Ripur
Jun 1 2007, 01:09 AM
There was a post way back when that suggested the use of Para amplifying the effects of the OC. The oc would fire as normal, but would luanch tracking shots that had 100% accuracy if the rine was parasited.
This got me thinking, as NS2 will have infested regions and possible new life forms and abilities, having some alien attacks be weaker or even inert unless another element is present.
Something along the lines of-
A marines is hit by 'new attack x' which does 20 damage. Not very strong, but if the marine steps foot on infested areas he begins to take damage over time. This makes rambos more likely to be killed by lone aliens and what ever static defense there maybe.
or maybe
Lerk shoots spore cloud at marine out post. Along comes a lifeform with the ability to shoot an attack, that when detonated in the spore cloud, cuases the coud to burn up. The result is a flash of damage equal to or greater than the damage delt by the cloud over time, but the spores would dissipate instantly.
If this kind of ability alchemy was expanded upon you could see teams making evolution desicions based on what other players are doing more often. What would be better two fades or the combination of fade + alien x that would amplify and brodcast the meta effect like a mobile chamber. It would depend on what the rines are doing and how cabale other players are at fading.
A design like this could also free up the learning curve for new aliens players. Sux at fading? that's cool, just hang back and help the more skilled players heal, fighting only in situations you can handle. The new player would still be usefull while morethan likely increasing his life span and time to play has an advanced life form
Hope this gets the creative juices flowing.
frostymoose
Jun 13 2007, 02:12 AM
This idea sounds really good to me, but it is really more of an ns 2 suggestion than something for the current game.
Chocolate
Jun 13 2007, 02:19 AM
Agreed, especially with the dynamic infestation, this would make a pretty cool and immersive feature for NS2.
Radix
Jun 13 2007, 02:25 AM
Permutative game design creates tremendous depth. I'm for it.
Underwhelmed
Jun 13 2007, 03:55 AM
What is everybody's obsession against "rambos"?
Bacillus
Jun 15 2007, 07:12 PM
There is already a lot of synergy between aliens. Skulk keeps the res down --> Bigger lifeforms don't encouter big groups since marines have to spread and cap. Para saves lives almost every round. Lerk can decoy vs lmg marines and allow skulks frag. Spore makes fading so much easier The list goes on with every lifeform.
I guess people would realize the synergies if the boom effect were added, but I'd rather have the synergies as they are now, just more depth and possible choises.
Radix
Jun 17 2007, 05:33 PM
Direct ability interaction and indirect interaction are different. You're talking about synergy principles that can be applied to any game. The poster is suggesting abilities that "interlock".
Hassaan
Jun 18 2007, 04:34 PM
QUOTE(Underwhelmed @ Jun 12 2007, 11:55 PM) [snapback]1633165[/snapback]
What is everybody's obsession against "rambos"?
Yes I never got the hate rambos get. It is still teamwork if the rest of the marine team has the aliens so occupied that they forget to scout their hive and thus a rambo gets a pg up.
DC_Darkling
Jun 21 2007, 04:41 PM
perfect idea, brilliant. I vote yes.
And I like 'good' rambos who help. The idiots ruining my tactics or doing ###### can die for all I care. (die ingame)
1-800-CAL-SKILL
Jun 24 2007, 05:57 PM
I like the idea of the spores exploding when coming into contact with an acid rocket, that could be really cool for ending the game.
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