AlmightyNu
Jul 20 2004, 09:23 PM
Inspired by catalyst thread...
So, large revision to catalyst packs, making them actually like an adrenaline boost, and making them make sense (how does drugging you make your automatic gun shoot faster?)
If the comm drops a pack on a marine, the he goes into adrenaline mode, which has the following effects:
Increased move speed
Increased jump height
Faster reload time
Paranoia hearing (This decreases the sound of environmental effects, and increases the sound of alien footfalls and chuckles, even causing them to echo a bit)
This pack lasts for a decent amount of time (say, 30 seconds) and costs more since it is so good.
So, if the marines have a 'good' rambo taking out an alien rt, or building a pg in a hive, you can drop one of these to give him the adrenaline effects of said paranoia situation, and enhance his performance and hopefully survival time.
This also has the bonus of slightly increasing the usefulness of silence
NolSinkler
Jul 20 2004, 10:26 PM
The costs of researching would have to be higher, though.
35 resources to research, 40 seconds.
It costs 5 resources to drop one.
So, to supply a group of 6 HA, it would cost 65 resources (including research cost). But, with that they gain higher movement speed, better jumping, faster reload, and the paranoia hearing, all mentioned below.
I like this idea, catalyst would be used (I think).
DragonMech
Jul 20 2004, 10:34 PM
| QUOTE (AlmightyNu @ Jul 20 2004, 03:23 PM) |
| (how does drugging you make your automatic gun shoot faster?) |
The cat-pack contains two tubes: one is a stimulant for the marine, the other is filled with nanites that temporarily improve the gun's firing rate.
AvengerX
Jul 20 2004, 11:16 PM
I think that this would be kinda a little too good for marines, right now cat packs aren't good for a reason, cuz if they were good then the marines would be THAT much better. I kinda like the sound of it but I think it'd just be too good for rines
Diablus
Jul 21 2004, 12:37 AM
Il ike the idea of slight blurred vision (if u even mentioned it) and echoed voices and sounds
proteinstain
Jul 21 2004, 01:00 AM
i highly doubt half life can handle blurred vision. Anyways I like this idea but I think we should have both catalyst pack + adreniline packs avaible. And I think you should be able to "OD (overdose)" if you get both to fast and therfore die.
AlmightyNu
Jul 21 2004, 09:22 PM
| QUOTE (Avenger-X @ Jul 20 2004, 06:16 PM) |
| I think that this would be kinda a little too good for marines, right now cat packs aren't good for a reason, cuz if they were good then the marines would be THAT much better. I kinda like the sound of it but I think it'd just be too good for rines |
But they are also not used often at all, if making them useful makes them unbalanced, then they shouldn't be in the game at all.
I just think it would be a great thing for those lone marines making last stands, or ramboing up rts
Schimmel
Jul 22 2004, 06:02 PM
- increase build speed (discussable)
- lower costs to 3
- give LA marines more resistance against spores(no full resistance, therefor we have the HA)
Thats
my catpack
Svenpa
Jul 22 2004, 09:50 PM
| QUOTE (Dragon_Mech @ Jul 20 2004, 11:34 PM) |
| QUOTE (AlmightyNu @ Jul 20 2004, 03:23 PM) | | (how does drugging you make your automatic gun shoot faster?) |
The cat-pack contains two tubes: one is a stimulant for the marine, the other is filled with nanites that temporarily improve the gun's firing rate.
|
Wouldent it triple the speed of the SG then? 1 makes it shoot/work faster 1 makes your arms and hands work faster.
mightymat5
Jul 22 2004, 11:42 PM
| QUOTE (Svenpa @ Jul 22 2004, 04:50 PM) |
| QUOTE (Dragon_Mech @ Jul 20 2004, 11:34 PM) | | QUOTE (AlmightyNu @ Jul 20 2004, 03:23 PM) | | (how does drugging you make your automatic gun shoot faster?) |
The cat-pack contains two tubes: one is a stimulant for the marine, the other is filled with nanites that temporarily improve the gun's firing rate.
|
Wouldent it triple the speed of the SG then? 1 makes it shoot/work faster 1 makes your arms and hands work faster.
|
Nice?
