Pherimones

ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
<div class="IPBDescription">Upgrade</div> Let's face it compared to SOF pherimones suck. A solution I feel could be to have the Pherimones change based on Marine Damge Level and Equipment. IE 100-66 Green 66-33 Yellow 33-1 Red. Also have it be a LINE not puffs and make it always transparent but fade in vibrance (turn paler) So lots of it dont obscure an area. The line idea would be better so puffs dont get mixed up with other marines puffs. HA would have a purple tinge on the border of the line that also fades in vibrance depending on the amount of armor left rather than how old the pherimone is. This could cause a skulk using pheramones and cloak see a HA/HMG marine in full health and armor go past in a train and know not drop on him but instead the HA/ SG who has a red trail and a pale purple tinge (injured and low armor). Jetpacks could also have a tinge of some kind. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
«1

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    edited August 2003
    I have to agree here completely: phermones are useless at the moment and are obsolete compared to sense of fear. There is no reason to have it at all, even in big rooms, as the red circles stay until you're right next to the marine.

    It needs to be replaced with another ability or it needs to somehow be made effective.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Man...you guys, stop talking about it until S&I is back up...PLEASE...
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    I know I know I just thought it was good and I managed to hold in in for 3 days at least.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited August 2003
    I had the exact same idea... and I was just about to post it. Arrr.
    I'm gonna quote my grade 7 English teacher on this one "If you don't say it, someone else will. Then you'll be pretty damn **** off, won't you?"
    Its so true... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I think this is very important, and we'd forget after another week <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> And this is a brilliant idea too.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited August 2003
    PherImones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> are good to overserve large parts of the map in a short time.
    PherImones are nice for fades.

    PherImones could tell what kind of weapon is incoming.
    Or PherImone trails just could be longer and less dense.
  • ZorikZorik Join Date: 2003-08-09 Member: 19253Members
    I find pheremones completely useless when there's the choice of scent of fear or cloaking. I disagree with you about making minor changes to pheremones, the whole thing should be kicked out. Scent of fear then needs to be nerfed (It's ridiculously good atm) and a new skill implemented in Pheremones place (don't put enhanced sight back in <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->).
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited August 2003
    Scent of fear = Radar/MT equivelent gives location but not detailed stats.
    Pher[i]mones = Detailed stats on target. Lethality increase for skulks: 350% <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (with this idea, really!)

    this just makes it waaay better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> no complaining here

    [edit] bloody Ollj jumping down our throughts for impropper grammar. heh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> [/edit]
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Actually I'd liek to see it work like this:

    <b>You have a cloud of alien microbes around you that distort everything. This negates motion tracking and (possibly) blurs you a bit when you move, making you harder to hit.</b>

    This would actually make it very valuable in *some* situations (against MT) and at least somewhat valid in general (it would give a small bonus when attacking, unlike the other SC upgrades)
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    ^

    I like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    <!--QuoteBegin--Quaunaut+Aug 9 2003, 10:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Aug 9 2003, 10:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man...you guys, stop talking about it until S&I is back up...PLEASE... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Stop talking.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    At the moment, pheromones is occasionally useful (around the probability of winning the lottery) when hunting jetpackers... And, I think that's about it.

    But, still, I think it's the least important concern... I often use it simply to amuse myself with little gas clouds coming from oni arses. There are some balance issues to fix first, then I imagine they'll open up S&I for random comments such as this. Waiting is highly recommended.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    and while you're beefing it up, add the effects of the old Advanced Hive Sight in addition to whatever else you add <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    edited August 2003
    Wow more than 1 in 3 people thinks my idea is good!!! This is my greatest suggestion ever. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    <!--QuoteBegin--sekdar+Aug 9 2003, 11:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Aug 9 2003, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and while you're beefing it up, add the effects of the old Advanced Hive Sight in addition to whatever else you add <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dude these beefing would monumentally make [pheramones?] better but would not make it overpowered just at least able to COMPETE with the other upgrades.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    How about just replacing it with an upgrade to block motion tracking.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Pheremones ought to be replaced with... another species that hovars without flapping!!! ah, j/k

    No, really, how about somethign like fury or something? Boosts attacks... you know... something like wrath or something..


