Last 3 Alien Evolutions. . . my ideas. . .
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
<b><u>3rd Shade Hive Ability:</u> <i>"Distortion"</i></b>
Silence removes the need to walk slowly and lets you get a few extra hits off from behind before a group of marines notice
Cloak lets you move slowly undetected and lets you start a fight on top of a marine
These are both abilities that help initiate a fight, but do little after the get go or once you're spotted
Distortion would be like a middle road that persists and helps during the battle
Taking a page from the fade, distortion would create a blur-like effect around the lifeform making it difficult to gage which direction it's going
Additionally distortion would not be picked up by scans or by the Marine's stationary observatory
Fade's with distortion would create an almost blinding effect as they blink around
---
<b><u>3rd Shift Hive Ability:</u> <i>"Momentum"</i></b>
Celerity ups movement speed making reinforcing an area, escaping, or dodging during a fight much more viable
Adrenaline doubles energy reserves and increase the passive energy regeneration of the alien opening up a world of new attack combos
Both abilities can help to keep sustained pressure on marines, but neither is very good for faster fights where you need to spike down a target
Momentum looks to change not only how aliens move about the map, but also how they fight
Momentum would greatly reduce speed loss from changing direction or the ending of speed boost skills allowing seasoned travelers to keep up a good head of steam
Additionally momentum would add a small damage boost to attacks based on how fast the alien is traveling at the time
Now high speed hit and run, instead of low speed circle strafing, becomes the name of the game
---
<u><b>3rd Crag Hive Ability:</u> <i>"Rebirth"</i></b>
Carapace lets aliens take more hits so they usually live longer and gain pres faster
Regeneration lets strong lifeforms fight away from hives for long periods of time <i>(and again gain pres faster)</i>
Their benefits are obvious, but don't do much for All-In strats where you fight to the death or use Xenocide
Rebirth fixes this by letting a fight persist and allow aliens to gain pres in a new way
Lifeforms that aren't on fire when they die with rebirth will spawn temporary <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Babblers" target="_blank">Babblers</a> <i>(more babblers based on what tier the lifeform is)</i>
Additionally rebirth will shorten the respawn time slightly, respawn at the nearest egg, and allow aliens to continue gaining pres while they are dead
Mature Crags will be able to create babblers out of nearby bodies that will persist by hanging out in the crag when no enemies are around
---
<b><u>4th Hive:</u> <i>"Ending the game NOW!"</i></b>
Currently 4th hive does nothing
In the future I'd recommend that when a 4th hive becomes available the <b><i>"We are complete!"</i></b> echos to all alienscan evolve any combination of upgrades
Cara + Regen, Cloak + Silence, Celerity + Adrenaline are now all back onboard
---
<u><b>Combinations:</u> <i>"Combos"</i></b>
Shift Hive + Crag Hive for Rebirth + a forward Shift for an even closer respawn
Shade Hive + Shift Hive for Momentum + Silence to make leap skulks insane
Crag Hive + Shade Hive for Distortion + Regen for constantly harassment on Marine bases across the map
-
Silence removes the need to walk slowly and lets you get a few extra hits off from behind before a group of marines notice
Cloak lets you move slowly undetected and lets you start a fight on top of a marine
These are both abilities that help initiate a fight, but do little after the get go or once you're spotted
Distortion would be like a middle road that persists and helps during the battle
Taking a page from the fade, distortion would create a blur-like effect around the lifeform making it difficult to gage which direction it's going
Additionally distortion would not be picked up by scans or by the Marine's stationary observatory
Fade's with distortion would create an almost blinding effect as they blink around
---
<b><u>3rd Shift Hive Ability:</u> <i>"Momentum"</i></b>
Celerity ups movement speed making reinforcing an area, escaping, or dodging during a fight much more viable
Adrenaline doubles energy reserves and increase the passive energy regeneration of the alien opening up a world of new attack combos
