<div class="IPBDescription">New aliens? or reskined and updated old aliens?</div>I really have no idea but if anyones heard anything from the devs or any speculations might as well speak them here cuz im listening.
La ChupacabraJoin Date: 2008-02-25Member: 63729Members
I haven't read anything official about it, but I suspect that it will be the same but with some changes, so the game don't have to be re-balanced from the scratch (I hope that the "1/3 old, 1/3 new, 1/3 improved" will be applied here).
From the way they've spoken about things, it seems likely that they'll use most of the old aliens. They've mentioned how a Gorge or Onos might function in these new worlds, but that should be treated as being simply for reference. But of course they're doing everything from the ground up, so it may also be likely that each class plays very differently.
Although it is most <i>likely</i> the whole family will be here ( <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> ) they'll feel different, and we may even see a few new forms. Keep the motto in mind, "1/3 old, 1/3 new, 1/3 improved".
<!--quoteo(post=1682157:date=Jun 29 2008, 09:59 AM:name=TerraGamerX)--><div class='quotetop'>QUOTE(TerraGamerX @ Jun 29 2008, 09:59 AM) <a href="index.php?act=findpost&pid=1682157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Although it is most <i>likely</i> the whole family will be here ( <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> ) they'll feel different,<!--QuoteEnd--></div><!--QuoteEEnd--> Agree..
<!--quoteo(post=1682157:date=Jun 29 2008, 09:59 AM:name=TerraGamerX)--><div class='quotetop'>QUOTE(TerraGamerX @ Jun 29 2008, 09:59 AM) <a href="index.php?act=findpost&pid=1682157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and we may even see a few new forms.<!--QuoteEnd--></div><!--QuoteEEnd--> ..and disagree. I don't think we'll see any new alien life-forms (except for glowies, if they can count).
I wouldn't completely discount new "life" from the Kharaa, they are after all shape shifters, but IMHO, it will be the use of the same imagery, though having it play slightly different, a refinement if you will, with consideration for the Hive Mind (Kharaa Kommander) ... hey, there you go, how about that, would that count?
With that said, I would add a 6th alien lifeform (I like the vocifer idea), sequester movement skill on the alien team into skulks and lerks primarily, turn fades into "nightcrawler" type assassins again, and make the onos much stronger, and much harder to get around the map.
EDIT: When I say sequester movement skill, I mean that it would effect combat the most. I would still expect UWE to implement an intuitive and effective movement system for all aliens as this is their flavor.
I've mentioned this before, but here it goes again.
I'd like to see some early-mid game cheap alien combatant. A bit like an offensive gorge. Strong enough to take a sg blast, but weak enough to get taken out by two LMGs.
The general idea is to give aliens a bit more flexibility when it comes to the lifeform builds. Right now they can't invest in early game without going 2 or more lerks or some off-the-wall OC build. I'd like to see something with more variations. For example you could have one at start and later on add some more if you feel its necessary for fending off the pushes. At the res cost around 10 res it would be less permanent than the double lerk strat. More like a slight early boost that results in a little late rt-fade or such.
All depends on the lifeform roles in NS2, but I don't know if you can have that kind of variations if its still just skulk/gorge/lerk at start. Maybe some chamber changes could affect the early game strategy.
E: Now to think of, getting very early chambers is an early game investment, but nevertheless I'd like to see a lifeform that creates variation between the 30 and 50 res moments.
in the podcast for the marine weapon menu prototype, they indicated that they wont be adding any new guns, but will be giving all of the exsisting guns new features (flamethrower etc). i imagine that this will be the same for the aliens - same old lifeforms, but with new attacks/abilities.
i can recall flayra saying he'd love to give the gorge a shell to ricochet bullets back at the marines, and giving skulks the ability to "smell" nearby marines... but these were merely brainstorming ideas, and could be subject to change, or not be included at all. point is, expect more stuff like that.
I think we have to ponder what effect having a alien commander directing the hive mind will have on them, particularly on the need for a dedicated gorge class.
A Spore-like procedural system for controlling the appearance of the aliens, based on their selected abilities and upgrades would seem to fit there theme and could rule out the need for distinct classes (and lead to a lot of scary "WTF was that!" moments).
