Regeneration
thefonz
Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">a possible downside.</div>In regards to the tweet I just read I thought I would throw in my 2 cents.
When a player evolves regeneration how about this:
Decrease Armor - Increase Health
Health regenerates much quicker.
I suppose it should be done so that total HP remains about the same. The overall idea is to make the player slightly more vulnerable in exchange for very fast healing times to keep the pressure on the other team up.
Need a catch phrase?
Regeneration - Your tissue becomes softer, but also more easy to replace.
When a player evolves regeneration how about this:
Decrease Armor - Increase Health
Health regenerates much quicker.
I suppose it should be done so that total HP remains about the same. The overall idea is to make the player slightly more vulnerable in exchange for very fast healing times to keep the pressure on the other team up.
Need a catch phrase?
Regeneration - Your tissue becomes softer, but also more easy to replace.
Comments
<!--quoteo(post=1892736:date=Jan 5 2012, 11:40 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Jan 5 2012, 11:40 AM) <a href="index.php?act=findpost&pid=1892736"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One possible implementation of regeneration.
Regeneration only occurs while stationary, is audible, and healing rate starts low and increases over time for each individual healing session (this is to prevent stop and go healing, and to reward proper usage of finding a tactical spot where you will remain undisturbed). It disables cloak while enabled, and holding the ‘walk’ button suspends all regeneration functionality (i.e. no more audio cues, and cloak may re-enable). To balance the feature I believe there should be an increased damage vulnerability while healing. Why? Well, unless we will restrict evolutionary choices, we have to balance each one out individually, so that having everything on does not make an alien too OP as per game balance.
In addition to the above mechanic, it would be nice if a static variation of the DI graphic were to drop/appear on the ground/surface below the healing alien, this is for two reasons, one for game balance and tactical information for the marines, you can see where an alien has, or possibly still is healing, while also just adding general game polish, and more of that eerie presence space combat just feels like it should have.
Thanks for reading!<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines don't have a downside for purchasing a jetpack, a welder, a sentry, or armor 1.
Marines don't have a downside for purchasing a jetpack, a welder, a sentry, or armor 1.<!--QuoteEnd--></div><!--QuoteEEnd-->
Evolutionary upgrades are currently stackable (not like NS1), and from what I understand that is the direction flayra wants the game to continue in. This most likely will cause balance issues down the line, not necessarily, but possibly, and here's a solution just in case.
It's like if some modern fps if you are max rank whatever it is. And they would let you use all your perks at the same time.
Marines don't have a downside for purchasing a jetpack, a welder, a sentry, or armor 1.<!--QuoteEnd--></div><!--QuoteEEnd-->
pretty much this.
The downside of picking regeneration should mean you cannot pick something else, like we had in ns1. it seemed to make sense all those years playing, eh?
Then came along something called combat, where we could stack all the upgrades into one class, balance issues anyone?
charlie still trying to balance the game around COMBAT ideas and shoving them down classic mode. I'm sorry but this makes zero sense to me, no matter how many old vets have to tell charlie this, he does not listen.
Look charlie, design classic mode and combat mode so the game can be played in two different modes but do not create mode with it all mixed together. not only will ns2 can appeal two different crowds but gaming skill curve from one mode to other will be completely different.
While classic mode depends heavily on teamwork and strategy; combat was the quick and fun mode of ns where two races just go at it, going solo.
It's like if some modern fps if you are max rank whatever it is. And they would let you use all your perks at the same time.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Indeed. Why even bother to choose upgrades then?
Also, stacking perks together in an FPS where the perks are not designed to be stacked together is not the same thing as stacking perks in a game where they have been balanced to do just that.
So just to rehash everything, we can be positive and try to contribute to reality, or we can ######, whine, moan and complain about how we're not getting what we want. Wahhh wahhh wahhh.
Personally, I'm fine with the NS1 system, but since it doesn't seem we're going to get that I'll adjust.
You can balance it till it works well, although you still lose the fun mechanic where the old system allowed players to pick and customize their alien's playstyle. Allowing them to choose 1 upgrade per chamber which would give some nice situational gameplay variation between matches. To the new one where if the players had enough resources, they would become this superior alpha alien.
Or if you added downsides to all the upgrades. You could purchase the slow moving heavy breathing obese skulk the gorges could laugh at.
Of course, trying to distinguish "hit-and-run" from "normal" fighting as an <b>alien</b> is really splitting hairs...
Or if you added downsides to all the upgrades. You could purchase the slow moving heavy breathing obese skulk the gorges could laugh at.<!--QuoteEnd--></div><!--QuoteEEnd-->
True
What is different in 190?
I cannot say... yet... But it is to be public knowledge when 190 ships anyways so... :P
/sry4teasemode
It's like if some modern fps if you are max rank whatever it is. And they would let you use all your perks at the same time.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Although, even in NS1, some upgrades (or combinations) were so much better suited to a certain life-form than any other combinations, so we didn't actually get real customisation. The best option presented itself, so why would you pick any other option?
