Although this seems really cool, it would encourage aliens to be very cautious, perhaps too much so. For skulks, certainly. I think that having RFK for aliens only would help this, because then both teams are punished for their deaths. Also, if this becomes a mod I will ###### bricks with happiness.
I am not completely sold on my mutation ideas for the fade and was hoping someone would be nice enough to offer their opinions on the matter. I look forward to reading your suggestions!
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Teleport<!--colorc--></span><!--/colorc--> Teleport would enable the blink style of the early beta. The Fade would gain access to both blink and teleport, vastly improving his mobility. *Bloop* <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Hooked Claw<!--colorc--></span><!--/colorc--> The Fade's claws become hooked, allowing him to hang onto walls in much the same way as a Lerk. It would also have a damage bonus when attacking from above, when your speed is above normal walking speed. <!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro-->Whispers of Decay<!--colorc--></span><!--/colorc--> Enables the Fade to use a small, fast moving projectile, similar to a parasite. When it hits a marine, it would cause hallucinations, which would really screw up a marine's day. They would mess up his veiw of the map, allowing him to observe events that aren't really happening. It would cause him to hear footsteps when there are none, both from fellow marines and skulks. It would also cause him to hear callouts, like those for medkits, when there are none nearby. Basically, it screws with people.
My thoughts on any ability are simply anything that will not directly interfere with a player's vision, movement, or ability to fight back. That being said, the gorge ability that could grab a player and snare him would be infuriating to the player.
On the subject of the lerk, I like it mostly. The feeding tendrils idea doesn't sit well though. IIRC, there USED to be an ability similar to that, where people would just keep biting and never die during combat. It was pretty OP. Given the lerk's already extreme mobility, having him regenerate health, and poison a marine with a bite would be pretty unbalaced. Also, once they make collision perfect, the claws would be very hit or miss.
Now for the skulk. They don't belong in the sky, unless they're leaping. And the venom in general doesn't sit well with the skulk. Venom should stay with the lerk and possibly the fade, but not on the base lifeform. Plus blinding a player thats NOT in an exo?
Constructive criticism mate and just my two cents in general. I really love the idea of maturing the longer you live as an alien so keep this up!
@ Ego
The whispers of decay mutation you suggested would be pretty difficult to implement (imo) and would also hamper the marine's vision. (minus the exo with bile)
I really liked your ideas and I used parts of them in the mutations I have posted.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Hooked Claw<!--colorc--></span><!--/colorc--> The Fade's claws become hooked, allowing him to hang onto walls in much the same way as a Lerk. It would also have a damage bonus when attacking from above, when your speed is above normal walking speed.<!--QuoteEnd--></div><!--QuoteEEnd--> Used this as a template for the Crag mutation, although I dumbed it down quite a bit.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--coloro:#800080--><span style="color:#800080"><!--/coloro-->Whispers of Decay<!--colorc--></span><!--/colorc--> Enables the Fade to use a small, fast moving projectile, similar to a parasite. When it hits a marine, it would cause hallucinations, which would really screw up a marine's day. They would mess up his veiw of the map, allowing him to observe events that aren't really happening. It would cause him to hear footsteps when there are none, both from fellow marines and skulks. It would also cause him to hear callouts, like those for medkits, when there are none nearby. Basically, it screws with people.<!--QuoteEnd--></div><!--QuoteEEnd--> I really liked the idea of creating hallucinations so I implemented this into part of the Shade mutation utilizing the hallucinations that are already present in game.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->My thoughts on any ability are simply anything that will not directly interfere with a player's vision, movement, or ability to fight back. That being said, the gorge ability that could grab a player and snare him would be infuriating to the player.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree with this mentality but only if it pertains to total loss of control such as stomp or stuns seen in other games. As for the Gorge tentacle wrap, it would not only impair the Marines movement but also the Gorges. Alternate ways for escape such as a rifle butt, teammate or time elapsed hasn't been fleshed out yet.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->On the subject of the lerk, I like it mostly. The feeding tendrils idea doesn't sit well though. IIRC, there USED to be an ability similar to that, where people would just keep biting and never die during combat.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree it could definetly be a problem, perhaps the health leach could be a heal over time rather than an upfront boost or even only trigger on death blows.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now for the skulk. They don't belong in the sky, unless they're leaping.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree that movement should be unique to each alien type and was trying to accomplish that with gliding for the skulk. The skulk would only be able to control his descent, and vertical movement would drastically decelerate you similar to a flying squirrel.
Thanks for all your criticisms and concerns, hopefully I will be able to do a full update on the fade page later today.
Been busy, hopefully I can get the Fade page up tommorow. In the meantime gorge farts! <img src="http://i.imgur.com/8aTW8.png" border="0" class="linked-image" />
i would replace necrothysis with something for ambushes, something like enlarged jawbones with gives the skulk the abillity to onehit marines from behind above, like the alien one hit thing in alien vs. predators.