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1682237:date=Jun 30 2008, 04:15 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jun 30 2008, 04:15 PM) <a href="index.php?act=findpost&pid=1682237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A Spore-like procedural system for controlling the appearance of the aliens, based on their selected abilities and upgrades would seem to fit there theme and could rule out the need for distinct classes (and lead to a lot of scary "WTF was that!" moments).<!--QuoteEnd--></div><!--QuoteEEnd--> now that would be awesome
cept i'd make gorge with blink <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I don't really think we need any new lifeforms, although I certainly wouldn't complain. The five from NS cover the necessities pretty well. The Gorge will probably need a redesign if the alien commander makes it in though.
Said this 5 onths ago during the alien commander conspiracy.
" just gonna throw out my 2 cents. Alien commander should be a unit, that you have to gestate to but only 1 aloud at a time per alien team(or maybe 1 per 10 alien players if game is scalable) This unit would be baiscically a gorge but it gives off an "aura" or phermone (or maybe they spit something on the skulks and lurks that lasts X amount of seconds)that makes the aliens in a close range more usefull as in skulks are faster when within 50 feet of alien commander, or gorges heal 25% faster, etc. The queen would baisically be a more skilled alien player who would then roughly organize attacks and defenses of the hive. the alien comm could also have some sort of "vision" when combined with the hive to see heat vents too see if the marnes are using a particular resource node, just one idea for an alien advantage. The offesive attack would have to be limited to a bite, and the agility of the comm should be low, their role should be like the marine comm to lead the team to victory at sacrifice of self gameplay, but still having the knowledge that u lead the assault to victory. So baiscally the new alien mode would allow a semblance of teamwork, having someone ask the other aliens to assist him in rushing the marine base or taking over a resource node.
I feel like the big jump from ns1 to ns2 needs to be the fairness of the alien side, when the marines have good comm and teamwork. I think the Alien comm needs to be an option (more of a bonus to the aliens than a must have)to keep the uniqueness, alien queen should have no responisbilities that are necessary. But like the gorge, if someone wants to be it they should be allowed to. This alien comm's aura could have some other powers too such as when its around or in a room maybe the marne comm cant drop turrets and upgrades in that room etc. Last thing I thought alien comm could control is where aliens are spawning,(or maybe she plops the eggs out herslef and her whole job is supposed to be to stay alive so the spawning can go on outside the hive) either pick a hive or a room or resource node etc, in this way atleast he could help guide some newer players in pub.
the "Queen" (as i feel it should be called no matter what it does) i think would be a healthy addition to the alien side, i could see it being unfair in an all out skulk rush with an alien comm so there would have to be some kind of reprimand if an alien comm died, like cant gestate another for 5 minutes or something. "
I'am unsure about your idea, I like How the aliens are Solo most of the time with only Obvious teamwork(gorge healing and when attacking a node and the other guy runs you SHOULD run too).
Maybe a Support Creature(not the lerk <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ) would be ok but it's slow (and not a onos ) then you have to give it some nice abilities, cuz the marines will eat you up FAST (nothing says goodbye better then 3 HMG's trained on you <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> )
inherent: cloaking on dynamic infestation(DI), close/mid range SoF on DI
1. infestation spray - seeds dynamic infestation, very weak damage, interrupts reloading (ie: forces knife use in a extended fight)
2. tentacle grasp* causes DI closest to target to engage in a grasping attack for low damage - with slowing effect (stacking) tentacles can be removed by support gunfire. If this attack is stacked to a certain level the target will became completely immobile.
3. digest - opponent must be immobile or not moving for x seconds on DI- cocoons the target in DI, and digests for +RES
5. shape DI - allows limited DI manipulation
6. reanimate - reanimates dead marine bodies on DI into brainless zombies! rarrrr
back ground - a node strain of the hive this creature has evolved to gain independent thought over time, primarily as a defensive node and builder of the hive the strain went mostly undetected due to it's inherent cloaking making it indistinguishable from DI. After reports from marine survivors of tentacle creatures, the strain was finally tracked down and isolated in a raid on a infested space station.
I like the idea of a support character for those who want to be in the fight but can't really fight that well instead of just being a gorge and waiting for res to build or to heal.
The queen is a good idea. to limit its power I think it should be limited to movement on dynamic infestation. And when it moves off dynamic infestation it takes damage or looses some very useful skills.
As for another support character I would like the idea of a Dynamic infestation character. Highly effective in Deffensive Dynamic infestation and kind of supportive on offensive.
If I can imagine anything they would be similar to that of a moving tower. Creatures around it regen energy and health, and gain Cloak. This is limited to the number of towers that are up. And it has a long range attack similar to that of the offense tower but maybe a bit faster or more damage. It should cost around 40 res so its not a cheap support weapon as it gives the abilities of a moving tower.
