Help - Search - Members - Calendar
Full Version: Alien Tech Tree
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Zunni
If you have any suggestions on how the alien tech tree should be altered, please post them here.
AvengerX
I suggest keeping alien chambers chained, its unfair to the marines to have to prepare for every possible alien stradagy, when 1/3 teams going cloak 1/3 celerity and 1/3 cara, its just too hard for marines to use counter stradagys to all of those things at the same time

but maybe expand the aliens tech tree by making RTs more usefull then just having res, maybe have them have some sort of other boneses or AoEs or something
Ripur
The aliens need flexibilty to deal with situations as they arise. I think unchained chambers would have a positive effect on the game. The aliens still must secure large areas of the map for hive and res capping, and the marine historicaly can do alot with little res.

Also, the abilities in the tree need to reflect how you want the aliens to be played. It seemed that in v1.04 the power of the aliens was never under dispute, just if you could get close enough to get a hit in. IN these later version, more suggestions for direct damage increase abilities (foucs and higher attack rates for weapons) have appeared. If any more abilities are to be added into NS, i hope that direct damage boosts are not among them.

If you mean weapons to be part of the tech tree, then i would also suggest two points-
1) weapons always carry an effectiveness that merits thier hive slot (charge, AR, etc.)
2)the dev team not be afraid to experiment with indirect damaging attacks and effect attacks. By this i mean psuedo-mines (they don't cost res), AI controlled weapons (more chambers? more effective chambers? babblers v2?), attacks that only damage armour, and attacks that effect marines' senses.
Special intrest in that last one. I would like to see the alien game strategy revolve around fooling the marines rather than just kililng them real good.
SmoodCroozn
I think that defense chambers need to be removed period. They were meant to be an option, but as of right now, they are ESSENTIAL to clan play. This is a big change, but it would make NS better as styles of play could be more flexible and any chambers would help, not be REQUIRED.

In response to this drastic change, I propose we either introduce a new chamber which would be hard since m and s chambers cover many upgrades OR we could make the new chamber the offense chamber which would be very interesting.

Of course new ideas for the offense chamber would have to be developed. The dev team could fill this part in.

Either this has to be implemented or DMS has to be locked because it wouldn't make sense for a team to make the game harder with SMD to get the same result as if they made it easier with DMS.

Defense chambers are too vital to the gameplay of the aliens. We now don't consider a life form unless it is cheap to produce or it has a defense upgrade.

I also suggest the idea of given regeneration to the aliens which mean at the start of the game they have it. The other chambers would heal aliens nearby as well.

I say this because I believe the dev team has rejected unchained chambers and a chained structure for more variety.
Hobojoe
I'm not sure if the res system or spawn system is part of the tech tree, but it really needs to scale for huge pubs. alien res and spawn system is a lot more balanced at 6v6, but when you join a 12v12 game, marines only lose if they're bad at the game, or if they have a bad comm.

res takes forever to come in, because theres only so many towers you can cap and guard, and because the spawn timer is a set number, you won't be able to respawn quickly and defend the rts you did drop..
NolSinkler
Yeah DCs are too viable.


Make regen an inherent feature of aliens (6% health regeneration. That's level 2 as of right now.)

Replace regen with something else...

MCs: When within range of an MC, gestation time is reduced to 1/3 (this doesn't stack). Also, aliens will gain a 5% boost to speed.

SCs: 5% damage boost on all attacks when nearby. Parasites marines that touch it. Focus worked to give a 2/9 boost to damage/level and no RoF decrease (no 1 hit kills, except with the onos with level 3 focus on a level 0 armor rine). Focus is now an even better JP counter.

Hobojoe
why nerf dc when you could just bring the power of the other chambers up to it's level?
SmoodCroozn
QUOTE (Hobojoe @ Sep 11 2004, 09:18 AM)
why nerf dc when you could just bring the power of the other chambers up to it's level?

The other chambers will never be at the level of DCs unless regen is a given trait. Durability is the most important part of any high alien form. The reasons are this:

1) It saves time from regestating into the alien form.