I have actually been thinking about replacing that Mutation specifically but havn't come up with any ideas that felt right. <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i would replace necrothysis with something for ambushes, something like enlarged jawbones with gives the skulk the abillity to onehit marines from behind above, like the alien one hit thing in alien vs. predators.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for the Idea and I would love to get more but I don't think any ability should one shot players much less a mutation from a defensive tree. Let me know if you have any other ideas for the Skulk or any other part of my suggestion, would love to hear them.
Heyo! Instead of Necrothysis, how about a different upgrade:
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Boneshell<!--colorc--></span><!--/colorc--> The skulk grows a retractable bone shell over his back, which would take the form of a rather turlte like shell, but fluid, able to be both shifted and retracted. It would be an active ability, enabling him to a. ball up in fear and shame, taking vastly reduced damage, while moving at a vastly reduced rate. b. Use his boneshield as headlong armor plating, increasing his inertia, whilst also increasing his frontal damage resistance. And finally, c. He can shed it to gain a temporary speed boost, though it will slowly grow back.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Boneshell The skulk grows a retractable bone shell over his back, which would take the form of a rather turlte like shell, but fluid, able to be both shifted and retracted. It would be an active ability, enabling him to a. ball up in fear and shame, taking vastly reduced damage, while moving at a vastly reduced rate. b. Use his boneshield as headlong armor plating, increasing his inertia, whilst also increasing his frontal damage resistance. And finally, c. He can shed it to gain a temporary speed boost, though it will slowly grow back.<!--QuoteEnd--></div><!--QuoteEEnd--> Thats a really interesting and unique idea, sort of like a rolly polly :), I can definetly see it being useful to skulks to avoid instant grenade death. I really like it and will try to work it into the skulk!
Boneshell should be something like a reactive amor for the skulk, first hit no damage, with slow regrowth. So it can rescue a skulk from a genade hit or wasted cause you catch a lost bullet.
You know, if you want this to become a mod, you may want to contact the fine folks over in this thread :http://www.unknownworlds.com/ns2/forums/index.php?showtopic=123515 They've got a lot of good marine tech, but seem a little less thorough on the alien side. In any case, good luck :D.
Been fooling around with other ideas to fuel creativity and help come up with some for the Onos.
Possible Middle to late game life form? Would love to hear ideas for possible weapons, abilities, etc. <img src="http://i.imgur.com/jjpO3.png" border="0" class="linked-image" />
I think that it should be the alien midgame frontrunner. As it stands the aliens, during the midgame, get a pure hit and runner and a support hit and runner. I think it should be the alien's stand up fighter, not a tank like the Onos, but something else. In terms of abilities, a disorientating shriek would be right up it's alley, as would having a vampiric health mechanism. A really interesting model, by the way. I really like it. :D
Comments
Also, if this becomes a mod I will ###### bricks with happiness.
<div align='center'><img src="http://i.imgur.com/A0BzP.png" border="0" class="linked-image" /></div>
Fade wont be up until tommorow.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Teleport<!--colorc--></span><!--/colorc-->
Teleport would enable the blink style of the early beta. The Fade would gain access to both blink and teleport, vastly improving his mobility. *Bloop*
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Hooked Claw<!--colorc--></span><!--/colorc-->
The Fade's claws become hooked, allowing him to hang onto walls in much the same way as a Lerk. It would also have a damage bonus when attacking from above, when your speed is above normal walking speed.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro-->Whispers of Decay<!--colorc--></span><!--/colorc-->
Enables the Fade to use a small, fast moving projectile, similar to a parasite. When it hits a marine, it would cause hallucinations, which would really screw up a marine's day. They would mess up his veiw of the map, allowing him to observe events that aren't really happening. It would cause him to hear footsteps when there are none, both from fellow marines and skulks. It would also cause him to hear callouts, like those for medkits, when there are none nearby. Basically, it screws with people.
I'll leave the awesome fluff to you :D.
On the subject of the lerk, I like it mostly. The feeding tendrils idea doesn't sit well though. IIRC, there USED to be an ability similar to that, where people would just keep biting and never die during combat. It was pretty OP. Given the lerk's already extreme mobility, having him regenerate health, and poison a marine with a bite would be pretty unbalaced. Also, once they make collision perfect, the claws would be very hit or miss.
Now for the skulk. They don't belong in the sky, unless they're leaping. And the venom in general doesn't sit well with the skulk. Venom should stay with the lerk and possibly the fade, but not on the base lifeform. Plus blinding a player thats NOT in an exo?
Constructive criticism mate and just my two cents in general. I really love the idea of maturing the longer you live as an alien so keep this up!
