Upgrade Ideas for marines

EricMeerstraEricMeerstra Join Date: 2012-12-29 Member: 176680Members
So, i've been thinking about making this post for a while, so here it finally goes. I really like this game but I think it suffers a bit from lack of directions to upgrade in. So I was thinking about more things to upgrade. With this new setup commanders can choose between going to stronger weapons, marines, buildings, or stealth tactics. Or maybe some of each.

Idea: Add 3 more sets of upgrades to the armory(maybe call it research center). The upgrades will be a completely different path than focusing only on weapons and armor.

Paths 1 - 2 = weapons + armor.

Path 3: Stealth
Stealth 1: Make less noise or no noise while building or welding as marines. This is so you can hear aliens coming as you build
Stealth 2: Make less noise while running
Stealth 3: Makes marine weapons silenced, less noise while shooting.

Path 4: Building
Building 1: Buildings can be built in 2/3 the time.
Building 2: Give all marine buildings an armor boost
Building 3: Be able to build bile bomb armor with welder on each building(Armor will protect from about 3-5 bilebombs) This one might need work... ideas? It is basically to help prevent damage from bile bomb rushes.

Path 5: Marine
Marine 1: Reload weapons faster
Marine 2: Faster marine sprint speed
Marine 3: Marines can choose which infantry portal to spawn from (with this upgrade, infantry portals might be built more? Phase gates already kind of do this)
Alternate Marine 3: Marines are more resistant to alien powers, less time disabled from onos stomp, spores hurt less, etc.

Any other ideas or replacement ideas for this?
Also, I didn't think about possible alien upgrades to compete against all the marine ones.

Comments

  • EricMeerstraEricMeerstra Join Date: 2012-12-29 Member: 176680Members
    Reading through other posts, I think a good idea for Marine 3 could be increased clip size for marine weapons. Have LMG's have 60 shots in them, shotguns have 10 bullet clips, etc.
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    I think the key would be subtle changes, like a little Stealth:1+2 (less, not no noise). Reintroducing phase knockback would go a long ways to making outposts defensible, as well as decreasing the phasegate cooldown. Good ideas, I think 'bile armor' and 'IP selection' would be kind of clunky though.
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