SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
hmm, aiming as marine is quite challenging currently :D (fps problems)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Team Anagram is hosting a dedicated server running this mod. I will try to keep it up to date but it will be difficult given Schimmel's quick patching (Very impressive btw).<!--QuoteEnd--></div><!--QuoteEEnd--> cool, I will give my best and release some patches :) No really, I want to release (maybe today) the HeavyRifle patch
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Cheats have been enabled on the server to allow quick access to the features of this mod.<!--QuoteEnd--></div><!--QuoteEEnd--> I hope you have some auto-restart script if it crashes. With cheats active you can very easily kill the server
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I found a bug in the mini-structure placement ghosts for the gorge, the mini-crag and mini-shade are showing up as mini-cysts instead, it's a bit confusing.<!--QuoteEnd--></div><!--QuoteEEnd--> Have to check that. I wanted anyway to change the model to the original crag / shade, but just not grown
update: since the RFK has been lowered in my mod (1 - 4 depending on amount of captured tech points) I'm thinking about adding "Squad RFK". that system made people stick together in combat maps in NS1, I think it would do the same in ns2. I had another idea about synchronized IP spawns (IPs at the same command station spawn dead marines at the same time) as toggle able or standard option. but I guess "Squad RFK" would be already enough to make people stick together, and the best players become some sort of squad leader since the people would follow him/her (to leech kills) :)
that would also promote gorges to go to the front lines and heal their mates in combat (instead of using spit maybe) and promotes team work. The scoreboard would still show the k/d ratio about which some players care, so I think everybody should / would be happy about that.
update2: I have a new idea. <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=114893&view=findpost&p=1873648" target="_blank">Command Station Upgrades</a>
update3: I'm already not very convinced about haze anymore, but I came up with a replacement idea: slot 3 alt attack teleports you to the nearest hive and stores your previous location. this ability requires a lot of energy and has a charge up time (similar to stab). once you healed up at the hive, you can press that alt attack again and teleport to your previous location
<!--quoteo(post=1873628:date=Sep 8 2011, 12:52 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 8 2011, 12:52 AM) <a href="index.php?act=findpost&pid=1873628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->update3: I'm already not very convinced about haze anymore, but I came up with a replacement idea: slot 3 alt attack teleports you to the nearest hive and stores your previous location. this ability requires a lot of energy and has a charge up time (similar to stab). once you healed up at the hive, you can press that alt attack again and teleport to your previous location<!--QuoteEnd--></div><!--QuoteEEnd-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1873628:date=Sep 7 2011, 10:52 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 7 2011, 10:52 PM) <a href="index.php?act=findpost&pid=1873628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->update: since the RFK has been lowered in my mod (1 - 4 depending on amount of captured tech points) I'm thinking about adding "Squad RFK". that system made people stick together in combat maps in NS1, I think it would do the same in ns2. I had another idea about synchronized IP spawns (IPs at the same command station spawn dead marines at the same time) as toggle able or standard option. but I guess "Squad RFK" would be already enough to make people stick together, and the best players become some sort of squad leader since the people would follow him/her (to leech kills) :)
that would also promote gorges to go to the front lines and heal their mates in combat (instead of using spit maybe) and promotes team work. The scoreboard would still show the k/d ratio about which some players care, so I think everybody should / would be happy about that.<!--QuoteEnd--></div><!--QuoteEEnd--> Excellent idea!
<!--quoteo(post=1873628:date=Sep 7 2011, 10:52 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 7 2011, 10:52 PM) <a href="index.php?act=findpost&pid=1873628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->update3: I'm already not very convinced about haze anymore, but I came up with a replacement idea: slot 3 alt attack teleports you to the nearest hive and stores your previous location. this ability requires a lot of energy and has a charge up time (similar to stab). once you healed up at the hive, you can press that alt attack again and teleport to your previous location<!--QuoteEnd--></div><!--QuoteEEnd--> I thought Haze smoke screen is working so well. :(
For your teleport to hive idea, isn't that very similar to the Movement Chamber teleport? Why not just give Metabolize/self heal to Fade as weapon3?
