the upgrades the aliens have currently (only destruction of a chamber would do that if it is one of the 3 last ones) etc.
- on impact with the hive - would additionally slow down it's hp regeneration ability for 1-2 seconds
- on impact with any - equivalent of marine parasite, alien \ structure showed as it is when motion track enabled, but alien doesn't have to move to be seen
(Why such effects on structures? It could be explained by complex biochemistry of alien structures, which causes them to react differently to adrenaline loss)
What do you think about that? NS could really use a weapon that does sth else apart from damage!
Just to keep the forum organized - I'm moving some of the ideas from the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103890" target="_blank">the stunner thread</a> here. The stunner and the weapon proposed in this thread could not coexist in the game (at least that is my impression).
So, the idea is about implementing a weapon which would not be another serious damage-dealer, but instead would cause the alien form to loose their adrenaline and/or cause it's adrenaline regeneration to slow down.
The weapon would be a hit-scan, direct damage rifle with pressure / electromagnetic shot mechanism due to a advanced / fragile bullet. The bullet would release into an alien circulation a protein/monoclonal antibody inhibitor selective to adrenaline, which inflict an allosterical change to its tetriary shape and therefore make it unrecognizable by it's receptors (in other words - making it useless ;]).
The main point in this gun is to make alien rate of attack much slower or he would be forced to retreat faster or change his tactics (no more stomp for a second or two!). But he would be still able to attack, run around at normal speed etc.
<b>(all the amounts and numbers are just to give an idea, it would have to be estimated by play-testing)</b>
About the weapon:
- very accurate
- small magazine (6-10)
- medium-time reload or slow with possibility to shot in the middle of reload (like shotty or GL)
- medium rate of fire (between a pistol and shotty) - the weapon animation would show the player when he can shoot again, as it is in the case of shotty or nade launcher
- damage around 35
- on impact with an alien life form it would decrease it's total adrenaline by 1/6 of the maximum and slow it's adrenaline regen by 15% per shot for 2 seconds, until it reaches 55% of the standard value (for a normal alien 3 shots would be required, more for aliens with adren upgrade).
Every another hit from the gun before the 2 second time limit would prolong the adren-slow-down condition by 2 seconds and make it worser (15% slow-down would change to 30%, 30% to 45%). If, however, after 2 seconds the alien is not shot again, the conditions gets weaker, for example: alien was shot 3 times: has 45% adren slow-down, after two seconds it has only 30%, after 4 seconds 15% and after 6 it is cured.
- on impact with a chamber - would inactivate it for 1-2 seconds, so for example, would make a sensory chamber stop cloaking for the given time, defensive chamber would not heal, movement chamber would not teleport, however it would not affect the upgrades the aliens have currently (only destruction of a chamber would do that if it is one of the 3 last ones) etc.
- on impact with the hive - would additionally slow down it's hp regeneration ability for 1-2 seconds
- on impact with any - equivalent of marine parasite, alien \ structure showed as it is when motion track enabled, but alien doesn't have to move to be seen
(Why such effects on structures? It could be explained by complex biochemistry of alien structures, which causes them to react differently to adrenaline loss)
What do you think about that? NS could really use a weapon that does sth else apart from damage!
Comments
that's why it is a suggestion for NS2 <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />, which will be quite different
But... I love your way of thinking, the same as mine...
No damage but strategic weapon... I give a similar idea before...
Exactly. QFT.
Well, I understand and agree... maybe not completely, because it would require some action from the weapon wielder and time / accuracy / skill / luck / you name it to bring an enemy to the low-adren state, but yeas, at some point it would simply decrease his freedom, which I assume to be the not funny part, simply killing your enemy in the first place seems more reasonable...