Tempo
Jul 23 2004, 01:30 AM
Like the idea about paranoia sound but I'm not so sure about being able to jump higher. May give marines access to areas they really shouldn't have access to and it doesn't really provide any advantages in general combat.
BulletHead
Jul 23 2004, 02:47 AM
Well... it makes sense... adrenaline gives your body the ability to preform actions it normaly cannot... it increases your streangth, speed, stamina, and dexterity, as well as making damage less noticable and pain less searing...
it's humanities way of stayin alive
Stayin alive, Stayin alive! Uh huh uh huh Stayin aliiiiive!
m0nk3y
Jul 25 2004, 03:02 PM
the new catalyst =D
i combined all the other catalyst ideas into one super catalyst =DDD
catalyst will last 18 seconds, first 4 seconds are 25% increase next 10 seconds are 50% speed increase, last 4 seconds are 15% speed increase because the cataylst is leaving the marines body.
Increased speed
Jump higher
reload faster
paranoia hearing
LA marines with catalyst will resist spores.
Webs will not last long because the Marine with catalyst is stronger and can break out of the webs faster
Stomp will not work on a Catpaked marine, (improve the usefullness of catalyst, a counter to STomp)
research for catalyst will cost 30 res
How will marines use catalyst?
make the catalyst similar to a Jp meter and press a button to use it?
When you get hit, catalyst will start working(100 hp goes lower.)
or when you see an alien Catalyst will pump adrenaline into you
from six days in sanji (I think this is how catalyst is suppose to work)
| QUOTE |
| Tired, but in hyper-alert mode - which for a marine isn't just a state of mind, it's a state of biotech. Nano-glands had been regulating our adrenaline since the incident at the vent, keeping watch for any sign of muscle fatigue, and loading our blood with super-coagulants, nutrients, and other goodies we probably didn't even know about. We wouldn't be feeling the effects of pushing ourselves past the limits of sleep and endurance for a couple of days yet. |
Church
Jul 26 2004, 12:25 AM
yep, I definitely love the immune to stomp idea...
m0nk3y
Aug 14 2004, 02:25 PM
Final catalyst
i combined all the other catalyst ideas into one super catalyst =DDD
catalyst will last 18 seconds, first 4 seconds are 25% increase next 10 seconds are 50% speed increase, last 4 seconds are 15% speed increase because the cataylst is leaving the marines body.The reason that i dont want catalyst to have an immidiate 50% fast rate is because the aliens will have no chance and will be overpowerd.
Increased speed
Jump higher
reload faster
paranoia hearing
build faster, yes build faster
LA marines with catalyst will resist spores.
Webs will not last long because the Marine with catalyst is stronger and can break out of the webs faster
Stomp will not work on a Catpaked marine, (improve the usefullness of catalyst, a counter to STomp)
Do you guys ever watch the discovery channel? on allergic reactions? when the bee stung a girl? well, the girl had a allergic reaction and almost died but the artificial adrenaline from a hospital saved her. How about a marine that has a allergic reaction to PARASITE can only be saved from catalyst? after all catalyst is an artifical adrenaline.. or make catalyst have the ability to remove parasite?
research for catalyst will cost 30 res
How will marines use catalyst?
make the catalyst similar to a Jp meter and press a button to use it?
When you get hit, catalyst will start working(100 hp goes lower.)
or when you see an alien or alien structure Catalyst will pump adrenaline into you( must have a cooldown or else the marine will have a nervous breakdown) last 18 seconds a wait time of ATLEAST 20 seconds then get catalyst again.
I'd prefer the "see the alien = cat packed marine" its more realistic and its from the story from Six days in sanji, this seems the best way to use catalyst, the marine will be able to fight off the alien. The comm wont have to monitor 13 marines, and not waste res to drop catalyst. CAtalyst will be more useful, and maybe it would be the first upgrade to get beacuse its very strong.
from six days in sanji (I think this is how catalyst is suppose to work)
QUOTE
Tired, but in hyper-alert mode - which for a marine isn't just a state of mind, it's a state of biotech. Nano-glands had been regulating our adrenaline since the incident at the vent, keeping watch for any sign of muscle fatigue, and loading our blood with super-coagulants, nutrients, and other goodies we probably didn't even know about. We wouldn't be feeling the effects of pushing ourselves past the limits of sleep and endurance for a couple of days yet.
what do you think?
m0nk3y
Aug 14 2004, 02:40 PM
Right now, a catalyst HMG will shred the onos in 7 seconds. So the onos should be beefed up, give it more HP and AP, Devour and stomp will suck against CAt packed marines and should change stomp back to paralyz so the marine cant run away from the onos.
m0nk3y
Aug 14 2004, 08:44 PM
OMG WTH... Some1 save this post from going to the 2nd page!!!!