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
yeah, that would be almost the same. but i don't want fades to be tanks, but I want to increase their "up time". This teleport would be ideal for that I think. And haze, I still like that effect. I will give it to the shade :)
It'd probably increase their up time really, it wouldn't be smart to use metabolize during a fight anyways. At least that's been my experience with it in NS.
Also to add to my bug report earlier, the mini-crag ghosts would in some games return to showing properly but not the mini-shade so far though. And the mini-shade ghost would show(still as a cyst) on uninfested ground.
Schimmel I have a little Suggestion for your mod but it don't want to post it in I&S. Can you change the time to swap to the Pistol (and only to the pistol). I am sure it is worth a try.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?0lk97ob5nrmbjre" target="_blank">Prototyping Mod 4.3.5</a>
- added squad res for kills (all players which are close to somebody who made a kill will receive resources) - unlocked the HeavyRifle - unlocked the ReinforcedArmor - changed mini structures to use the original Crag / Shade models, but with grow parameter set to 0
- added squad res for kills (all players which are close to somebody who made a kill will receive resources) - unlocked the HeavyRifle - unlocked the ReinforcedArmor - changed mini structures to use the original Crag / Shade models, but with grow parameter set to 0<!--QuoteEnd--></div><!--QuoteEEnd--> I just updated the version on our server, I just have to reset it in a bit.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
small update:
- I fixed a problem with group RFK. They were not showing up in the scoreboard properly and group members got no feedback if they have been awarded any point - The Defense Station Upgrade is done (attach a 360° turret on the command station)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
<a href="http://www.mediafire.com/?lea4hajxm56b5dm" target="_blank">Prototyping Mod 5.0</a>
- added new lerk hive 2 ability: Sting. It's a melee attack which deals more damage the less health the lerk has and disorients the marine. It replaces the shotgun spikes - added command station upgrades: Defense Upgrade attaches a turret on the CC, Sensor Upgrade enables Distress Beacon (which was removed from the obs) - some bug fixes and balance attempts - removed shotgun alt attack (it was pretty unused) and power pack electrification (marines can have now a huge turret at the CC!)
edit: one more thing about the defense upgrade: You can increase the fire rate of the turret for 10 seconds. This action will consume energy from the CC (as well as distress beacon) which you also require for reloading your normal sentries.
Here some video of sting in action, in case you think a melee attack for the lerk would not work (i know, nobody thinks that!):
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
finished:
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->- move "Haze" to the shade - rework cloak - rework "Infusion" - targeted abilities (Cloak and Infusion) only available at mature structure - add "Vertebra" - Vertebra and Haze as "cheap" activate ability - add fade ability "Recall" (teleport to hive and back) - add "Hallucinate" upgrade (mirror images of yourself) <!--colorc--></span><!--/colorc-->
I want to try out some alternative shade upgrades and need some ideas.
One thing that came into my mind was inspired by phantasm (fake units): You randomly start to spawn mirror images of yourself when in proximity of a marine. Those mirror images have like 50 - 150 HP (depending on life form) and vanish after being killed / scanned or close to the marine(s). Maybe I will make them to not block other players and disappear after some timer as well.
i don't know if I can come up with a replacement for camouflage, since it fits pretty good to my "1 offensive, 1 defensive upgrade per chamber" philosophy.
another idea I came up with was about the flamethrower. I think the main purpose of that weapon is / was to deny area around the marine and force aliens to quickly retreat. so basically, reducing the time an alien has to perform his attack. My idea now is:
make the flamethrower create some small flames whereever you shoot at. Those flames of course deal damage, and can also be applied to aliens / structures (as it is now). The flames will not affect the aliens' energy in any way anymore, so it simply deals damage and can also stack up as it is now in my mod. I will maybe reintroduce the gorges ability to turn out flames with heal spray (was disabled in my mod), but I'm not sure about that.
