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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum
Petco
(The reasons for the idea are below the line__ in this post)

1. Scent of Fear shows marines on mini maps as well as show which marines are damaged.

When using flash light with scent of fear, marines with only 100% health/armor will glow the same white color.

When marines have 80% health/armor they will become a dark yellow with flashlight on.

When marines have 50% health/armor they have a dark orange color with flashlight on.

When marines have 30% health/armor they glow a dark red color with flash light on.


2. Move silence from MC to SC.

Merge silence and cloaking together.

Silence now works only when the alien is partially cloaked/uncloaked(60% or less) and takes 9/6/3 seconds to fully silence an alien, from 0% reduction in sound to 100%. The alien must stay 60% or less cloaked for the duration.

Cloaking is the same.

This means that you can't be cloaked and silenced at the same time, though you usually don't need to be silenced when cloaked anyway.

Though, when ambushing, you'll have to stay "uncloaked" for 3 seconds before silence silences the alien to 100%.

3. Focus does not have any knock back.

4a. New MC upgrade - Fury.

Every percent of health(health only! not armor) that is lost will increase the alien's attack speed(2x) and energy regeneration(4x the amount) at three MCs.

So if an alien has only 80%(20% lost) health, it will gain +40% attack speed and +80% energy regeneration. That's 20% health "lost", which means 2x of 20% = 40%. 20% x 4 = 80% energy regeneration.



If an alien has 50% health, it will gain 100% attack speed and +200% energy regeneration.


It only applies to total health percentage and does not include armor. So in most cases, the buff will be gained only when aliens are "near death".

1x/1.5x/2x increased attack speed based on percent of health missing. 2x/3x/4x increased energy regeneration based on percent of health missing.

OR

The bonuses could be at a much lesser amount but apply depending on how much percent of health AND armor is lost instead of just health.


4b. Another idea is to move Focus to movement chamber and merge silence and cloaking together, instead of creating a new movement chamber upgrade.

New upgrade idea for SC - Planewalk(Or Ethereal).

Allows aliens to toggle "Planewalk" on and off. When it is on, the alien can move through all alien allies and structures, thus allowing the alien to not be blocked by them and go directly threw them.

At level 1 Planewalk - Alien can go through all skulks and gorges.
At level 2 Planewalk - Alien can go through all aliens but not structures.
At level 3 Planewalk - Alien can go through all aliens and structures.

Alien is still blocked by marines.





___________________________________
1. The reason for the scent of fear buff is because it used to show only damaged marines on Scent of Fear, which allowed aliens to know which marines are damaged and kill them first.

Also, in brighter maps(ns_hera for example) marines on the flash light blend in with the surroundings and are hard to see.

2. The reason why cloaking and silence are merged is to help with the problem of cloaking and silence being able to be countered so easily.

The main juice of Sensory Chamber is cloaking but if the commander knows how to scan and can place an extra ob or two(only 20 res) around the map, then it'd make cloaking useless.

3. Focus isn't that great of an upgrade as everyone makes it to be, it helps with jetpacks and conserving energy but it also lowers your damage over time against level 3 armor and structures. At level 3, it reduces your attack speed by 66% but only doubles your damage.

Focus is an upgrade that helps you "hit" the targets by just simply concentrating on landing one hit than two hits, which is why it helps with jetpacks but otherwise it doesn't help that much. Adding a "no knockback" will make it better.

4a. Moving silence means there needs to be a new upgrade for MC and that is my idea. The numbers can be changed easily.

4b. Another idea.
RedDragonGecko
1. Sounds... neat.

2. That wouldn't be any fun.

3. and 4. So a fade with Focus and fury at half health can get in 2 swipes at non-focus speeds with no knockback? No one would every go marine again.
Petco
QUOTE(RedDragonGecko @ Apr 20 2007, 12:28 AM) [snapback]1622106[/snapback]

3. and 4. So a fade with Focus and fury at half health can get in 2 swipes at non-focus speeds with no knockback? No one would every go marine again.


Except one Shotgun blast will kill the Fade instantly.
Bacillus
One low hp skulk taking out rts in seconds isn't really a good idea. Any reasons for implementing these changes?

A slight decrease in knockback might be in order, but not for focus really. Its already amazingly powerful sometimes.

Knockback was removed in some version and it didn't work that way, right?
pSyk0mAn
QUOTE(Bacillus @ Apr 20 2007, 06:03 AM) [snapback]1622124[/snapback]

One low hp skulk taking out rts in seconds isn't really a good idea. Any reasons for implementing these changes?

Good point! And I don't see the reason or point in adding changing these upgrades either.
StixNStonz
QUOTE(Petco @ Apr 20 2007, 06:06 AM) [snapback]1622089[/snapback]

1. Scent of Fear shows marines on mini maps as well as show which marines are damaged.

When using flash light with scent of fear, marines with only 100% health/armor will glow the same white color.

When marines have 80% health/armor they will become a dark yellow with flashlight on.