2) It saves res from regestating into the alien form.

As you know, fades and onoses are NOT easy to replace, therefore, keeping them alive the longest is the best way to deal consitent damage, while saving res and time.

Time and resource are the 2 most valuable things in NS. Defense chambers increase both.

My idea is to remove DC altogether and make "Offense Chambers" the new chamber. It would make OCs viable to place around and it could introduce new strategies. 3 more upgrades would have to be developed, but at least it is an attempt to change the DMS structure. All chambers would heal by themselves at a small rate and only alien chambers (OC/MC/SC) and hives would heal alien players around them.

If a new chamber cannot be introduced AND unchained chambers does not get added... Just make DMS fixed and unchangable, it would help many situations.

Another problem I see is the level 1-3 alien upgrades... Either levels 1-2 should be more commonly used or remove them.
Zunni
QUOTE
I'm not sure if the res system or spawn system is part of the tech tree, but it really needs to scale for huge pubs.  alien res and spawn system is a lot more balanced at 6v6, but when you join a 12v12 game, marines only lose if they're bad at the game, or if they have a bad comm.

res takes forever to come in, because theres only so many towers you can cap and guard, and because the spawn timer is a set number, you won't be able to respawn quickly and defend the rts you did drop..


This is being dealt with.
crypt
I think Forlorn already suggested this to Flayra, but anyways... I think the upgrade-costs for different lifeforms should be changed to following:

Skulk - 1 res
Gorge/Lerk - 2 res
Fade/Onos - 3 res

Because even with an upgrade a skulk will still die very fast to a marine. For an onos/fade on the other hand is the upgrade more than worth its points, because they will live several minutes.
The most important aspect of this change would be the the more efective use of early chambers, because right now skulks can often not affort the res to use the upgrades in early-game (you have to wait 16 seconds to get back 2 res with 3 rts and 6 players).
KeksImperium
QUOTE (crypt @ Sep 12 2004, 05:43 PM)
Skulk - 1 res
Gorge/Lerk - 2 res
Fade/Onos - 3 res

Because even with an upgrade a skulk will still die very fast to a marine. For an onos/fade on the other hand is the upgrade more than worth its points, because they will live several minutes.
The most important aspect of this change would be the the more efective use of early chambers, because right now skulks can often not affort the res to use the upgrades in early-game (you have to wait 16 seconds to get back 2 res with 3 rts and 6 players).

i like this one smile-fix.gif


QUOTE
Make regen an inherent feature of aliens (6% health regeneration. That's level 2 as of right now.)

good point!
and def chambers dont heal but emit ubra instead if a chamber near is hit
Faskalia
This comes from a thread i made yesterday and is now beeing split up by me:

-Alien upgrade system needs a change (imo)
How/what to implement?
Aliens should be able to build any chamber any time. So even 1 hive aliens could have MC+DC+SC. For 3 chambers of 1 type they should be able to evolve 1 upgrade of the same type. So when you have 9 DCs you can have REGEN+CARA+REDEM. Same for MC and SC. This means that every alien can evolve all 9 upgrades with just one hive. But it would cost you 270 RES. This would make Skulks far more useful in midgame. And a single Hive would be able to hold out a little longer. As a drawback alien lifefroms sould be limited by hives. Meaning 1 hive=no Fades no Onos ;2 hives=no onos ;3 hives= all lifeforms available. This changes would mainly support skulks, making it possible for a good alien team to win a +8 min game witheout a fade.

-Alien evolve system needs a minor change (imo)
How/what to implement?
When changing from a higher to a lower lifeform alines should get some res back.
Why?
e.g. game starts you run for that res node evolve charge place the rt and evolve back. cause you sacrificed 25 res to help your team you should get smth back (maybe 40% of invested res)
e.g. you went onos but marines adapted and you cant get s single kill. so you evolve back.....do these 75 res have to be wasted? imo they dont, so get 40% of that 75 res back.
Rines do drop their weapons on death . They are able to recover every single res point invested into a rine (exept for jp+ha)

When having 5 DCs your first upgrades should maxed out with 3of3 and your second one should be 2of3.
Thus any alien player can decide for himself which upgrade is more important to him.
e.g. When having 7 MCs and you evolve cele+adre+silence (in this order) you should get a 3of3 cele, a 3of3 adre and a 1of3 silence.