Now the idea is: If some alien runs through flames, or is being hit by the flamethrower, it will heat up and the "hotter" it is, the more damage it will take. Those stacks / burn effects can get applied by the flames from a surface or, as written before, by direct damage from the flamethrower. If it's implemented correctly it should be similar to the lerk spores. Aliens / marines still have the option to go through the burning / spored area, but the risk of dying is much higher and staying for longer durations will obviously kill you. The dot effect will still be required, since aliens are much faster than marines (marines stay longer in spores than aliens would stay in flames). so if you touch some burning surface, you start burning yourself but cannot carry the fire to the next hive / player whatsoever (no griefing!) :)
edit: what I also want to try / finish: chamber abilities. I made some time ago some ability for the crag called "infusion" which purpose is the same as the medpacks: you click somewhere and the target gets healed. I make this effect now aoe (like heal spray) and also want to add "Vertebra" instead of umbra (described some posts earlier).
I will move "Haze" (the black cloud) to the shade and make cloak a targeted ability. Cloak will work little bit different: You are only visible when you are in the effect range (you appear when leaving it immedeately) and marines can see the effect (not at the aliens or structures effect, only the new area effect which i will add). targeted abilities will be generally only available at mature structures (currently Infusion and later Cloak)
The fade had the Haze ability before, he will get a "teleport to hive and back" ability (described some posts earlier).
edit: To express myself more clearly regarding cloak: I want it to work exactly like scan, but instead of revealing stuff, it will hide stuff (scan will still counter cloak). Maybe I will add the restriction that it's only triggerable on infestation (same restriction will apply to infusion then as well). Would make lore wise also more sense, since the aliens have to infest an area before making some magic happen, opposed to the marine who can do that anyway since it's their station / ship...
Does that mean the Fade no longer has the Haze ability? That's a good thing as it was heavily overpowered lol.
What is the purpose of Vertebra?
I have a interested concept I want to run by you and see if you can try it out for a couple builds. What if we removed Umbra from the Lerk and made it the second ability for the Gorge?
I personally think it should work like this… Hive (1) Gorge #1 Weapon Slot [ M1 = Spit (No M2) ] Gorge #2 Weapon Slot [ M1 = Heal Spray (No M2) ]
Hive (2) Gorge #1 Weapon Slot [ M2 = Bilebomb (If researched through the Whip) ] Gorge #2 Weapon Slot [ M2 = Umbra (Comes with second hive similar to leap) ]
Having a slot specifically for Bilebomb can be confusing and there is no sure indication that you actively have it set as the FPS view is the same as spit. Why not combine the two to make them both easily accessible at the click of a mouse button?
I personally feel the Gorge is not used enough as it doesn't have enough abilities mid to late game. The only reason a user would use a Gorge is if they wanted to bile bomb which is 90% of the time is not researched in public games. Giving the Gorge the ability to umbra will allow the Gorge to be on the front lines and provide the same effects of a Crags but "on-the-go".
You should try it out and see how it pans out, I really think it would work out very well for the fat little guy...
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i finished the new chamber abilities and working on the first cinematics for the Phantom Upgrade. Looks cool so far. you will see skulks or other life forms approach you or running around,to distract you. They will ignore world geometry (much easier to implement) since they are anyway just hallucinations.
Schimmel, keep up the great work. I really like your skulk walljump2 vid. Imagine that plus a sideside stepping as an alien upgrade. I think it might still make skulks very effect in late game, especially when jetpacks come out.
Are you stoked about the new animation thingy upgrade UWE is working on? I can't wait!
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
At first I simply was going to use "Teleport", but Recall sounds / fits much better
update: I'm done with the recall ability.
here is a small video showing halluzinate (for testing purpose I let them spawn all the time, later you will only see them when a skulk / gorge etc. with that upgrade is close to you). this upgrade is inspired by phantasm, but the basic idea is different: It actually reveals your presence (marine know there is a real alien somewhere) whereis Phantasm is, from what being written in the design docs, for fake attacks to get marines to focus on some other location to distract them. Marines will also know which life-form is / are close to them.
