Shade Upgrade Ideas

twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
edited January 2012 in Ideas and Suggestions
<div class="IPBDescription">brainstorming discussion</div>The Shade currently only unlocks one personal upgrade, Camouflage. Let's help Charlie out by sharing your ideas for new Shade upgrades!

Here are a few of my ideas:

<ul><li><b>Vanish</b>: Alien becomes invisible for a few seconds when its health drops below a threshold. This invisibility is not removed on damage or movement, but is removed by using attacks and abilities.
Alternatively, an opaque cloud of smoke is automatically released, blocking vision when health is low.
</li><li><b>Ghost</b>: Alien's attacks and movement are silent, and alien makes no sound when hurt.
</li><li><b>Feign</b>: When the alien stops moving (even in midair), it feigns death, falling down and appears to be a corpse on the floor.
</li><li><b>Toxin</b>: Attacks reduce Marine movement speed (less effective from ranged attacks such as Spikes). Can be removed by Med pack.
</li><li><b>Camouflage(Reworked)</b>: Alien is invisible when stationary or walking slowly (at 50% of run speed) <i>to Marines further than x distance</i>.</li></ul>

Let's hear your great ideas!

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Vanish reminds me of Redemption! Perhaps classify this invisibility as Blink, which gives the player temporary invuln and invs (without the high speed flying). The more Veils the longer it lasts?

    Would also be cool if Ghost effects on attack, movement & hurt sounds enabled with # of Veils.

    I would use Feign a LOT as Gorge, such a cute mental image :3

    Not sure about slow debuff for Toxin, as infestation already has that to promote fighting on alien turf.

    Reworked Camou is good. Make the distance shorter w/ Veils and it should stick to Charlie's idea of less combat effect for Cloaking in general (more ambush/stealth)

    I might have a few ideas of my own, but that is for another day.
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    <b>Hallucination: </b>It works like the shade disorientation/the damped sound and will give marines near the upgraded life form the same effect (Possibly the closer a marine is to the upgraded life form the more powerful the disorientation will be).This way it is a trade of as it reveals your presence but disorientates the marines. the disorientation might also make some marines paranoid as that they will stop sprinting and check all corners and nooks slowing the marine expansion and aggression down making them a bit nervous.
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    Somebody is familiar with the rogue class on World of Warcraft!

    Some cool ideas there, Onos with 'Ghost' would be hilarious lol.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited January 2012
    @Broseidon: It's a cool idea, although I find Shade Disorient isn't as noticeable in combat currently. Perhaps Hallu can mess with Marine's minimap so it's less likely for him to track you that way?

    Edit: What happened to Disorient making fake alien attack sounds anyway? That was a pretty good distraction mechanic, IMO.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1897659:date=Jan 27 2012, 06:45 AM:name=Broseidon)--><div class='quotetop'>QUOTE (Broseidon @ Jan 27 2012, 06:45 AM) <a href="index.php?act=findpost&pid=1897659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Hallucination: </b>It works like the shade disorientation/the damped sound and will give marines near the upgraded life form the same effect (Possibly the closer a marine is to the upgraded life form the more powerful the disorientation will be).This way it is a trade of as it reveals your presence but disorientates the marines. the disorientation might also make some marines paranoid as that they will stop sprinting and check all corners and nooks slowing the marine expansion and aggression down making them a bit nervous.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've thought about distracting alien attack sounds effect being an upgrade. I'm not sure it would be very fun for either side. The alien does not have to make any extra decisions, and it annoys the marines, who cannot do anything to counter the distraction.

    I do agree it was quite a good passive ability on the Shade tho.

    One thing I keep in mind when designing new abilities is that, each alien in NS2 will most likely have to choose only a few upgrades from a large pool of available upgrades. Upgrades in the same tech path being mutually exclusive made choosing upgrades in NS1 a very fun experience.
  • HendaHenda Join Date: 2004-09-20 Member: 31818Members, Constellation
    I got another idea, but maybe it is too extreme to it use in the game: When you got the upgrade you can approach a marine and press the use button on him. You slip inside his body and see his own view, and the marine is carrying you around. If you press use again (or if he dies) you get out of him. So you can get to places that are well protected or secret and tell your team where he is. Best use in combination with cloaking.
    What do you think?
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1897834:date=Jan 28 2012, 05:56 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 28 2012, 05:56 AM) <a href="index.php?act=findpost&pid=1897834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've thought about distracting alien attack sounds effect being an upgrade. I'm not sure it would be very fun for either side. The alien does not have to make any extra decisions, and it annoys the marines,<b> who cannot do anything to counter the distraction.</b>

    I do agree it was quite a good passive ability on the Shade tho.

    One thing I keep in mind when designing new abilities is that, each alien in NS2 will most likely have to choose only a few upgrades from a large pool of available upgrades. Upgrades in the same tech path being mutually exclusive made choosing upgrades in NS1 a very fun experience.<!--QuoteEnd--></div><!--QuoteEEnd-->


    ...They can destroy the Shade?
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited January 2012
    @Twiggeh: I think twilite meant as an upgrade for lifeforms. He thought it was good on Shade Disorient, too.

    @Henda: While it's pretty funny and probably works as an infiltration ability, imagine an Onos "slipping inside" a Marine...
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    PsiWarp: Thanks, I did meant personal alien upgrades. Distracting fake attack sounds made Marines paranoid, slowing their push. But as a personal upgrade, it's not so useful.