Or! just have a gorge that can build on itself or be like a sea snail and pick up towers and put it on itself. the number of towers on it would be limited to 3 or 4. As the more towers they put on themselves the slower they move.
Ooh, a gorge that could build a tower type on itself, but once it did that it couldn't transform into another creature (until it died, of course). That actually sounds like a lot of fun. I'd so have an OC on my back, and just sneak around and piss off marines.
Ok let's pretent a gorge could build chambers on his back (But I really can't see a gorge lifting 4 oc's, strange I know lol ) let's see that's 1 of every known chamber and your gorge moves slower then a marine walking backwards? And you can't respawn unless you die? I hope kill is still a console command <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I was thinking you'd carry a full fledged chamber, but you could only carry one.
An alien type I'd really like to see is a purely defense alien type, I mean 100% defense. It can't leave the hive areas (or DI, whichever), but it's the most powerful of the aliens, and should cost like 60-80 res. It'd require a lot of balancing, but it'd be an interesting mechanic and people could pull out those last ditch efforts to save a hive if they have the res, at the cost of losing offensive capabilities.
Comments
thats it.
oR. they have more, but dont want to show it to us.
to be true: we dont know anything about NS2, just some ideas and concepts. but even that isnt fixed, we just know that there are 2 fractions.
I dont think that they convert aliens 1 to 1 into source. so models need to be remaked, and skins. (hopefully "cough" HL:S "cough" )
Although it is most <i>likely</i> the whole family will be here ( <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> ) they'll feel different, and we may even see a few new forms. Keep the motto in mind, "1/3 old, 1/3 new, 1/3 improved".
Agree..
<!--quoteo(post=1682157:date=Jun 29 2008, 09:59 AM:name=TerraGamerX)--><div class='quotetop'>QUOTE(TerraGamerX @ Jun 29 2008, 09:59 AM) <a href="index.php?act=findpost&pid=1682157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and we may even see a few new forms.<!--QuoteEnd--></div><!--QuoteEEnd-->
..and disagree. I don't think we'll see any new alien life-forms (except for glowies, if they can count).
With that said, I would add a 6th alien lifeform (I like the vocifer idea), sequester movement skill on the alien team into skulks and lerks primarily, turn fades into "nightcrawler" type assassins again, and make the onos much stronger, and much harder to get around the map.
EDIT: When I say sequester movement skill, I mean that it would effect combat the most. I would still expect UWE to implement an intuitive and effective movement system for all aliens as this is their flavor.
I'd like to see some early-mid game cheap alien combatant. A bit like an offensive gorge. Strong enough to take a sg blast, but weak enough to get taken out by two LMGs.
The general idea is to give aliens a bit more flexibility when it comes to the lifeform builds. Right now they can't invest in early game without going 2 or more lerks or some off-the-wall OC build. I'd like to see something with more variations. For example you could have one at start and later on add some more if you feel its necessary for fending off the pushes. At the res cost around 10 res it would be less permanent than the double lerk strat. More like a slight early boost that results in a little late rt-fade or such.
All depends on the lifeform roles in NS2, but I don't know if you can have that kind of variations if its still just skulk/gorge/lerk at start. Maybe some chamber changes could affect the early game strategy.
E: Now to think of, getting very early chambers is an early game investment, but nevertheless I'd like to see a lifeform that creates variation between the 30 and 50 res moments.
i can recall flayra saying he'd love to give the gorge a shell to ricochet bullets back at the marines, and giving skulks the ability to "smell" nearby marines... but these were merely brainstorming ideas, and could be subject to change, or not be included at all. point is, expect more stuff like that.
A Spore-like procedural system for controlling the appearance of the aliens, based on their selected abilities and upgrades would seem to fit there theme and could rule out the need for distinct classes (and lead to a lot of scary "WTF was that!" moments).
now that would be awesome
cept i'd make gorge with blink <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
hmm... that might not be such a bad thing
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104476" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=104476</a>
<!--quoteo(post=1682739:date=Jul 7 2008, 05:24 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jul 7 2008, 05:24 PM) <a href="index.php?act=findpost&pid=1682739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what about a orb of liquid bacteria ?
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104476" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=104476</a><!--QuoteEnd--></div><!--QuoteEEnd-->
The glowies?