It's like if some modern fps if you are max rank whatever it is. And they would let you use all your perks at the same time.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the buy-all approach can work quite alright in some games, but I'm not sure if NS2 is one of those. For example in SC2 you've got something like 2 special upgrades for marines. Add weapons upgrades, support from siegetanks, interaction with medivacs and bunkers and you've got a unit that can play out very differently depending on what and when you invest even if you don't have to make any specific choises of one upgrade over the other.
On NS2 I don't know. Probably the either-or kind of upgrading gives challenging choises easier. In NS2 you'll also be paying a lot more attention to a single unit than in SC2, so I'm not sure if the SC2 marine example holds out completely.
If you're able to pick all upgrades at once the downside of regeneration should be having it linked it energy levels, that idea was a good one. 100% energy = 100% regen, 50% energy = 50% regen. That seems to promote hit and run pretty decently.
Simply have regeneration rate inversely proportional to the speed. But it's not really a downside.
I was thinking about the function of downsides in game, and in some games (e.g. magic the gathering) the downsides are used to create a lot of new cards. You got the basic card "do X" and then you got a big collection of "do 2 X but Y". The game then is to pick up the right downside depending on the context (some downsides becoming very good sometimes).
I could be a way to extend ns1 upgrade scheme, first you get basic regeneration "regen 5 heath per second". Then (on new hive or whatever) the upgrade tree extend up in three branches "regen 10 heath per second but X,Y,Z". It would do 27 upgrades, a bit hard to design since we can't even think of one here ;)
I was thinking about the function of downsides in game, and in some games (e.g. magic the gathering) the downsides are used to create a lot of new cards. You got the basic card "do X" and then you got a big collection of "do 2 X but Y". The game then is to pick up the right downside depending on the context (some downsides becoming very good sometimes).
I could be a way to extend ns1 upgrade scheme, first you get basic regeneration "regen 5 heath per second". Then (on new hive or whatever) the upgrade tree extend up in three branches "regen 10 heath per second but X,Y,Z". It would do 27 upgrades, a bit hard to design since we can't even think of one here ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
All I can say now is that I love your idea!
The same system could applied to other upgrades as well.
<a href="http://www.unknownworlds.com/ns/static/comm_manual/basic/alienUpgrades.htm" target="_blank">http://www.unknownworlds.com/ns/static/com...ienUpgrades.htm</a>
Hrmm, it appears this used to be the case already. Although switching it from number of chambers to number of hives would be better.
Just comes down to balancing it then.
In wich way?
After being hit, regen is no longer active for 5 seconds (that is 5 seconds of no damage taken at all).
Though I wonder if that's needed at all. In NS1, the marines DPS was much higher than aliens regen. In fact, regen was probably the least used upgrade in NS1 Classic (carapace and redemption being more popular across all five aliens).
Regen was still fast enough in NS1 to fully heal you after approx 15 seconds.
As for multiple upgrades vs the NS1 model? One problem of the "1 upgrade per chamber" in NS1 was that usually one upgrade shined over the others. As I said earlier, regen wasn't really popular. Hit and run Onos may use regen but the other lifeforms were better off picking Carapace (due to low HP or in the Fade's case, the ease of just going back to the hive or metabolizing) or Redemption (Onos).
<b>As for unlimited upgrades?</b> I think it's fine IMO but we'll have to see. I say it should be given a chance. Even though there is unlimited upgrades, there is still a choice as to what upgrade to obtain first. If no unlimited upgrades, I say limit to 3 upgrades regardless of chamber (rather than the 1 per chamber system NS1 had). The problem with the NS1 model was limited choices. However if there was 3 upgrades across all 3 chambers (rather than 1 per chamber), then the amount of options would increase.
In NS2 we don't have many upgrades (max of 4 on the gorge) so the unlimited way is ok now.
But if we get all the other chambers and its upgrades we need to limit the upgrades again, maybe by adding evolve time and costs: 1. Upgrade +1, 2. +2, 3. +4, 4. +8, 5. +16...... The times and costs to get 3 upgrades would be increase just by 1, but it gets expensive and time consuming to get more than 3.
This.
And if you wanted to promote it even more, you could raise the power.
So basically,
Regeneration Rate = Max Regeneration Rate * (Energy / Max Energy)^n
where n is some arbitrary value greater than or equal to 1
For 100% energy, you would have 100% of the Max Regeneration Rate, for 0% energy, you would have 0% of the Max Regeneration Rate.
For 50% energy:
n=1: Regeneration Rate = Max Regeneration Rate * 50%
n=2: Regeneration Rate = Max Regeneration Rate * 25%
or some value larger or in-between (doesn't have to be an integer).
Actually, it would be interesting to have all the alien upgrades tied to the energy in some way (whether the upgrade is dependent on the energy, or consumes the energy, or the energy is dependent on the upgrade).
still, i dont think its entirely fair for nlimited upgrades for aliens
the marines version would be what... a jetpacking exo?