Its true that a 9upgrades fade would be a real killer, but you need to get 270 res first, before you can make him that strong. To balance things you could loose your upgrades when evolving into a higher lifeform and an upgrade for an fade could be more expensive than an upgrade for on skulk or gorge.

Some numbers.
Skulks should get their first upgrade for free
second one for 1 res, third one for 2 res, .........
same for gorges
lerk: first upgrade for 1res, second for 2res, third for 3res,.......
fade: first upgrade for 2res, second for 3res, third for 4res,......
onos: first upgrade for 3res, second for 4res, third for 5res,......

So here are the overall costs for the 9 upgrades uber-aliens:
Uber Skulk 36 RES, 3upgrades Skulk 3 RES
Uber Gorge the same
Uber Lerk 75 RES, 3upgrades Lerk 36 RES
Uber Fade 104 RES, 3upgrades Fade 59 RES
Uber Onos 138 RES, 3upgrades Onos 87 RES

Add the 270 RES for the chambers and the god fade will cost you "374 RES"
This huge ammount of res is usually only available, when rines are sitting in their alamo base. These games are 99% shure alien-victory games. But cause of the weak onos they last too long. With the upgrade system as explained above, an uber-onos could break this last stand with ease. And of course skulks would be alot more fun to play, just guess why many alien players are sticking to skulks in combat? Cause a silence+cele+focus skulk is great fun and an effective killer.
A change in upgrade system to an "unchained all upgrades at once" sytsem would make the rines fear for their live and reduce the number of "ninja-pg hive deaths" greatly.

I miscalculated the Onos res costs in the first place. But they should be correct now.
KeksImperium
QUOTE
As a drawback alien lifefroms sould be limited by hives. Meaning 1 hive=no Fades no Onos ;2 hives=no onos ;3 hives= all lifeforms available. This changes would mainly support skulks, making it possible for a good alien team to win a +8 min game witheout a fade.


yeah! going all the way back to 1.0 biggrin-fix.gif
no more oni! nerd-fix.gif

*thumbs down*
Avs
From a split thread replying to above post:

FULL ALIEN UPGRADES: Now building 9 DCs, 9 MCs, 9SC, is a lot of res ill give you that. But how are you going to adjust exactly how many levels of cara, redemption, and regeneration are you getting with 5 DCs? What you would have to do is basically upgrade 1 level of D at a time, which means 9 times 5 seconds or something like that. Of course making level by level upgrades faster basically makes eggs worthless in value to marines, pretty much making them useless in games (except for lifeforms). Meaning you wouldnt need to egg for ability upgrades. Yes it would make skulks useful in midgame, but it would make other lifeforms superior.

HIVE LIFEFORMS: No fade until 2nd hive means 2 hive lockdown = win always. This will encourage turret farms, and other things. Even with all the unchained chambers, the resources required to make the skulks powerful enough will give the marines enough time to do lockdowns, electrification and other things which will really limit gameplay and skulk's efficiency. Sometimes games need onos at 2 hives to win.


Another response after explaination in the splitted thread


Ok I understand your way of upgrade abilities, so instead of being able to choose 2regen, 2cara, and 2redempt with 6 DC's you have to go with triple something and triple something else.

I dont understand why you would assume each fade and onos need 270 res, the fade only needs 50 res for the lifeform, then 2 resources for each skill afterwards (18 total). The 270 resources is for the rest of the team to figure out.

And ontop of that, you dont even need all 9 of each type of chamber to make a uber fade, all you need is well, cara regen and whatever else. So really one player needs 18+50, and then the TEAM needs 120 for 4 abilities as opposed to 3.

But ok, applying your now mentioned 1+ level resource cost to get the next ability, the fade will cost more to evolve (but again you dont need more than a few key skills to make a super fade (cara regen, speed adren, focus scent) fade. That makes 71 resources. And that can be gained RFK easily and fast early midgame. So this can be a gamebreaker here, instead of a alamo breaker as you have suggested.

