Cannibalise
Shinigaml
Join Date: 2009-11-09 Member: 69315Members
<div class="IPBDescription">Skulk Active Ability</div>It is very typical to see aliens eating out the hearts and guts of recently killed marines. Why not have the ability here in this game?
So basically, a skulk kills a marine and for the next 12-15~ seconds the corpse of the marine stays lifeless. (Currently the corpse of recently killed marines disappears within 3 seconds or so). The skulk can then "Cannibalise" the marine which slowly regenerates his hp, then armor. Now the numbers can easily vary but for example, every second of cannibalizing the marine will return 10 hit points to the skulk. For a skulk without carapace it would take a full 8 seconds to fully regenerate his/her health. For a carapaced skulk, a full 10 seconds.
During the Cannibalizing process, the skulk must be over the dead marines body and to click on the Cannibalise ability. The skulk can cancel the Cannibalise at any time by moving in any direction or pressing an active ability such as "attack". However, during the process there will be a flesh eating sound which would alert any marines that might be nearby.
PROS
-If this ability can be used at the start of any game, then it gives the chance for skulks to expand and take more map control but not to the point of dominating the map.
-This in turn will prevent a lot of egg-spawn camping that happens in matches.
-Encourages the skulk to use carapace instead of regen (smh at skulks who use regen. Skulk lifeform is expendable and you should always increase the chance of winning a fight when engaging a marine. Comms pretty much always get cara anyways, ESPECIALLY during competitive)
-Adds a scary element for marines (i.e., Seeing a skulk Cannibalise his friend in a room that's pitch dark)
-Creates new tactical strategies (i.e., One skulk can bait by Cannibalizing while another skulk waits to ambush the marine who is alerted of the Cannibalizing process)
CONS
-Gives a sound off to any nearby marines to alert them of a skulk who is Cannibalizing
-Takes 8-10 seconds (or more) of Cannibalizing, and must not move during the process. Leaves skulk vulnerable, especially if the marine is being silent with his movement
-Cannibalizing can always lead to your death more than it can save you, so be careful when using it.
-Usefulness is situational, gorges, hives, and crags serve to heal you quicker
/Now let's get down to the facts. This isn't a crazy overpowering move. It just simply allows the skulk (which is quite expendable) to possibly cut down the downtime between having to kill a marine and walking back to the hive to heal up again (And we gamers all hate downtime, that's for sure). This move can easily be compared to a wayyy more risky version of the ability Regeneration. Which leads me to the next point, most skulks will use carapace anyways, which nullifies any reason to use regen in the first place. Cannibalise will give the aliens the ability to possibly prevent egg spawn lockdowns early game. Now, if the hit points gained per second is a little too much, you can always decrease the values to 5hp / second or even lower. That will mean that the skulk might have to Cannibalise for 15 or even 20 seconds at MAX.
The second reason this is not so OP & also good for early alien game is the fact that, usually there will be a gorge, crag, or hive around which will make Cannibalise the least effective way to heal up as fast as possible. But if you are too far away from those sources that also means there is a high possbility for marines to be present which will leave you vulnerable during the process. It's a 50/50 risk. Risk healing to full and pushing further out the map or risk losing map control by dieing during the process of Cannibalizing. The process of Cannibalizing must be a risk/reward situation. Must not take too long but if sucessful, it is worth it.
Ideas, comments, suggestions? Tips on how to possibly improve this mechanic.
Just an idea I am throwing out there for something that adds more depth to the gameplay but not so much as to warrent a complete change in tactics or imbalancing.
So basically, a skulk kills a marine and for the next 12-15~ seconds the corpse of the marine stays lifeless. (Currently the corpse of recently killed marines disappears within 3 seconds or so). The skulk can then "Cannibalise" the marine which slowly regenerates his hp, then armor. Now the numbers can easily vary but for example, every second of cannibalizing the marine will return 10 hit points to the skulk. For a skulk without carapace it would take a full 8 seconds to fully regenerate his/her health. For a carapaced skulk, a full 10 seconds.