Both abilities can help to keep sustained pressure on marines, but neither is very good for faster fights where you need to spike down a target
Momentum looks to change not only how aliens move about the map, but also how they fight
Momentum would greatly reduce speed loss from changing direction or the ending of speed boost skills allowing seasoned travelers to keep up a good head of steam
Additionally momentum would add a small damage boost to attacks based on how fast the alien is traveling at the time
Now high speed hit and run, instead of low speed circle strafing, becomes the name of the game
---
<u><b>3rd Crag Hive Ability:</u> <i>"Rebirth"</i></b>
Carapace lets aliens take more hits so they usually live longer and gain pres faster
Regeneration lets strong lifeforms fight away from hives for long periods of time <i>(and again gain pres faster)</i>
Their benefits are obvious, but don't do much for All-In strats where you fight to the death or use Xenocide
Rebirth fixes this by letting a fight persist and allow aliens to gain pres in a new way
Lifeforms that aren't on fire when they die with rebirth will spawn temporary <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Babblers" target="_blank">Babblers</a> <i>(more babblers based on what tier the lifeform is)</i>
Additionally rebirth will shorten the respawn time slightly, respawn at the nearest egg, and allow aliens to continue gaining pres while they are dead
Mature Crags will be able to create babblers out of nearby bodies that will persist by hanging out in the crag when no enemies are around
---
<b><u>4th Hive:</u> <i>"Ending the game NOW!"</i></b>
Currently 4th hive does nothing
In the future I'd recommend that when a 4th hive becomes available the <b><i>"We are complete!"</i></b> echos to all alienscan evolve any combination of upgrades
Cara + Regen, Cloak + Silence, Celerity + Adrenaline are now all back onboard
---
<u><b>Combinations:</u> <i>"Combos"</i></b>
Shift Hive + Crag Hive for Rebirth + a forward Shift for an even closer respawn
Shade Hive + Shift Hive for Momentum + Silence to make leap skulks insane
Crag Hive + Shade Hive for Distortion + Regen for constantly harassment on Marine bases across the map
-
Comments
Currently 4th hive does nothing
In the future I'd recommend that when a 4th hive becomes available the <b><i>"We are complete!"</i></b> echos to all alienscan evolve any combination of upgrades
Cara + Regen, Cloak + Silence, Celerity + Adrenaline are now all back onboard<!--QuoteEnd--></div><!--QuoteEEnd-->
What about maps such as veil where there is only 4 strategic points in whole map?
<!--quoteo(post=2011976:date=Nov 6 2012, 05:15 AM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Nov 6 2012, 05:15 AM) <a href="index.php?act=findpost&pid=2011976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Might be a side note, but does anyone know if the previous two removed evolutions are going to be making a comeback?<!--QuoteEnd--></div><!--QuoteEEnd-->
UWE said that until they fix their problems we won't see those evolutions.
Also, what are the 2 skills you're talking about MaximumSquid ?
And I don't see the 4th hive skills being needed. Why not let that be a buffer hive ? If you add such an end-game ability; I feel like marines should get something similar. :/.
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Feign_death" target="_blank">Feign Death</a> (a Shade evolution) and <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Hyper-mutation" target="_blank">Hyper Mutation</a> (a Shift evolution). They were taken out just a few days before release because of a bug.
If you scroll down a little on <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Kharaa" target="_blank">this wiki page</a> you can see the 2 that were in the game at the end of beta, but got pulled last minute due to a game breaking exploit
4th hive wouldn't add another tier it would just allow you to take any combination of upgrades
Right now you can only take 1 Shift upgrade, 1 Crag upgrade, and 1 Shade upgrade
4th hive would allow you to to take 2 or even all 3 upgrades from a crag hive for example
---
<u><b>ItAx:</b></u>
We may yet see a map with only 4 or possibly 6 tech points
4th hive advantage is still something I hope gets implemented because when one team owns the whole map the game should end very quickly