Now, the only thing about getting the chambers for a fade is that strategy would be centered pretty much around 1 uber fade and uber lerk, as everyone else is saving for chambers. With everyone else pretty much dropping 3 types of chambers by midgame, you've got yourself a powerfade, though 1 hived, who can cut down anything short of HA.

On skulks: This is a interesting topic because some people can hit skulks with their aim, while others just suck at shooting guns. Of course hmgs and shotguns make it easier...but once you have uber skulks (nobody is going to put 36 res into a skulk when they can lerk, and make a effective 3 ability lerk at that 36) well...game over really. But since nobody is going to make a skulk that dies in 1 close range shotty blast, now you have lerks with RFK coming in to upgrade even more. Now we have combat style aliens, fast hard hitting multi-ability aliens who have lower chances of dying due to the nature of upgrades and items costing too much vs the firepower the aliens are handling. Yes it costs them so much res, but when you cant kill them, it doesnt matter.

But I will concede, the inital concept might be a useable later on.
LittleToe
unchain the chambers. some say that it is unfair to the marines to have to deal with every posable strat but this is how the game is played anyway.

start of game. 1 ip, 1 armory, 1 obs, 1 pack of mines and start researching MT. go cap 2 to 3 rts. build AL. research armor 1. kill and cap a few more rts. upgrade armory. research pg. research wepons 1. research wepons 2. fades show up (before wepons 2 is done most of the time). drop SG's. hole up for a few. research wepons 3. go kill fades and recap on the way to kill a hive. drop proto. research HA. build mini base to siege hive (tf, pg, armory, mines, upgrage tf). if base holds get sieges up. if base is proveing difficult to defand drop HA HMG welders (3 to 4 sets is good enough). get sieges up. hive goes down gg. go finsh remaning hive. if ping of death does not sound run and shoot down the building hive.

the above covers any strate that maybe thrown at your team in a pub. with MT, MS is never in any real danger because any threat is elimanated by the all powerful obs (bacon anyone?).

keep in mine that the spending of 90 rez to build the chambers at the start of the game is not a good idea but it does enable 3 mc or 3 sc to be droped at the start and later when fades show up 3 dc can be droped before the 2nd hive is done building. it lets people use the up-grades that sute them best and does away with the OLD and BORING DMS order. note only one upgrade per hive...
Avs
So basically what your saying is:

1. Marines have to follow a specific strategy now to counter multiple early chambers.
2. Marines must have enough res-flow to be able to have everything they need early on.
Legat
QUOTE
So basically what your saying is:

1. Marines have to follow a specific strategy now to counter multiple early chambers.
2. Marines must have enough res-flow to be able to have everything they need early on.



I played almost exclusively unchained for some time now, and my experience is, that the plugin pretty much balances itself.

I have not experienced any severe alien autowin-pawnage, as long as the players on the server were accustomed to the plugin. (read: players that frequently played unchained) THis means that as soon as you play it for some time you get accustomed to it.

I have however experienced extremely creative new vareties of alien strategies and subsequent marine counter strategies.

most notably, the gorge is more important than ever since 1.4 because he is more involved in the teams progress. Good gorges now can really contribute to the reams success rather than just drop 3 dc and save for hives.

Cloaking raises skulk survivability and makes skulking really funny, without risking to be stuck on sensories when the fades are needed.

The chamber cost actualy prevents upgrade spamming, so early chambers must be used carefully or you get stuck without resnodes. RThis pretty much balances the plugin, because the only thing that changes is that a hive lockdown does not mean F4 for Aliens if there are no dcs.

That is all.