N_3
Aug 15 2004, 04:50 AM
I like some of the catalyst pack ideas, rather than making a new adrenaline pack. Side effect uses like curing parastie, resisting stomp could come in quite handy, and also increasing jp fuel, shortening reload, build times.
For what they do atm though i find them quite expensive at 4 res a pop (or even 3 as suggested) for a limited time usage where they might not really need it. And to even drop them it will cost 20 res to research at the arms lab delaying the much needed upgrades from an arms lab. You could possibly put the research on another building (say the armoury) or just make them available once you have built a proto, giving a bit more use to that 40 res spent.
m0nk3y
Aug 15 2004, 02:57 PM
oh no, cat packs wont be dropped anymore, because the comm can't keep track of 10 marines spread out in a map.
instead of dropping the catalyst Glands stored within the marines armor monitor the adrenaline within the marines armor. When an alien enters the Marine's line of sight, The tiny computers within the marine's armor will send a signal to release Catalyst into the marines body.
To make it simpler, When you see a ALien, Catalyst will start pumping adrenaline into you so you can fight off the alien! It makes sense doesnt it? Since its very powerful and works without the comms supervision it should cost maybe 20-40 res?
please read this, its from Six days in Sanjii, the first NS story i think.
| QUOTE |
| Tired, but in hyper-alert mode - which for a marine isn't just a state of mind, it's a state of biotech. Nano-glands had been regulating our adrenaline since the incident at the vent, keeping watch for any sign of muscle fatigue, and loading our blood with super-coagulants, nutrients, and other goodies we probably didn't even know about. We wouldn't be feeling the effects of pushing ourselves past the limits of sleep and endurance for a couple of days yet |
The_Dot_of_Death
Aug 15 2004, 07:41 PM
Making it automatic is too overpowering considering if an alien is visible, it will automatically kick in. However, putting the comm in charge is too underpowering. I suggest that the comm drops the within the radius of where ever they are researched, and marines pick them up and have a key bound to activate them.
What I feel is good about the system is that it forces the comm and marine to both pay attention, but the marine has the flexibility of using it when he wants too. Also this allows it to be carried without requiring a weapon slot.
m0nk3y
Aug 15 2004, 10:22 PM
yea i know, thats another way to use it, use a key bound to it, but the poor NSplayers will have no idea which button to press. If catalyst is made to be automatic then the CAtalyst will have to be a little underpowered.
| QUOTE |
| Making it automatic is too overpowering considering if an alien is visible, it will automatically kick in. |
How about a Delay before the CAtalyst works? or how about making the catlyst last about 20 seconds, The first second you see an alien, the catalyst will START puming adrenaline into you, the effects are minimum.
first 8 seconds, effects are minimum to give the alien a chance.
next 8 seconds, true effect of catalyst, aliens should have no chance.
last 4 seconds. effects are at a very low minimum or make the marine tired or something
The_Dot_of_Death
Aug 15 2004, 10:57 PM
However, a delay would put a good marine at a disadvantage if he could have activated it before the alien was visible (like storming a hive, looking at mt, etc.)
Also, as a further balancing agent, after the positive effects have worn off the marine's systems could "crash" causing movement penelties and such.
As for activation, I'm sure the devs could find room on the menu (considering drop and reload weapons are on it....) for this modification as well as a bound key.
m0nk3y
Aug 16 2004, 12:43 AM
BOund key will give the game to the marines, they will activated it upon nearing the hive and in 10 seconds there wont be a hive....
who knows which mode to use. Testing should be done on this
The_Dot_of_Death
Aug 16 2004, 01:45 AM
If it is not comm triggered then it can't be that powerful, I think that is the problem at the moment...
m0nk3y
Aug 16 2004, 02:45 AM
WHy is Dot of death only posting heere? besides me.. we need more ppl!!