" just gonna throw out my 2 cents. Alien commander should be a unit, that you have to gestate to but only 1 aloud at a time per alien team(or maybe 1 per 10 alien players if game is scalable) This unit would be baiscically a gorge but it gives off an "aura" or phermone (or maybe they spit something on the skulks and lurks that lasts X amount of seconds)that makes the aliens in a close range more usefull as in skulks are faster when within 50 feet of alien commander, or gorges heal 25% faster, etc. The queen would baisically be a more skilled alien player who would then roughly organize attacks and defenses of the hive. the alien comm could also have some sort of "vision" when combined with the hive to see heat vents too see if the marnes are using a particular resource node, just one idea for an alien advantage. The offesive attack would have to be limited to a bite, and the agility of the comm should be low, their role should be like the marine comm to lead the team to victory at sacrifice of self gameplay, but still having the knowledge that u lead the assault to victory. So baiscally the new alien mode would allow a semblance of teamwork, having someone ask the other aliens to assist him in rushing the marine base or taking over a resource node.
I feel like the big jump from ns1 to ns2 needs to be the fairness of the alien side, when the marines have good comm and teamwork. I think the Alien comm needs to be an option (more of a bonus to the aliens than a must have)to keep the uniqueness, alien queen should have no responisbilities that are necessary. But like the gorge, if someone wants to be it they should be allowed to. This alien comm's aura could have some other powers too such as when its around or in a room maybe the marne comm cant drop turrets and upgrades in that room etc. Last thing I thought alien comm could control is where aliens are spawning,(or maybe she plops the eggs out herslef and her whole job is supposed to be to stay alive so the spawning can go on outside the hive) either pick a hive or a room or resource node etc, in this way atleast he could help guide some newer players in pub.
the "Queen" (as i feel it should be called no matter what it does) i think would be a healthy addition to the alien side, i could see it being unfair in an all out skulk rush with an alien comm so there would have to be some kind of reprimand if an alien comm died, like cant gestate another for 5 minutes or something.
"
Maybe a Support Creature(not the lerk <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ) would be ok but it's slow (and not a onos ) then you have to give it some nice abilities, cuz the marines will eat you up FAST (nothing says goodbye better then 3 HMG's trained on you <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> )
role: ground control
inherent: cloaking on dynamic infestation(DI), close/mid range SoF on DI
1. infestation spray - seeds dynamic infestation, very weak damage, interrupts reloading (ie: forces knife use in a extended fight)
2. tentacle grasp* causes DI closest to target to engage in a grasping attack for low damage - with slowing effect (stacking) tentacles can be removed by support gunfire. If this attack is stacked to a certain level the target will became completely immobile.
3. digest - opponent must be immobile or not moving for x seconds on DI- cocoons the target in DI, and digests for +RES
5. shape DI - allows limited DI manipulation
6. reanimate - reanimates dead marine bodies on DI into brainless zombies! rarrrr
back ground - a node strain of the hive this creature has evolved to gain independent thought over time, primarily as a defensive node and builder of the hive the strain went mostly undetected due to it's inherent cloaking making it indistinguishable from DI. After reports from marine survivors of tentacle creatures, the strain was finally tracked down and isolated in a raid on a infested space station.
1. ClAw PinCeRs! attack has knock back effect on target
2. TaIl StInG! Deadly Poison attack.
3. TaIl WhIp! Charging tail sting, when fully charged will one hit a paper marine
4. SpaWn! tiny scorpions spawn from your back and goes about eating every one they find
And of course, a new redesigned aspect in the actual khara Characters, something terrorific and darkness aspect.
The queen is a good idea. to limit its power I think it should be limited to movement on dynamic infestation. And when it moves off dynamic infestation it takes damage or looses some very useful skills.
As for another support character I would like the idea of a Dynamic infestation character. Highly effective in Deffensive Dynamic infestation and kind of supportive on offensive.
If I can imagine anything they would be similar to that of a moving tower. Creatures around it regen energy and health, and gain Cloak. This is limited to the number of towers that are up. And it has a long range attack similar to that of the offense tower but maybe a bit faster or more damage. It should cost around 40 res so its not a cheap support weapon as it gives the abilities of a moving tower.
Or! just have a gorge that can build on itself or be like a sea snail and pick up towers and put it on itself.
the number of towers on it would be limited to 3 or 4. As the more towers they put on themselves the slower they move.
An alien type I'd really like to see is a purely defense alien type, I mean 100% defense. It can't leave the hive areas (or DI, whichever), but it's the most powerful of the aliens, and should cost like 60-80 res. It'd require a lot of balancing, but it'd be an interesting mechanic and people could pull out those last ditch efforts to save a hive if they have the res, at the cost of losing offensive capabilities.