If there is anything that really affects marine gameplay than early SoF which makes Ramboing and Ninja sneaking somehow problematic.
But thats fine with me, on my account, Marines should not sneak around. If so, we would have stealth suits wouldn't we?
QUOTE

suggest keeping alien chambers chained, its unfair to the marines to have to prepare for every possible alien stradagy, when 1/3 teams going cloak 1/3 celerity and 1/3 cara, its just too hard for marines to use counter stradagys to all of those things at the same time


People who say such things must have not played unchained very often or been the victim of early cloakers hunting for lone Rambos.
It is impossible to get all these 3 traits early game to maximum level. (and lets face it, wiht the exeption of cloaking all other upgrades are useless if not lvl3)
The rescosts prevent this. While in midgame, there are observatories and weapon upgrades. Marines have Hmgs that singlehandedly can kill an Onos in one clip!

Marines can counter any possible strategy the aliens could come up with. ATM, they don't even have to do so because we all know how every single game will turn out.

But hey, don't give aliens the possibility to choose their tactics! Don't try to make the game less predictable! Don't add some variety to gameplay and tactics! Shame on us! Lets stick with DMS for ever and die of boredom.

YAY for DMS!!!!
KeksImperium
QUOTE (Legat @ Sep 14 2004, 11:14 AM)
I played almost exclusively unchained for some time now, and my experience is, that the plugin pretty much balances itself.

now prepare for a realy dumb question biggrin-fix.gif

what exactly does unchained means?

with one hive can i have all upgrades but only lvl. 1 or
can i choose one and only one upgrade per hive
Blue_Mary
I have a small idea....

Why not allow unchained chambers and the ability to get all 3 upgrades at a time, but only allow one level of upgrades per hive?

That way regen will be used alot less early game because it's only level 1, and cloaking will be used more because regardless of what level, it still is the same thing. And movements, whatever will be used eh? However, I'd drop the cost of all upgrades to 1 res to compensate for the weaker upgrades, regardless of lifeform.

Also, if you complain "Oh, but I WANT my level 3 regen on hive 1!" Well tough luck. If only one level is allowed per hive, then the regen **** won't be regen **** and fade the first chance they get. This also makes the level 1 tiers used more, and the level 2 tiers used more as well when 2 hives are up. With 2 hives and all 3 upgrades at level 2, it's very fair I think, as nothing is still overpowered.

If people want to have a great regen, let them get three hives first. If this is done, then I forsee less defense chamber lovers, and more sensory lovers(I remember in 2.0, it was always SDM. I miss those days.)

And people might experiment more. Instead of crappy regen, why not Redemption or carapace? By the time the crappy regen heals you up, you can run to hive and back.

I Really want to see more sensory and movement upgrades in the beginning of the game. This is the way to do it without overpowering aliens I think.


SURE, it inhibits alien freedom...but do ANY successful aliens not do DEFENSE first? It wouldn't change a thing about variety in early game.
Kwil
Neat idea. Certainly puts a lot of emphasis back on getting the hives.

Also nicely tailors with something I remember hearing about Flayra wanting to see more of the intermediate strengths (ie 1 & 2) of the upgrades being used.
Legat
QUOTE
now prepare for a realy dumb question

what exactly does unchained means?

with one hive can i have all upgrades but only lvl. 1 or
can i choose one and only one upgrade per hive


It means basically that any upgrade chamebr can be built at any time, but only ONE upgrade can be taken by the players per hive. The level of the chosen upgrade is equal to the number of chambers in game. (like it is now)

The chambers however still have their ingame benefit from start.

example:

On the map, there are 2 DCs , 4 SCs and 3 MCs. The team has 2 finished hives.

You could now take 2 upgrade traits of any combination.

here are three possible combinations:

1) carapace+cloaking,
2) silence+cloaking,
3) silence+focus etc.

Alle defense abilities would be on level 2 because there are only 2 dcs, the movement and sensory upgrades would be on lvl 3.

So in example 1) you would have carapace level 2 and cloaking level3
on example 2) there would be both level 3 silence and cloaking
while on 3) you would have level 3 silence and focus.

QUOTE
Neat idea. Certainly puts a lot of emphasis back on getting the hives.


That is exactly what you don't want like hell! The devs intention was to take emphasis from the hives and bring it to ressources and map control. That is why the evolutions got unchaind in the first place.