    *sighs*

    gotta go, bedtime
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    I like the idea of blocking MT alot.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin--||SemperFi||+Aug 9 2003, 09:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (||SemperFi|| @ Aug 9 2003, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the idea of blocking MT alot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    only problem is that it would be perfered as soon as marines get MT. and if marines dont have MT you've just wasted a upgrade of 2 res... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Pheremones is beyond repair. It is essentially a crappy version of SoF. A skill replacement is needed.

    I propose Advanced Bacterium. Basically, any marine/building in the los of an alien chamber (res, sensory, d, hive, etc) is 'seen' by aliens with Bacterium Communication. This would be slightly more useful than SoF for broader strategy. "Look out guys, they are massing by Cargo door. Everyone get ready to ambush" all thanks to a sensory chamber's vision. It encourages team work, sensory chambers, and a marine tracking option besides SoF.
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    <!--QuoteBegin--Jammer+Aug 10 2003, 12:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ Aug 10 2003, 12:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pheremones is beyond repair. It is essentially a crappy version of SoF. A skill replacement is needed.

    I propose Advanced Bacterium. Basically, any marine/building in the los of an alien chamber (res, sensory, d, hive, etc) is 'seen' by aliens with Bacterium Communication. This would be slightly more useful than SoF for broader strategy. "Look out guys, they are massing by Cargo door. Everyone get ready to ambush" all thanks to a sensory chamber's vision. It encourages team work, sensory chambers, and a marine tracking option besides SoF. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That is a more realistic idea. I like it!
  • FoDJohnnyAppleWeedFoDJohnnyAppleWeed Join Date: 2003-05-31 Member: 16888Members
    edited August 2003
    *inflate your tiny brain elsewhere AppleWeed before I ban you*
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin--Jammer+Aug 9 2003, 10:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ Aug 9 2003, 10:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pheremones is beyond repair. It is essentially a crappy version of SoF. A skill replacement is needed.

    I propose Advanced Bacterium. Basically, any marine/building in the los of an alien chamber (res, sensory, d, hive, etc) is 'seen' by aliens with Bacterium Communication. This would be slightly more useful than SoF for broader strategy. "Look out guys, they are massing by Cargo door. Everyone get ready to ambush" all thanks to a sensory chamber's vision. It encourages team work, sensory chambers, and a marine tracking option besides SoF. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    and then someone says that SoF is useless, and thus <i>another</i> upgrade "needs" replacing... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    I think instead of Pheremones, the sensory chambers should have a mimic ability. The alien, no matter how big or small, would look like a marine. It would stay this way even while they move, but it would end when they attack. The alien would have the same bounding box so that marines could tell when they get close. It has its advantages and disadvantages compared to the other two upgrades.
  • ScarletPhoenixScarletPhoenix Join Date: 2003-08-06 Member: 19133Members
    Uh, aliens looking like marines would either be 100% unbalancing or incredibly easy to spot.

    That said, I like the MT blocking aspect suggestion. The problem is that if you have a good gorge(s) and go sensory first, chances are that you'll pretty much be able to wander the key spots on the map at leisure without being MTed. Still, the idea of playing a silenced/MT blocked skulk or even fade is a very compelling one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Not sure if its a marine or alien? Check your minimap. This upgrade would be more useless than Phermones.
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    edited August 2003
    Even though S&I is off, it seems suggestions are tolerated in Gen. Discussion. Therefore, here's my two cents on replacing Pheromones (which were actually my suggestion as a follow up to a footprint suggestion - didn't know back then that they would make SoF such a killer ability <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )

    <b>Mirror image / Gemini / Duplicate / Hallucinate</b> or whatever sounds best.

    Basically, when alien sees a marine, a duplicate of the alien in question appears and charges at the closest marine. It does no damage, doesn't bleed when shot, doesn't show up in MT and can't be killed. Levels would affect the amount of time the duplicate lasts. Aliens would see the duplicates as glowing transparent. The ability would have a recharge time so ?ou couldn't get two duplicates off during a quick fight.