@ Ego
The whispers of decay mutation you suggested would be pretty difficult to implement (imo) and would also hamper the marine's vision. (minus the exo with bile)
<img src="http://i.imgur.com/RMHBH.png" border="0" class="linked-image" />
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->@Crumbling Ego<!--sizec--></span><!--/sizec-->'
I really liked your ideas and I used parts of them in the mutations I have posted.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Hooked Claw<!--colorc--></span><!--/colorc-->
The Fade's claws become hooked, allowing him to hang onto walls in much the same way as a Lerk. It would also have a damage bonus when attacking from above, when your speed is above normal walking speed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Used this as a template for the Crag mutation, although I dumbed it down quite a bit.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--coloro:#800080--><span style="color:#800080"><!--/coloro-->Whispers of Decay<!--colorc--></span><!--/colorc-->
Enables the Fade to use a small, fast moving projectile, similar to a parasite. When it hits a marine, it would cause hallucinations, which would really screw up a marine's day. They would mess up his veiw of the map, allowing him to observe events that aren't really happening. It would cause him to hear footsteps when there are none, both from fellow marines and skulks. It would also cause him to hear callouts, like those for medkits, when there are none nearby. Basically, it screws with people.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really liked the idea of creating hallucinations so I implemented this into part of the Shade mutation utilizing the hallucinations that are already present in game.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->@Nym<!--sizec--></span><!--/sizec-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->My thoughts on any ability are simply anything that will not directly interfere with a player's vision, movement, or ability to fight back. That being said, the gorge ability that could grab a player and snare him would be infuriating to the player.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this mentality but only if it pertains to total loss of control such as stomp or stuns seen in other games. As for the Gorge tentacle wrap, it would not only impair the Marines movement but also the Gorges. Alternate ways for escape such as a rifle butt, teammate or time elapsed hasn't been fleshed out yet.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->On the subject of the lerk, I like it mostly. The feeding tendrils idea doesn't sit well though. IIRC, there USED to be an ability similar to that, where people would just keep biting and never die during combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree it could definetly be a problem, perhaps the health leach could be a heal over time rather than an upfront boost or even only trigger on death blows.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now for the skulk. They don't belong in the sky, unless they're leaping.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that movement should be unique to each alien type and was trying to accomplish that with gliding for the skulk. The skulk would only be able to control his descent, and vertical movement would drastically decelerate you similar to a flying squirrel.
Thanks for all your criticisms and concerns, hopefully I will be able to do a full update on the fade page later today.
<img src="http://i.imgur.com/8aTW8.png" border="0" class="linked-image" />
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i would replace necrothysis with something for ambushes, something like enlarged jawbones with gives the skulk the abillity to onehit marines from behind above, like the alien one hit thing in alien vs. predators.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the Idea and I would love to get more but I don't think any ability should one shot players much less a mutation from a defensive tree. Let me know if you have any other ideas for the Skulk or any other part of my suggestion, would love to hear them.
Instead of Necrothysis, how about a different upgrade:
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Boneshell<!--colorc--></span><!--/colorc-->
The skulk grows a retractable bone shell over his back, which would take the form of a rather turlte like shell, but fluid, able to be both shifted and retracted. It would be an active ability, enabling him to a. ball up in fear and shame, taking vastly reduced damage, while moving at a vastly reduced rate. b. Use his boneshield as headlong armor plating, increasing his inertia, whilst also increasing his frontal damage resistance. And finally, c. He can shed it to gain a temporary speed boost, though it will slowly grow back.
New Fade Pane
<img src="http://i.imgur.com/Svkxg.png" border="0" class="linked-image" />
*Will have an updated silhouette picture of fade soon
New Avatar
<img src="http://i.imgur.com/gM6wY.png" border="0" class="linked-image" />
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->@Crumbling Ego<!--sizec--></span><!--/sizec-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Boneshell
The skulk grows a retractable bone shell over his back, which would take the form of a rather turlte like shell, but fluid, able to be both shifted and retracted. It would be an active ability, enabling him to a. ball up in fear and shame, taking vastly reduced damage, while moving at a vastly reduced rate. b. Use his boneshield as headlong armor plating, increasing his inertia, whilst also increasing his frontal damage resistance. And finally, c. He can shed it to gain a temporary speed boost, though it will slowly grow back.<!--QuoteEnd--></div><!--QuoteEEnd--> Thats a really interesting and unique idea, sort of like a rolly polly :), I can definetly see it being useful to skulks to avoid instant grenade death. I really like it and will try to work it into the skulk!
They've got a lot of good marine tech, but seem a little less thorough on the alien side. In any case, good luck :D.
<img src="http://i.imgur.com/Sg4VN.png" border="0" class="linked-image" />
<i>*Please note its still heavily WIP</i>
Possible Middle to late game life form? Would love to hear ideas for possible weapons, abilities, etc.
<img src="http://i.imgur.com/jjpO3.png" border="0" class="linked-image" />