How about an Onos interaction with field/tech alien structures?
Heyman
Join Date: 2005-03-29 Member: 46895Members
<div class="IPBDescription">On making the top tier choices exotic</div>So I remembered talk of the exosuits being somewhat modular with several options aimed at versatility, such as the "siege mode" discussed back in the design log a while back.
So I wondered if perhaps the Onos could have their own special choices in that regard.
Let's bring back an old mechanic from the first game: <b>Devour</b>.
But instead of removing an enemy player for a moderate duration and increased healing, <i><b>the Onos would instead "eat" a friendly field/tech structure to give it unique specializations.</b></i>
Some potential benefits:
<b>[Whip]:</b> <i>Onos Player creates acid explosion with splash damage upon death</i>
<b>[Shade]:</b> <i>Onos passively creates illusory alien copies in close proximity</i>
<b>[Shift]:</b> <i>Onos has an energy regeneration aura that affects nearby friendly players -or- Onos given access to NS1's Charge ability</i>
<b>[Crag]:</b> <i>Onos begins healing a percentage of his health at a rapid rate once he reaches a certain threshold</i>
<b>[Hydra]:</b> <i>Onos grows a spiky carapace and lightly damages all marines within a certain range of its hitbox.</i>
A main point of contention would likely be the status of the structures that the Onos interacts with. There is a pretty high grief potential with this kind of thing. So perhaps there could be specific prerequisites to assimilate a structure, or perhaps there could be a sort of "reset" for the structure itself. Could likely induce additional gestation time to represent a cost.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>
Prerequisite(?): Structure must be mature before any interaction with Onos</b><!--colorc--></span><!--/colorc-->
<b>Possible changes upon Structure Devour:</b>
<b>I. </b><i>Structure is removed completely from play (possible return of structure upon Onos death?</i>
<b>II. </b><i>Structure "resets" into an unbuilt form and begins rebuilding after interaction. This would also revert the mature status of the structure and attach a cost to assimilating a structure with an Onos.</i>
<b>III. </b><i>Structure is reverted into an un-mature form (Will require commander to research again)</i>
<b>Each specialization could have a visual indication;</b> texture/model changes, to help marines identify the threat each specialized Onos could perform. Of course, I'm not sure the devs should be up to that sort of effort, given their near-completion of the NS2 assets as they are.
Anyways, post your thoughts.
So I wondered if perhaps the Onos could have their own special choices in that regard.
Let's bring back an old mechanic from the first game: <b>Devour</b>.
But instead of removing an enemy player for a moderate duration and increased healing, <i><b>the Onos would instead "eat" a friendly field/tech structure to give it unique specializations.</b></i>
Some potential benefits:
<b>[Whip]:</b> <i>Onos Player creates acid explosion with splash damage upon death</i>
<b>[Shade]:</b> <i>Onos passively creates illusory alien copies in close proximity</i>
<b>[Shift]:</b> <i>Onos has an energy regeneration aura that affects nearby friendly players -or- Onos given access to NS1's Charge ability</i>
<b>[Crag]:</b> <i>Onos begins healing a percentage of his health at a rapid rate once he reaches a certain threshold</i>
<b>[Hydra]:</b> <i>Onos grows a spiky carapace and lightly damages all marines within a certain range of its hitbox.</i>
A main point of contention would likely be the status of the structures that the Onos interacts with. There is a pretty high grief potential with this kind of thing. So perhaps there could be specific prerequisites to assimilate a structure, or perhaps there could be a sort of "reset" for the structure itself. Could likely induce additional gestation time to represent a cost.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>
Prerequisite(?): Structure must be mature before any interaction with Onos</b><!--colorc--></span><!--/colorc-->
<b>Possible changes upon Structure Devour:</b>
<b>I. </b><i>Structure is removed completely from play (possible return of structure upon Onos death?</i>
<b>II. </b><i>Structure "resets" into an unbuilt form and begins rebuilding after interaction. This would also revert the mature status of the structure and attach a cost to assimilating a structure with an Onos.</i>
<b>III. </b><i>Structure is reverted into an un-mature form (Will require commander to research again)</i>
<b>Each specialization could have a visual indication;</b> texture/model changes, to help marines identify the threat each specialized Onos could perform. Of course, I'm not sure the devs should be up to that sort of effort, given their near-completion of the NS2 assets as they are.