    There are some obvious problems with the idea, I grant you that. What about clipping, would the duplicate be no-clip in order to stop it blocking an attack route? Would it require a lot of AI programming? And so on. Like I said, just my 2 cents and not one of my best suggestions. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Edit: Oh yeah, the disable motion tracking thing... I think SoF is simply so powerful and useful in _every_ situation that an ability that _may_ be useful would be picked very rarely over it. I know I would much prefer the ultimate situational awareness over being invisible to motion tracking.
  • BlehBleh Join Date: 2003-02-09 Member: 13305Members
    I was thinking the same thing as Jammer. I think the ability could be way more useful if it helped aliens detect marine structures (and health on each structure perhaps), leaving Scent of Fear to detecting marines.
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    edited August 2003
    I think the idea behind Scent of Fear should be reworked. It is no longer really a Scent of Fear, unless you argue that the marines are constantly scared (and yes, I know they probobly would be), but even the idea of a Scent of Fear I find to be absurd. Animals can't smell fear. Even if they can smell sweat, there isn't some sort of universal fear smell. It is not a sense at all, but rather an interpretation what they are sensing.

    I'm not sure what it could be re-named to, but I think the upgrade should be that it brings electromagnetic infrared radiation into the alien's visible light spectrum (any name suggestions?). Then it would be seen as a sort of heat vision, rather than a scent which somehow travels through walls perfectly, and that the alien can magically detect the source of from a distance. There are many animals on Earth which have infrared as part of their visible light spectrum (like rattlesnakes). Humans do not, and must rely on building their own infrared receptors if they want to do this. That's why I think SOF should should an infrared vision evolution instead.

    If this was done, then pheromones could be re-named to <b>'Predator's Instinct'</b> (or some better name, mine sucks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->), and the idea at the start of this thread could be implemented. The colour of the line given off by the marine could change according his health level. This is perfect when you think about it in terms of predators hunting their prey. As a result of the advantages it gives them, predators have evolved to be very efficient at identifying injured prey. When predators attack a large group of their prey, they pick out just one of the entire group which they interpret to be young or injured, or has some sort of problem. They arn't just going to jump in and try to kill the first big healthy ox they see, when there is a young and injured one that is lost from the group.

    If a group of marines were running down a corridor towards a hive, you could quickly evolve this ability and then check which ones are on low health when you go in to attack them. You could wipe out all the injured marines first, and then concentrate on taking down the healthier ones. A marine on 10 hp which gets the phase gate up could have been avoided easily if you'd known he was on so little health. It will also help you decide whether it is best to run or attack at certain situations when you come across a marine/few marines.

    Or you could take out the idea of it being a Pheromone type ability and make it more like a 1.04 Scent of Fear ability, just that it isn't detected through walls. Maybe an icon could appear on all marines or something, with a colour indicator as to what health level they are at. Then, if a marine is standing still or even coming straight at you, you could still tell whether he is injured or not. The difference is, you just won't be able to see the icon through walls. This means that you would have to choose between the wallhack type ability (<b>Infrared Radiation</b>) or go with a really good indication of injured marines (<b>Predator's Instinct</b>). You can't have both, like in 1.04.

    <b>EDIT:</b> Spelling is good.
    <b>EDIT:</b> Grammar is good too.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--QuoteBegin--ElectricSheep+Aug 9 2003, 10:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectricSheep @ Aug 9 2003, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let's face it compared to SOF pherimones suck. A solution I feel could be to have the Pherimones change based on Marine Damge Level and Equipment. IE 100-66 Green 66-33 Yellow 33-1 Red. Also have it be a LINE not puffs and make it always transparent but fade in vibrance (turn paler) So lots of it dont obscure an area. The line idea would be better so puffs dont get mixed up with other marines puffs. HA would have a purple tinge on the border of the line that also fades in vibrance depending on the amount of armor left rather than how old the pherimone is. This could cause a skulk using pheramones and cloak see a HA/HMG marine in full health and armor go past in a train and know not drop on him but instead the HA/ SG who has a red trail and a pale purple tinge (injured and low armor). Jetpacks could also have a tinge of some kind. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I like it!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> . I mean, I would use phermones, if they were like that. It could make skulks a lot more efficient. If you attack a fully armoured HA-marine with skulk, you are pretty much dead. But if you could know when a marine has low health/armour, HA/no HA just by looking at phermones, it would make lots of easy prey for skulks.
Sign In or Register to comment.