The reason for this is the two hive lockdown that ruined every second game for aliens back in 1.4. Locking and Turretfarming virtuallly crippled the aliens progress and made comebacks almost impossible, leading to dragged out, boring (often reffered to as "epic") games that were totally unfun. We already experience this returning since Flyra adjusted the hitpoint levels to be balanced for combat mode, and implemented increased armor efficiency with additional hives for Classic mode(because Aliens with the lowered hitpoints sucked).

Hive lockdowns are becoming more popular again because especially Oni at level one are extremel weak due to low hitpoints and the lack of stopm. If you would limit regeneration to the number of hives, they would be absolutely useless in case of a 2 hive lockdown.
Grunt
QUOTE (Blue Mary @ Sep 14 2004, 05:49 PM)
Why not allow unchained chambers and the ability to get all 3 upgrades at a time, but only allow one level of upgrades per hive?

Because the level one upgrades suck? If the level one upgrades are going to be tied to hives, they need to be greater effect of the level one upgrades now.
KeksImperium
QUOTE (Legat @ Sep 17 2004, 10:28 AM)
QUOTE
now prepare for a realy dumb question

what exactly does unchained means?

with one hive can i have all upgrades but only lvl. 1 or
can i choose one and only one upgrade per hive


It means basically that any upgrade chamebr can be built at any time, but only ONE upgrade can be taken by the players per hive. The level of the chosen upgrade is equal to the number of chambers in game. (like it is now)

thanks for the info! smile-fix.gif
Church
How about partially unchained chambers?

When the aliens have one hive, they can only build 2 different chambers. when they get the second hive up, they can build a third one.

aliens can still only choose one upgrade per hive like now.
Gecko_God_Of_Dooom
I was just thinking along the lines of that. 2 chambers per hive. but tie in offence chambers to the total chamber hive count as well. maybe get offence upgrades? eh....

so from what your saying. Is. Instead of the Aleins doing the same strat over and over. You wan the marines too.....
Stakhanov
Not a bad idea at all ! It means the aliens would have to choose between movements or sensories to bring skulk upgrades if they want to have DCs as well , but they can choose to have both if they're rushing the 2nd hive for exemple. I like it !
SmoodCroozn
QUOTE (Gecko God Of DOOOM @ Sep 21 2004, 06:25 PM)
I was just thinking along the lines of that. 2 chambers per hive. but tie in offence chambers to the total chamber hive count as well. maybe get offence upgrades? eh....

so from what your saying. Is. Instead of the Aleins doing the same strat over and over. You wan the marines too.....

It's either going to be DM or DS, meaning SM will screw you over.

DC is just not an option, it's an essential part of the advanced lifeform which is a problem. The fact is no matter how much you beef up sensory or movements, defense will always reign as the best chamber. Why? Because a fade that lasts a minute will never be as good as a fade that lasts an hour NO MATTER HOW STRONG IT IS.

I know it's a long term goal, but I would like to see the defense chamber completely removed from the game, and the offense chamber to take it's place. An option means it can be skipped, but in serious play, the DC is needed 100% of the time if both teams have somewhat similar skill levels. In addition, give the Kharaa a passive level 2 regeneration that works at 50% effiency when moving around, but when standing still, make it regenerate at 100% effiency.

As for a short term goal? Well, I have suggested an idea similar, if not exactly like Blue-Mary's some time ago. The advantage that the kharaa got was offset by the fact that the upgrades were level 1 which people simply say, "crap". Now what I suggest is instead of these levels of the current upgrades 33%, 66%, 100%, we opt for a more fair leveled system such as 50%, 75%, 100%. This way level 1 upgrades won't be as crap as the beta 5 version.

The formula for the cost of upgrades would work like this: 1st upgrade cost = FREE, 2nd/3rd upgrade cost = # of hives. No matter how many hives you have, the 1st upgrade will not cost ANY res, except time. If you have 1 hive, the cost of the second upgrade however, will cost 1 res and the 3rd upgrade you gestate to will also cost 1 res. So the total cost of 3 upgrades will be 2 at hive 1. At hive 2, the cost of the 1st upgrade will again be free, while both the second and third upgrades will cost 2, meaning, 3 upgrades at 2 hives will cost 4. As you will notice, the costs of this system is EXACTLY similar to getting 3 upgrades whether with this system or beta 5.

