Alien Commander: Class-based Structure Benefits?

PsiWarpPsiWarp Gifted GorgeRichmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
<div class="IPBDescription">Sorry if suggested before!</div>What if, the Alien Commander can grant passive benefits to specific commander-built structures, based on the class he is currently using?

For example:

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Skulk - Whip gains increased damage, range or attack rate.<!--colorc--></span><!--/colorc-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Gorge - Crag's Heal increases by a small percentage.<!--colorc--></span><!--/colorc-->
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Lerk - Shift...?<!--colorc--></span><!--/colorc-->
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro-->Fade - Shade's Cloak with increased area of effect or faster cloaking.<!--colorc--></span><!--/colorc-->
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Onos - Hive armor increased?<!--colorc--></span><!--/colorc-->

Of course, the benefits will not stack with multiple commanders of the same class. However, as the game progress, more hives will be constructed and more classes will become available, thus multiple benefits from commanders of different classes.

Or the idea may just end up cluttering the game and confuse newcomers, who knows :P

What are your thoughts? Any suggestions?

Comments

  • sparkzbarcasparkzbarca Join Date: 2010-09-09 Member: 73949Members
    just seems....boring....
    I mean ok I understand what your going for but it doesnt really add much to the game if those are the benefits, MUCH more interesting would be

    Skulk: gains commander ability Bloodscent which reveals all enemies on the map for 5 seconds
    Gorge: gains ability Protect the Hive which when activated makes hardens the hive carpace giving it +300% armour for 8 seconds
    Shade: gains the ability to construct the veil of the kharaa, a building which is itself cloaked and which continuously injects nearby kharaa with the gene for cloaking (or any backstory really) the point is the building is cloaked, anything around it is cloaked (maybe only players, maybe players and buildings)

    see to me the the thing is that means its more than just ohh do i want slightly better healing or slightly more damage or something its i get actual new stuff to do, new abilities or buildings or something more than just like when in rpgs you level up and yay your bonus is you kill just a little bit faster or something.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    What is the point of this?

    To make it interesting so that we don't just have a Skulk jump in at the start and stay there the whole time?

    Another problem is what about more expensive classes? Taking them out of the game to be a commander and buff stuff has to be worth them not being on the field killing things. So, an Onos had better have an AMAZING ability to be worth it not stomping down the halls killing things.


    Basically, I'm just confused what the core goal of this new idea is. If you can explain a good compelling gameplay reason in a sentence or two, it would really help.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Worth looking into I suppose, I liked how hives added armor to the aliens in NS1 perhaps chambers could do the same.

    Problem is how to make it really matter, poor examples would be crag = +1 passive regen , shift = slight movement movement speed bonus, whip attack speed bonus, shade passive partial cloak.

    Idea is to encourage different lineups (lifeform wise) and add a bit variety to the game chamber wise. Point however is to give these bonuses to all lifeforms instead of certain ones.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    Its not a bad idea, maybe if aliens are pinned down, they could like as the lerk to use hive and get some advantage to get back into the game although I think the main issue that there will only few capable commanders per team. With some kind of "role" switching ability this might work. Just like in SC2, you can just sacrifice units for not their main intended purpose (structure scouting).

    Apart from like killing the hive or catching the alien commander between his gest and hive enter, it'd be good to have some kind of a counter for marines.

    Anything for tactical versatility.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I don't really like the idea because it contradicts my belief that the Alien comm is a dedicated role.
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