When marines have 50% health/armor they have a dark orange color with flashlight on.

When marines have 30% health/armor they glow a dark red color with flash light on.
2. Move silence from MC to SC.


This has been suggested before, and is a pretty good idea. I think the previous suggestions had the main debate over if it should incorporate armor or not.


I do not understand this next bit;

QUOTE
Merge silence and cloaking together.

Silence now works only when the alien is partially cloaked/uncloaked(60% or less) and takes 9/6/3 seconds to fully silence an alien, from 0% reduction in sound to 100%. The alien must stay 60% or less cloaked for the duration.

Cloaking is the same.


Um, no? Silence works all the time. You get one MC, you get 33% quieter, and sound a bit farther away. You get 2, and you sound really far away. 3 MCs and you're completely silent, no matter how many seconds or speed or anything. Cloaking is the only one of the two that has any time dependency, which is your 9/6/3 bit.

QUOTE
This means that you can't be cloaked and silenced at the same time, though you usually don't need to be silenced when cloaked anyway.

Though, when ambushing, you'll have to stay "uncloaked" for 3 seconds before silence silences the alien to 100%.


This is all wrong, as i mentioned before. Im surprised noone picked up on this.

QUOTE
3. Focus does not have any knock back.


Why should only focus not have knockback? If focus should affect knockback, if anything, it should make it higher. You're doing MORE damage. Plus, the skulk has more time to get back close in to the marine, since he has that much more time between bites.

QUOTE
4. New MC upgrade - Fury.

Every percent of health(health only! not armor) that is lost will increase the alien's attack speed(2x) and energy regeneration(4x the amount) at three MCs.

So if an alien has only 80%(20% lost) health, it will gain +40% attack speed and +80% energy regeneration.

If an alien has 50% health, it will gain 100% attack speed and +200% energy regeneration.
It only applies to total health percentage and does not include armor. So in most cases, the buff will be gained only when aliens are "near death".

1x/1.5x/2x increased attack speed based on percent of health missing. 2x/3x/4x increased energy regeneration based on percent of health missing.


I dont think you explained this too well, because i didnt understand the overall jist of it until re-reading it. You mean, when the alien upgrades Fury, when he has full health there will be no affect? But, as he gets hurt, his attack speed and energy regen go up? Kinda cool idea. While it would be a pretty big buff, it would only be found when the alien is significantly closer to death. But, you might want a small 'lag'; maybe only make it start from 75% health or even 50%. With FF on, a lot of players might ask to be hurt a tad before going out. Would be kinda whack.

QUOTE
OR

The bonuses could be at a much lesser amount but apply depending on how much percent of health AND armor is lost instead of just health.


Same deal as above.
Petco
QUOTE(StixNStonz @ Apr 20 2007, 11:41 AM) [snapback]1622165[/snapback]

Um, no? Silence works all the time. You get one MC, you get 33% quieter, and sound a bit farther away. You get 2, and you sound really far away. 3 MCs and you're completely silent, no matter how many seconds or speed or anything. Cloaking is the only one of the two that has any time dependency, which is your 9/6/3 bit.
This is all wrong, as i mentioned before. Im surprised noone picked up on this.


This is an idea for a new upgrade. I'm surprised that you did not notice that it was an idea for a remake for silence and cloaking merged together.

QUOTE
Why should only focus not have knockback? If focus should affect knockback, if anything, it should make it higher. You're doing MORE damage. Plus, the skulk has more time to get back close in to the marine, since he has that much more time between bites.


Then that'd make Focus useless. Knockback is to help marines, it helps them avoid further attacks.

Focus isn't that great of an upgrade as everyone makes it to be, it helps with jetpacks and conserving energy but it also lowers your damage over time against level 3 armor and structures. At level 3, it reduces your attack speed by 66% but only doubles your damage.


QUOTE
One low hp skulk taking out rts in seconds isn't really a good idea. Any reasons for implementing these changes?


The numbers could be changed.



__________________________________________________

1. The reason for the scent of fear buff is because it used to show only damaged marines on Scent of Fear, which allowed aliens to know which marines are damaged and kill them first.

Also, in brighter maps(ns_hera for example) marines on the flash light blend in with the surroundings and are hard to see.

2. The reason why cloaking and silence are merged is to help with the problem of cloaking and silence being able to be countered so easily.

The main juice of Sensory Chamber is cloaking but if the commander knows how to scan and can place an extra ob or two(only 20 res) around the map, then it'd make cloaking useless.

3. Focus isn't that great of an upgrade as everyone makes it to be, it helps with jetpacks and conserving energy but it also lowers your damage over time against level 3 armor and structures. At level 3, it reduces your attack speed by 66% but only doubles your damage.

Focus is an upgrade that helps you "hit" the targets by just simply concentrating on landing one hit than two hits, which is why it helps with jetpacks but otherwise it doesn't help that much. Adding a "no knockback" will make it better.

4. Moving silence means there needs to be a new upgrade for MC and that is my idea. The numbers can be changed easily.
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