The Halluziante one seems to work pretty good and I like it more than UWE's Idea. Only thing would be to make them more intelligent and always come in place when you're not looking. Hitting them would also make them bleed but only 1/4 of normal health and kinda "SHWOOF explode" them. A little view dissorientation like the first Shade one would make it more scarier.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
it was a design decision that the hallucinations will not interact with the world (bullets go through and ignore world geometry) and it was also much easier to implement it then: I simply created cinematics, which I just trigger randomly in the lua code, which are oriented by the marines view angles and position. to create a bigger and also more unexpected amount of variations is quite easy, but it would be a lot more work the really integrate them in the game world and create AI for them. So I just stick with my current solution and add more variations.
also, if you make them spawn not in the view direction of the marine: They will simply have no effect, since you don't see them. if the aliens have the hallucination upgrade, they will have shades, which means they have cloak + camouflage. so it would not be uncommon that aliens suddenly appear somewhere. The only tricky thing is to make them look natural, so that players who are already familiar with the game won't recognize them immedeately.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
<a href="http://www.mediafire.com/?7dyv8tu74ucp8j8" target="_blank">Prototyping Mod 5.1</a>
changes:
- moved "Haze" to the shade - reworked cloak, it's now targeted ability - reworked "Infusion", it's still targeted but affects the area you clicked instead a single unit - targeted abilities (Cloak and Infusion) only available at mature structure - added "Vertebra" to the crag. When active the crag sucks most of the damage from surrounding units - added fade ability "Recall" (teleport to hive and back) - added "Hallucinate" upgrade (mirror images of yourself that move and distract nearby enemies) - added new lerk hive 2 ability: Sting
Comments
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Team Anagram is hosting a dedicated server running this mod. I will try to keep it up to date but it will be difficult given Schimmel's quick patching (Very impressive btw).<!--QuoteEnd--></div><!--QuoteEEnd--> cool, I will give my best and release some patches :) No really, I want to release (maybe today) the HeavyRifle patch
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Cheats have been enabled on the server to allow quick access to the features of this mod.<!--QuoteEnd--></div><!--QuoteEEnd--> I hope you have some auto-restart script if it crashes. With cheats active you can very easily kill the server
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I found a bug in the mini-structure placement ghosts for the gorge, the mini-crag and mini-shade are showing up as mini-cysts instead, it's a bit confusing.<!--QuoteEnd--></div><!--QuoteEEnd--> Have to check that. I wanted anyway to change the model to the original crag / shade, but just not grown
update: since the RFK has been lowered in my mod (1 - 4 depending on amount of captured tech points) I'm thinking about adding "Squad RFK". that system made people stick together in combat maps in NS1, I think it would do the same in ns2. I had another idea about synchronized IP spawns (IPs at the same command station spawn dead marines at the same time) as toggle able or standard option. but I guess "Squad RFK" would be already enough to make people stick together, and the best players become some sort of squad leader since the people would follow him/her (to leech kills) :)
that would also promote gorges to go to the front lines and heal their mates in combat (instead of using spit maybe) and promotes team work. The scoreboard would still show the k/d ratio about which some players care, so I think everybody should / would be happy about that.
update2: I have a new idea. <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=114893&view=findpost&p=1873648" target="_blank">Command Station Upgrades</a>
update3: I'm already not very convinced about haze anymore, but I came up with a replacement idea: slot 3 alt attack teleports you to the nearest hive and stores your previous location. this ability requires a lot of energy and has a charge up time (similar to stab). once you healed up at the hive, you can press that alt attack again and teleport to your previous location
Great idea. Like a controlled "redemption".
I was enjoying that sever even alone too, hope to see it back up again, doing local has my sub-par CPU eating itself during some larger test plays.
Edit: It's resetting when it crashes now.
that would also promote gorges to go to the front lines and heal their mates in combat (instead of using spit maybe) and promotes team work. The scoreboard would still show the k/d ratio about which some players care, so I think everybody should / would be happy about that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Excellent idea!
<!--quoteo(post=1873628:date=Sep 7 2011, 10:52 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 7 2011, 10:52 PM) <a href="index.php?act=findpost&pid=1873628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->update3: I'm already not very convinced about haze anymore, but I came up with a replacement idea: slot 3 alt attack teleports you to the nearest hive and stores your previous location. this ability requires a lot of energy and has a charge up time (similar to stab). once you healed up at the hive, you can press that alt attack again and teleport to your previous location<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought Haze smoke screen is working so well. :(
For your teleport to hive idea, isn't that very similar to the Movement Chamber teleport? Why not just give Metabolize/self heal to Fade as weapon3?