    New idea:

    <b>Infiltrator:</b> Sentries and Mines see the alien as an marine. Disguise is temporarily removed by Scan, allowing Sentries and Mines to target the alien. (Possibly overpowered; Can't think of a limitation yet)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1897997:date=Jan 28 2012, 07:34 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 28 2012, 07:34 PM) <a href="index.php?act=findpost&pid=1897997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->New idea:

    <b>Infiltrator:</b> Sentries and Mines see the alien as an marine. Disguise is temporarily removed by Scan, allowing Sentries and Mines to target the alien. (Possibly overpowered; Can't think of a limitation yet)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Dohoho, many laughs will be had if players also see them as Marines (Skulk = Marine with anti-grav boots, Lerk = Marine with Jetpack, Onos = Exo-Suit Marine, etc..)

    It's a very powerful upgrade, but I fear it may render static defense useless (unless Obs' presence also removes the disguise)
  • WebbieWebbie Join Date: 2003-12-26 Member: 24769Members
    edited January 2012
    While we are on the topic of Shade upgrades, does anyone else vastly prefer how camouflage worked in NS1? I am not a fan of 100% invisibility; an alert marine should be able to see a camouflaged alien if they are looking for them.

    Maybe a compromise, like make camouflaged aliens 95% transparent, but not show up on motion tracking (assuming the old motion tracking upgrade is planned)?
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited January 2012
    ^- I suspect this will be the finalize form of Camouflage (and possibly Cloak) when transparency is added to the engine. Much of the textures on the Whip, Drifter, and Egg are supposedly translucent, instead of this bright white we see in-game.

    No clue on Motion Tracking, we still have yet to see passive detection on the Observatory.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    One possible approach with camo is for the marine to render it differently depending on the angle they're looking at it. So if they look straight at it, it is just about visible, but if it's in their peripheral vision, it is just about invisible.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2012
    Mirage.

    This Upgrade is designed gives you a few extra seconds when charging long corridors or chomping a lone marine and his team mates try to snipe you from far away.

    A ghost alien form mirrors your every move.
    Marines would see 2 aliens at a distance when there is only 1 and may waste bullets on the mirage.
    the mirage disapates / vanishes within a certain distance of marines.
    If a marines team mates are using him as bait they will see 2 aliens chomping on a marine. while he would at close range only see the 1 and his team mates maybe shooting at the mirage.

    Like this. <a href="http://www.youtube.com/watch?feature=player_detailpage&v=TlI8pwlNmjk#t=76s" target="_blank">http://www.youtube.com/watch?feature=playe...I8pwlNmjk#t=76s</a>
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    @WorthyRival: Two heads are better than one, I agree, though it might be performance heavy. I suppose if it generated a bot of your lifeform near you, with some basic pathing, it could work :D

    @Harimau: That sounds fun to try. A good Marine should be able to track a Camou once in sight.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    I like Harimau's idea

    would fit the ambushing skulk mentality perfectly

    or a more simpler version would be a skulk that flickers in and out
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I like the passive ability of the shade (sound and visual distorion when near), is it still in the game?

    But the range should be a little bit smaller and it should be dispelled for 30 seconds when a scan is dropped nearby.
    A passive ability for a mature shade would be the possebility to drop a free "ghost" shade.
    A soon as the shad eis mature, the commander can drop the ghost-shade near the original shade. It wouldn't have any abilities like his parent but he will behave the same as the original when damaged. When destroyed he should dissapear in a cloud of smoke ("poof!")

    So the only thing the clone/ghost does, is attracks attacks and keep the original shade safe.
    Image that a marine is axing the shade, only to discover it was a ghost, now he wasted precious time on the wrong structure ans needs to locate and destroy it "again".
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1898049:date=Jan 29 2012, 06:39 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jan 29 2012, 06:39 AM) <a href="index.php?act=findpost&pid=1898049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the passive ability of the shade (sound and visual distorion when near), is it still in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It was heavily reduced, to the extent it's barely noticeable until you're brushing up against the Shade. :(

    <!--quoteo(post=1898049:date=Jan 29 2012, 06:39 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jan 29 2012, 06:39 AM) <a href="index.php?act=findpost&pid=1898049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A passive ability for a mature shade would be the possebility to drop a free "ghost" shade.
    A soon as the shade is mature, the commander can drop the ghost-shade near the original shade. It wouldn't have any abilities like his parent but he will behave the same as the original when damaged. When destroyed he should dissapear in a cloud of smoke ("poof!")

    So the only thing the clone/ghost does, is attracts attacks and keep the original shade safe.
    Image that a marine is axing the shade, only to discover it was a ghost, now he wasted precious time on the wrong structure ans needs to locate and destroy it "again".<!--QuoteEnd--></div><!--QuoteEEnd-->
    What a coincidence! The exact same idea came to me today. I agree Shades are quite vulnerable right now. It is not difficult for Marines to spray bullets into a room and hit the poor Shade, which suffers a quick death by firing squad.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited February 2012
    I don't understand why Shades don't have armor, if only because they look fleshy and squidy.

    Here's an upgrade idea, food for thought:

    <b>Haunt</b>: When damaged on full health, disappear as Hallucination, cloaks lifeform for 3 seconds.

    Similar to your Vanish upgrade, but instead of being an escape ability, Haunt is for opening combat with misdirection tactics in mind. Experienced Marines would keep their eyes open, but it makes them that much more paranoid when combined with Phantasm (or renamed to Hallucination?)

    Of course, it's not as convincing for Onos as it does for Skulk, Gorge, and Lerk. I'm sure Fade can find some use for this.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Harimau's suggestion of rendering differently depending on view angles is pretty neat. It means that skulks have to at least make a decision on where to hide (so it's not just a free kill like cloak) and, more importantly, marines will at least have the chance to counter it through selective view angles.

    While I personally don't like the camouflage idea at all, this suggestion makes the pill a little easier to swallow.
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