Anyways, post your thoughts.
Comments
Although what would this mean for the regular Onos? Would it last forever or have a 30 second duration until it wears off?
Maybe the Onos can eat a crag and fart umbra out for 30 seconds.
I don't think any new models or textures would have to be created, just new effects. Like the fade black/negative fog rolling off of the onos if he ate a shade.
(one ability maximum, new structures overwrite old abilities, structures not marked for consumption may not be used, see your Gorge if effect lasts longer than four hours)
(one ability maximum, new structures overwrite old abilities, structures not marked for consumption may not be used, see your Gorge if effect lasts longer than four hours)<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking alt fire to devour/assimilate and the new ability would replace it, but that would only work if it lasted forever or for only a short duration.
Or we could give it a meter and when you use it up you revert back to normal.
Edit:
Left click = Assimilate/devour; Right click = Activate/digest(?)
Though I suppose it could just be bound to one press I like the separation keeping accidental activations away.
Edit-edit: Hm, now that I think about it, this binding scheme would clash with the whole theme of each form having a single alt ability wouldn't it? Is that still being considered?<!--colorc--></span><!--/colorc-->
I'm not sure there should be a single approach to every benefit, though. I would be fine with a passive gain on on structure and an activate-able on another.
Crag path= Bone exoskeleton. (Hardest to implement, new models and textures required)
Shade path = phantasmal fade like ghostly appearance when not cloaked. (Needs transparency)
Shift path = I don't know, maybe you sweat a lot. Like just dripping everywhere.
Crag path= Bone exoskeleton. (Hardest to implement, new models and textures required)
Shade path = phantasmal fade like ghostly appearance when not cloaked. (Needs transparency)
Shift path = I don't know, maybe you sweat a lot. Like just dripping everywhere.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, the idea here is to create equal ground between the Onos and the Exosuits - Both the Top Tier classes/equipment for their respective teams. I'm not necessarily saying that it's a bad idea, but it wouldn't make the Onos any more appealing or as advantageous an option if it were available to all the lifeforms.
Yeah I understand, it was just a bit of a barely related idea that I couldn't put anywhere else.
stopped reading.
but, seriously, removing a structure that can only be placed by commanders is not good.
but, seriously, removing a structure that can only be placed by commanders is not good.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why I've considered state changes in place of structure removal. Griefing could make the mechanic frowned upon if implemented wrongly (or at all).
1. devour a mature building and get a buff/ability until death.
2. maybe disable a building for x time and get a temporary buff. like the suggested unbra / fury or something new.
Give it a 30sec digest time, onos cannot use any special attacks while digesting (Charge, Stomp) It can only gore. maybe slightly reduce the speed of a devouring onos, So that if it does eat a structure, it has to retreat :)
what if phasegates would take damage on use up until its destroyed? how long would it take before devs are asked to change that?
of course, having the ability to force drop buildings into the marine spawn might not be bad, the cost for this feature is too harsh still if just about anyone can do it. on top of that, most buildings seem to shut down if not on infestation which is burned crispy on sight.
Mature Whip = Devours the bombard bomb, forcing M.Whip to regenerate it, on death the Onos' stomach acid splashs outward and deals anti-armor + structure damage.
Mature Crag = Devours the babblers (visual only), on death the Onos spawns a number of them to avenge him.
Mature Shade = Devours an unoccupied Phantasm, on death you inhibit the Phantasm for a short duration where you died.
Mature Shift = Don't know yet..
Mature chambers are your friends :)