Also to add to my bug report earlier, the mini-crag ghosts would in some games return to showing properly but not the mini-shade so far though. And the mini-shade ghost would show(still as a cyst) on uninfested ground.
Can you change the time to swap to the Pistol (and only to the pistol). I am sure it is worth a try.
Switching to alt should be really fast.
- added squad res for kills (all players which are close to somebody who made a kill will receive resources)
- unlocked the HeavyRifle
- unlocked the ReinforcedArmor
- changed mini structures to use the original Crag / Shade models, but with grow parameter set to 0
- added squad res for kills (all players which are close to somebody who made a kill will receive resources)
- unlocked the HeavyRifle
- unlocked the ReinforcedArmor
- changed mini structures to use the original Crag / Shade models, but with grow parameter set to 0<!--QuoteEnd--></div><!--QuoteEEnd-->
I just updated the version on our server, I just have to reset it in a bit.
- I fixed a problem with group RFK. They were not showing up in the scoreboard properly and group members got no feedback if they have been awarded any point
- The Defense Station Upgrade is done (attach a 360° turret on the command station)
- added new lerk hive 2 ability: Sting. It's a melee attack which deals more damage the less health the lerk has and disorients the marine. It replaces the shotgun spikes
- added command station upgrades: Defense Upgrade attaches a turret on the CC, Sensor Upgrade enables Distress Beacon (which was removed from the obs)
- some bug fixes and balance attempts
- removed shotgun alt attack (it was pretty unused) and power pack electrification (marines can have now a huge turret at the CC!)
edit: one more thing about the defense upgrade: You can increase the fire rate of the turret for 10 seconds. This action will consume energy from the CC (as well as distress beacon) which you also require for reloading your normal sentries.
Here some video of sting in action, in case you think a melee attack for the lerk would not work (i know, nobody thinks that!):
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/ZqVQcI5L520"></param><embed src="http://www.youtube.com/v/ZqVQcI5L520" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I forgot the audio track and I'm too lazy to deal with that and included some random music from youtube :)
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->- move "Haze" to the shade
- rework cloak
- rework "Infusion"
- targeted abilities (Cloak and Infusion) only available at mature structure
- add "Vertebra"
- Vertebra and Haze as "cheap" activate ability
- add fade ability "Recall" (teleport to hive and back)
- add "Hallucinate" upgrade (mirror images of yourself)
<!--colorc--></span><!--/colorc-->
upcoming changes:
<!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->
- rework flamethrower (again... :D )
<!--colorc--></span><!--/colorc-->
I want to try out some alternative shade upgrades and need some ideas.
One thing that came into my mind was inspired by phantasm (fake units): You randomly start to spawn mirror images of yourself when in proximity of a marine. Those mirror images have like 50 - 150 HP (depending on life form) and vanish after being killed / scanned or close to the marine(s). Maybe I will make them to not block other players and disappear after some timer as well.
i don't know if I can come up with a replacement for camouflage, since it fits pretty good to my "1 offensive, 1 defensive upgrade per chamber" philosophy.
another idea I came up with was about the flamethrower.
I think the main purpose of that weapon is / was to deny area around the marine and force aliens to quickly retreat. so basically, reducing the time an alien has to perform his attack. My idea now is:
make the flamethrower create some small flames whereever you shoot at. Those flames of course deal damage, and can also be applied to aliens / structures (as it is now). The flames will not affect the aliens' energy in any way anymore, so it simply deals damage and can also stack up as it is now in my mod. I will maybe reintroduce the gorges ability to turn out flames with heal spray (was disabled in my mod), but I'm not sure about that.
Now the idea is: If some alien runs through flames, or is being hit by the flamethrower, it will heat up and the "hotter" it is, the more damage it will take. Those stacks / burn effects can get applied by the flames from a surface or, as written before, by direct damage from the flamethrower. If it's implemented correctly it should be similar to the lerk spores. Aliens / marines still have the option to go through the burning / spored area, but the risk of dying is much higher and staying for longer durations will obviously kill you. The dot effect will still be required, since aliens are much faster than marines (marines stay longer in spores than aliens would stay in flames). so if you touch some burning surface, you start burning yourself but cannot carry the fire to the next hive / player whatsoever (no griefing!) :)
edit: what I also want to try / finish: chamber abilities. I made some time ago some ability for the crag called "infusion" which purpose is the same as the medpacks: you click somewhere and the target gets healed. I make this effect now aoe (like heal spray) and also want to add "Vertebra" instead of umbra (described some posts earlier).