BulletHead
Aug 16 2004, 03:06 AM
I'm here... I think it's a good idea all of it, but needs testing
MEShootHere
Aug 16 2004, 06:55 AM
To me, the idea of a catalyst improving the rate of fire on a gun never made much sense..
It's more of a mechanical fault than a biological one.
This Adren Pax sounds good, depending on jump heigth though would this allow marines easy access to vents they prolly werent meant to be in (or go through a lot of trouble to get into anyway).
Everything else sounds plausible, I like it!
Just my 2c
miniman
Aug 16 2004, 07:46 AM
I belive I heard somewhere that if the gun where to shoot faster than it does the marine may not be able to take it, but when the marine is catalisyked he can take more recoil. Therfore the pad linking the armour to the gun, think ammo count, Tempereorly reprograms the gun. thats why the gun speeds up.

Edit: 100th post
m0nk3y
Aug 16 2004, 02:28 PM
dang, i missed my 100th post...
I still think When a marine sees a Alien it activates catalyst is the way to go! since itll be powerful, how about make it a one time use? i dunno be creative ppl!!
The_Dot_of_Death
Aug 16 2004, 02:47 PM
I still think a bound key, with a non-replenishing meter is the best way to go with this idea. tap once, pump catalyst, tap again, catalyst off.
m0nk3y
Aug 16 2004, 08:24 PM
no tap key! please i have no room on my keyboard!
just make it automatic! make it simple! make it a alien killing thing!make it useful!
Make the ALiens run in fear!
lol, i have no idea what im saying
The_Dot_of_Death
Aug 16 2004, 10:15 PM
Marine sympathizer
We should hold a vote on this issue: key vs auto
m0nk3y
Aug 17 2004, 01:38 AM
i vote auto because thats how the story said it! and its noob proof too!
i bet dot is gonna pick key!
now its gonna be a tie cuz no1 else pots here lol!
The_Dot_of_Death
Aug 17 2004, 02:10 AM
Sadly it seems that way, bound key all the way
Zek
Aug 17 2004, 04:19 AM
| QUOTE (m0nk3y @ Jul 25 2004, 11:02 AM) |
| Stomp will not work on a Catpaked marine, (improve the usefullness of catalyst, a counter to STomp) |
and when the catpacked marine gets stomped he gets really angry and automatically stomps back, stunning the onos for 10 seconds! lollerz
Lito
Aug 17 2004, 04:04 PM
| QUOTE (Zek @ Aug 16 2004, 11:19 PM) |
| QUOTE (m0nk3y @ Jul 25 2004, 11:02 AM) | | Stomp will not work on a Catpaked marine, (improve the usefullness of catalyst, a counter to STomp) |
and when the catpacked marine gets stomped he gets really angry and automatically stomps back, stunning the onos for 10 seconds! lollerz
|
Get it? You're just beefing the catpacks up so that they're like the ultimate weapon. Why don't you add quad damage effects and temporary invulnerability while you're at it?
Personally I think catpacks are fine as they are. People just don't know how to use them properly:
Step 1: "OMG FAED"
Step 2: Pass out shotguns
Step 3: When said fade comes into room, drop catpacks
Step 4: Congradulate marines on marksmanship upon a dead fade.
replace FAED with OHNOES as nessicary.
For combat:
Step 1: OMGSPAWNCAMP WIF SHOTGURN
Step 2: Kill something. Preferably skulk due to the instagibness of shotgun with skulks
Step 3: Pump catpacked shotty into hive.
Step 4: Until Hive = dead, repeat steps 2 - 3.
And for those who have a hard time understanding why it makes you walk AND shoot faster, take a close look at it. There are 2 tubes. One for the gun, one for the marine.
m0nk3y
Aug 17 2004, 07:48 PM
ok ok, you can take some effects of catalyst away..... or make catalyst a one time use thingy. or delay.
omg its a tie, 1 auto bs 1 key.
haaha
m0nk3y
Aug 18 2004, 02:36 AM
you know what, auto+ my catalyst ideas are too strong.. so im changing it.
