Cameoflage
Beelzebub
Join Date: 2012-08-12 Member: 155506Members
<div class="IPBDescription">Could it be different?</div>I wonder if it would be possible or even better to make camouflage more like a chameleon rather than an invisibility or even both invisible when completely still but still different color when moving. Matching your colors to the surrounding etc, perhaps if youre on alien turf you would appear as a green hue matching the infestation and on other turf maybe change to a more metallic grey hue to blend in much like marines blend in already. Again I don't even know if this is program ably possible or not, but i think it might make cameo a more viable choice than the always feign death or silence
Comments
My biggest issue though is that you will be very disorientating when fighting, people won't accurately be hitting you. It should turn off when you attack.
E.g. if you have the camoflague ability evolved, and you are standing near a pile of small crates, you turn into one fo those crates. infestation T1000 terminator style :)
I just think it would be hilarious fun to turn into a armslab and slowly sneak into the marine base - until someone realises "we didnt have to arms labs!"
at which point you would leap and bite :)
not to mention how funny it would be to see a pipe or a computer console sneaking up behind a group of marines :)
So in real life if you were to try to 'be invisible' just by changing the color of your skin, you would 'paint' your skin to match your background as seen from *someones* perspective. It's important to note you are <b>not clear</b> but instead textured to <b>look like</b> whats behind you....Only effective for one target...
Why not this for aliens? The alien perfectly adapts to the perspective of ONE marine, say the closest one, or the marine closest to the alien's center of vision. Any other marine would see and eerie as $#%^ slightly-off camouflaged alien. Startling I'd imagine.
It would punish a marine traveling alone and still might be effective for many targets from a distance (as they share nearly the same perspective). Would be a more real-to-life mechanic, adds complexity to gameplay, allows fast cloaked movement with a different major downside.
If you went cloak first, you could get close and get a free hit often turning the tide of a fight. But this was quickly nullified by scans and Obs Spam. Or really careful listening. Or Motion Tracking. And yes, pretty much only used by Skulks or by a trolling Onos to invisible Devour you. The other reason to pick up SC early was for Focus and Scent of Fear, both excellent upgrades for a variety of classes.
Right now the major problem with Camo is 1) it takes too long to activate and 2) it's too situational to be worth an early upgrade. It really only helps early game when Obs aren't around or to help confuse players, and even then only for the Skulk. And there are much better single upgrades to pick up in its place (or just rush 2nd Hive + higher lifeform eggs).
If we want to make it viable later in the game, give it a benefit against late-game tech. Nullifies MT would be helpful.
In short, Cloak/Camo is a niche early-game ability, but there isn't a good reason to take it in NS2 due to the change to individual upgrading techs.
That is how it is now
A translucent distortion would be more interesting imo. See player's model in lower right of this video from Dystopia.
<a href="https://www.youtube.com/watch?v=thvhyUQRiMM#t=49s" target="_blank">https://www.youtube.com/watch?v=thvhyUQRiMM#t=49s</a>
Man, I miss Hand Grenades from NS1 to help uncloak things....