During the Cannibalizing process, the skulk must be over the dead marines body and to click on the Cannibalise ability. The skulk can cancel the Cannibalise at any time by moving in any direction or pressing an active ability such as "attack". However, during the process there will be a flesh eating sound which would alert any marines that might be nearby.
PROS
-If this ability can be used at the start of any game, then it gives the chance for skulks to expand and take more map control but not to the point of dominating the map.
-This in turn will prevent a lot of egg-spawn camping that happens in matches.
-Encourages the skulk to use carapace instead of regen (smh at skulks who use regen. Skulk lifeform is expendable and you should always increase the chance of winning a fight when engaging a marine. Comms pretty much always get cara anyways, ESPECIALLY during competitive)
-Adds a scary element for marines (i.e., Seeing a skulk Cannibalise his friend in a room that's pitch dark)
-Creates new tactical strategies (i.e., One skulk can bait by Cannibalizing while another skulk waits to ambush the marine who is alerted of the Cannibalizing process)
CONS
-Gives a sound off to any nearby marines to alert them of a skulk who is Cannibalizing
-Takes 8-10 seconds (or more) of Cannibalizing, and must not move during the process. Leaves skulk vulnerable, especially if the marine is being silent with his movement
-Cannibalizing can always lead to your death more than it can save you, so be careful when using it.
-Usefulness is situational, gorges, hives, and crags serve to heal you quicker
/Now let's get down to the facts. This isn't a crazy overpowering move. It just simply allows the skulk (which is quite expendable) to possibly cut down the downtime between having to kill a marine and walking back to the hive to heal up again (And we gamers all hate downtime, that's for sure). This move can easily be compared to a wayyy more risky version of the ability Regeneration. Which leads me to the next point, most skulks will use carapace anyways, which nullifies any reason to use regen in the first place. Cannibalise will give the aliens the ability to possibly prevent egg spawn lockdowns early game. Now, if the hit points gained per second is a little too much, you can always decrease the values to 5hp / second or even lower. That will mean that the skulk might have to Cannibalise for 15 or even 20 seconds at MAX.
The second reason this is not so OP & also good for early alien game is the fact that, usually there will be a gorge, crag, or hive around which will make Cannibalise the least effective way to heal up as fast as possible. But if you are too far away from those sources that also means there is a high possbility for marines to be present which will leave you vulnerable during the process. It's a 50/50 risk. Risk healing to full and pushing further out the map or risk losing map control by dieing during the process of Cannibalizing. The process of Cannibalizing must be a risk/reward situation. Must not take too long but if sucessful, it is worth it.
Ideas, comments, suggestions? Tips on how to possibly improve this mechanic.
Just an idea I am throwing out there for something that adds more depth to the gameplay but not so much as to warrent a complete change in tactics or imbalancing.
Comments
But I like the idea.
But I like the idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol yeah this is going to be a huge distraction in this thread.
Anyways I think this idea is OK, kinda uninspired. Would be the asymmetric equivalent to marine out-of-base healing (medpack/forward armories)
However, this would kind of imbalance alien map control and would make gorge and regen less necessary/useful.
instead of eating though, i'd like it if was less gore/bloody. maybe you'd infest the corpse and it would melt into nanties and you'd absorb it or something like that.
this would a great alternative to carapace, since the benefit would be less overall health, but it means you wouldnt not have to go back to the hive so often.
Innate abilities:
Skulk: Walk On Walls + Silent Movement
Gorge: Belly Slide + Mobile Healing
Lurk: Flight + Venomous Bite
Fade: Shadowstep + No Damage Falloff
Onos: Being An Onos
Skulk: Walk On Walls + Silent Movement
Gorge: Belly Slide + Mobile Healing
Lurk: Flight + Venomous Bite
Fade: Shadowstep + No Damage Falloff
Onos: Being An Onos<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah each alien class is suitably unique they don't need a lame passive you get in normal class based games.