I was suggesting that kind of things, because some people (not only me fortunately!) believe that we need to dump the old cliché of a weapon dealing only damage, where the only things that change is the accuracy, damage per bullet and rate of fire... (and graphics of course) but when you sum it all up it ends up as the same old thing, which some players, including me, find not that exciting anymore
I believe that the real problem lies in the way you construe that kind of weapons/abilities. Personally, I find it stimulating that I need to get rid of webs on my way, or that I need to keep my distance when fighting with an Onos to not be affected by stomp or to avoid any devouring attacks. Things that make me think or force me to adjust my style of play due to the circumstances makes the game more interesting, rather than annoying, challenging and definitely more rewarding when I am victorious. I understand that it sounds strange for most of you. Unfortunately, I belong to the minority, majority probably prefers good-old easy-going aim-shoot/bite-frag mechanism. I'm not surprised, I liked it that way before. It all depends on how you define "Fun" and "Boring".
No worries, I will stop to hunt you guys with that kind of "hypocrisy" from now on <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Wow, that discussion has gave me more than I thought - NOW i know why i love Lerk sooo much at any point in the game! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Happy me! <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
Pros:
Requires teamwork to use effectively
Easy to use
Cons:
Effectively "stuns" higher lifeforms by canceling a blink/stomp/charge/lerkflight
Near useless against lower lifeforms
Completely useless without teamwork(no other marine weapons are like this)
I still don't think it's adds enough variety to be worth the "unfun" factor. It's basically a "noob-cannon" in that it can take out higher lifeforms very easily. For that reason alone I would be against the idea.
It's hard for me to tell really how it would all work out. It is true that lower life forms would not be that threatened by that weapon to the same extent, apart from lerk maybe (I was intending it to have it's disadvantages as it was mentioned in one of the weapon system threads, rather than having weapons with rising level of "uberness"). Play-testing and serious balancing would be crucial and if the idea at the developing stage is so-so, than...
[looking for a shovel to bury the stunner in the my forgotten ideas cemetery]
Thanks for a constructive and stimulating discussion!
And isn't that the spirit of NS? The teamwork? I never (yes never) chose a weapon thninking "i can kill with that" but always "the comm need to break a barrage? ok then i take this GL".
GL is totally useless alone... And this is why nobody take it...
A fade need a support? Then i fade or gorge to help it...
The spirit of NS stay the teamwork, and my purpose is to help my team...
With a rush Onos, even if i can't kill they, i'll take this weapon to support my team to kill this Onos...
If i want to frag... I play CS...
<!--quoteo(post=1671997:date=Mar 3 2008, 06:55 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Mar 3 2008, 06:55 PM) <a href="index.php?act=findpost&pid=1671997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Near useless against lower lifeforms<!--QuoteEnd--></div><!--QuoteEEnd-->
And? We always say that the problem is the HMG kill everything...
Why always need perfect weapons???
This is better to choose the weapons to reply the adverse strategy than got a universal weapon in any case...
Fade or Onos? A stun weapons... Ah ###### a skulk rush to erase the danger... Who's have a shotgun?
If you want to stay thinking at powerfull-against-everything weapons...
GL is totally useless alone... And this is why nobody take it...
A fade need a support? Then i fade or gorge to help it...
The spirit of NS stay the teamwork, and my purpose is to help my team...
With a rush Onos, even if i can't kill they, i'll take this weapon to support my team to kill this Onos...
If i want to frag... I play CS...<!--QuoteEnd--></div><!--QuoteEEnd-->
You'll notice I put promotes teamwork in the "pros" column. Requires teamwork is a different story. A gl can still kill a skulk if you know how to use it; that's not the case with this weapon. This weapon is just too specialized IMO.
<!--quoteo(post=1672012:date=Mar 3 2008, 04:16 PM:name=Recupel)--><div class='quotetop'>QUOTE(Recupel @ Mar 3 2008, 04:16 PM) <a href="index.php?act=findpost&pid=1672012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And? We always say that the problem is the HMG kill everything...
Why always need perfect weapons???
This is better to choose the weapons to reply the adverse strategy than got a universal weapon in any case...
Fade or Onos? A stun weapons... Ah ###### a skulk rush to erase the danger... Who's have a shotgun?
If you want to stay thinking at powerfull-against-everything weapons...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, that's not my complaint with the HMG. I think the HMG is an example of a well balanced weapon. It does half damage to structures but is good against all lifeforms at medium-close range. At long range it gets noticeably worse. It's better than the LMG at most things. Weapons shouldn't be "perfect" but they should almost never be useless, especially in an FPS.