I will move "Haze" (the black cloud) to the shade and make cloak a targeted ability. Cloak will work little bit different: You are only visible when you are in the effect range (you appear when leaving it immedeately) and marines can see the effect (not at the aliens or structures effect, only the new area effect which i will add). targeted abilities will be generally only available at mature structures (currently Infusion and later Cloak)
The fade had the Haze ability before, he will get a "teleport to hive and back" ability (described some posts earlier).
edit: To express myself more clearly regarding cloak: I want it to work exactly like scan, but instead of revealing stuff, it will hide stuff (scan will still counter cloak). Maybe I will add the restriction that it's only triggerable on infestation (same restriction will apply to infusion then as well). Would make lore wise also more sense, since the aliens have to infest an area before making some magic happen, opposed to the marine who can do that anyway since it's their station / ship...
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/eWC-v15dT44"></param><embed src="http://www.youtube.com/v/eWC-v15dT44" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
What is the purpose of Vertebra?
I have a interested concept I want to run by you and see if you can try it out for a couple builds. What if we removed Umbra from the Lerk and made it the second ability for the Gorge?
I personally think it should work like this…
Hive (1)
Gorge #1 Weapon Slot [ M1 = Spit (No M2) ]
Gorge #2 Weapon Slot [ M1 = Heal Spray (No M2) ]
Hive (2)
Gorge #1 Weapon Slot [ M2 = Bilebomb (If researched through the Whip) ]
Gorge #2 Weapon Slot [ M2 = Umbra (Comes with second hive similar to leap) ]
Having a slot specifically for Bilebomb can be confusing and there is no sure indication that you actively have it set as the FPS view is the same as spit. Why not combine the two to make them both easily accessible at the click of a mouse button?
I personally feel the Gorge is not used enough as it doesn't have enough abilities mid to late game. The only reason a user would use a Gorge is if they wanted to bile bomb which is 90% of the time is not researched in public games. Giving the Gorge the ability to umbra will allow the Gorge to be on the front lines and provide the same effects of a Crags but "on-the-go".
You should try it out and see how it pans out, I really think it would work out very well for the fat little guy...
keep up the great work. I really like your skulk walljump2 vid.
Imagine that plus a sideside stepping as an alien upgrade. I think it might still make skulks very effect in late game, especially when jetpacks come out.
Are you stoked about the new animation thingy upgrade UWE is working on? I can't wait!
update: I'm done with the recall ability.
here is a small video showing halluzinate (for testing purpose I let them spawn all the time, later you will only see them when a skulk / gorge etc. with that upgrade is close to you).
this upgrade is inspired by phantasm, but the basic idea is different: It actually reveals your presence (marine know there is a real alien somewhere) whereis Phantasm is, from what being written in the design docs, for fake attacks to get marines to focus on some other location to distract them. Marines will also know which life-form is / are close to them.
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Only thing would be to make them more intelligent and always come in place when you're not looking. Hitting them would also make them bleed but only 1/4 of normal health and kinda "SHWOOF explode" them. A little view dissorientation like the first Shade one would make it more scarier.
also, if you make them spawn not in the view direction of the marine: They will simply have no effect, since you don't see them. if the aliens have the hallucination upgrade, they will have shades, which means they have cloak + camouflage. so it would not be uncommon that aliens suddenly appear somewhere. The only tricky thing is to make them look natural, so that players who are already familiar with the game won't recognize them immedeately.
changes:
- moved "Haze" to the shade
- reworked cloak, it's now targeted ability
- reworked "Infusion", it's still targeted but affects the area you clicked instead a single unit
- targeted abilities (Cloak and Infusion) only available at mature structure
- added "Vertebra" to the crag. When active the crag sucks most of the damage from surrounding units
- added fade ability "Recall" (teleport to hive and back)
- added "Hallucinate" upgrade (mirror images of yourself that move and distract nearby enemies)
- added new lerk hive 2 ability: Sting