Final catalyst
i combined all the other catalyst ideas into one super catalyst =DDD
last 10 seconds.
Increased speed
Jump higher
reload faster
paranoia hearing
build faster, yes build faster
Do you know that adrenaline helps you when your in a fight? catalyst will help boost your strenght, immune system and your endurance for awhile? thats why there will be extra effects of catalyst.
A webbed marine with Catalyst on can break out of the webs much quicker because he is stronger.
Stomp will not work on a Catpaked marine, (improve the usefullness of catalyst, a counter to STomp)
When the catalyst turns on, it floods the marines system with medical and artifical adrenaline. Another thing that catalyst will do is temporary disable the communication between the parasite and the bacterium.
research for catalyst will cost 30 res
How will marines use catalyst?
make the catalyst similar to a Jp meter and press a button to use it?
When you get hit, catalyst will start working(100 hp goes lower.)
or when you see an alien or alien structure Catalyst will pump adrenaline into you( must have a cooldown or else the marine will have a nervous breakdown) last 18 seconds a wait time of ATLEAST 20 seconds then get catalyst again.
I'd prefer the "see the alien = cat packed marine" its more realistic and its from the story from Six days in sanji, this seems the best way to use catalyst, the marine will be able to fight off the alien. The comm wont have to monitor 13 marines, and not waste res to drop catalyst. CAtalyst will be more useful, and maybe it would be the first upgrade to get beacuse its very strong.
from six days in sanji (I think this is how catalyst is suppose to work)
QUOTE
Tired, but in hyper-alert mode - which for a marine isn't just a state of mind, it's a state of biotech. Nano-glands had been regulating our adrenaline since the incident at the vent, keeping watch for any sign of muscle fatigue, and loading our blood with super-coagulants, nutrients, and other goodies we probably didn't even know about. We wouldn't be feeling the effects of pushing ourselves past the limits of sleep and endurance for a couple of days yet.
catalyst-
last 10 seconds
the effects are,
Increased speed
Jump higher
reload faster
paranoia hearing
build faster, yes build faster
Marines break out of webs quicker.
Maybe cannot be stunned. or faster recovery rate from stun.
Aliens cannot locate you on the hive sight.(parasite doesnt work when catalyst is on)
IF automatic, the catalyst will have a limit of 4 catalyst injections, if more the catalyst might be more harmful and damage the marines body and systems.
Catalyst are not allowed for civilian use, just like medpacks.
Code9
Aug 20 2004, 12:52 AM
I'd like to see it simply last until the marine dies. I mean think about it, do amphetamines wear off in 10 seconds? No.
m0nk3y
Aug 20 2004, 01:36 AM
it will be too strong... i mean right now a catalyst HMG can kill a onos in 5 seconds
two marines + catalyst = onos killing machine
therefore it will be "GO MARINES! GET CATALYST! = GG"
maybe if it last forever, catalyst speed ups will have to be downed to about 10-30% speed increase.
m0nk3y
Aug 24 2004, 03:37 AM
catalyst..
Commander still drops it, research 20 res, drop is 1 res
catalyst-
last 10 seconds
the effects are,
Increased speed
Jump higher
reload faster
paranoia hearing
build faster, yes build faster
Marines break out of webs quicker.
Maybe cannot be stunned. or faster recovery rate from stun.
Aliens cannot locate you on the hive sight.(parasite doesnt work when catalyst is on)
in combat, it will work when your HP goes lower then 100
Lion_King
Sep 9 2004, 07:47 PM
Making the cat automatic is an exploit magnet.
Alien shows up for half a sec, cat kicks in and before rine can shoot anything aliens gone.
Alien waits 20 seconds (or whatever the time) and comes back, rine is at lowest effect or has some penalty. rine dies. rines lose resources. aliens use it over and over. cats become even more useless than now.
Personally i think making it selectable fromt the right click menu, assigning it a weapon slot or binding a key to it (or all of them). will be the best choice, as well as making it last say 15-20 seconds. That youl make them good enough for their price, not overpowering...
And PLEASE dont come with this realism crap guys come on, its a game! It aint realistic at all already so put gameplay first!
Having an adren pack would be cool as hell though but i think it should be a separate thing