It solves 3 problems: the DMS structure, and the fact that the coding for a 3 level upgrade system is now able to be used effectively. Skulks now have a reason to upgrade because it is FREE. On top of that, it introduces more strategies and tactics that normally aren't found in the beta 5 games.
Geronimo
About alien chambers:

I think they should be locked to one type per hive. But they shouldnt be built up the way they are today.

Instead of having one chamber per type of ability, its one chamber per type of playing(a complete setup)
Stealth, Speed and Strenght(where stealth would have regeneration, silence and cloaking etc.)

Also, these three skills are now "unlocked" and will remain at their current lvl until the chambers are destroyed. But when the new hive comes, and another chamber is build, youre not confined to taking one of each, but rather any two upgrades of choice. thus unlocking three new skills.

The reason I want to remodel wich skills are bound to which chamber is bacause I also want it to be possible to pick three upgrades already with the first hive. So instead of making a superskulk with all thre defence upgrades, you still get a rather balanced one.

The first three chambers must be made more expensive though, as the ones after that are only used for its own ability, not to get the upgrades to lvl 3(why have 5 DCs in a WoL? Because it heals.).



Marik_Steele
To make this post short and sweet: for ideas of player upgrades that could come from the Offense chamber, visit this thread titled "Offense Chamber Upgrade Ideas for if we ever want OCs to offer them."
Marik_Steele
This idea goes hand-in-hand with my above post, which would likely move Focus to the offense chamber. Sensory would need something in its place.

Suggestion: new upgrade, which for simplicity I will call "hearing" in this post.
This upgrade would allow Kharaa users to hear marine voice communications. Could apply for:
Set radius
Marine currently under crosshairs (any distance)
Entire team
Or some combination of radius&the crosshair system.

After that, decide whether the player gets to hear:
Just voice messages being sent from the marine being heard
or
Voice messages to and from that marine.

Either way, definitely make sure there is some way to hear the commander's voice communications to the team by either being near the CC or looking straight at it. This seems like a tremendous boost to the Kharaa. But since Hearing comes from the sensory chamber (thus preventing simultaneous cloaking) I think any clearly visible skulk capable of being undetected should be rewarded this well.


As for telling when a marine is talking: it'd be nice for the Kharaa to see the marine's mouth moving via playermodels that support this. Refer to this, possibly my simplest ever suggestion.
radforChrist
In response to the Unchained argument. I play on two servers almost exclusively. One is chained while the other is not. I see no difference in a marine or alien's ability to come back.

On the unchained server, early SoF skulk is my favorite, and I can have the versatility of scanning the map for loners without my teammates complaining they can't fade due to sensories. As a marine, I am a proponent of two hive lock downs in my commanding strategy, and in both cases, aliens can come back. I would almost venture to say the sensory cloaked hive, or the MC hive rush is more viable on unchained b/c you can risk building those chambers with out risking not having DC's.

On the chained server, there isn't a big difference in gameplay. If anything, as an alien it's a boring when you're losing, b/c you can't try anything crazy, like sneak a cloaked hive, or movement rush. Yes, if hive's are lost, and you have the chambers, you can upgrade all three. But if your DC hive is taken down, and you lose all your DC's, isn't that more crippling than only having to choose from one upgrade per hive?

Those of you bashing unchained, play regularly on a server with the plugin with good players, and you'll see how much more it adds to the game. I mean, it doesnt' dramatically alter it like people think. As a commander on unchained, the only major difference I have to account for is an OBS at each outpost, pings more often for my marines, and expect movements when I try to attack a hive. But as an alien, I can claok walk into MS early on, silently sneak up on marines building and RT, regen lerk and spore that outpost, all in the early game if the team drops the structures. But I have to decide, too, that if we drop all of the structures needed, that means later lifeforms, hives, and/or less RT's. Trust me, it balances itself out.
Dissonance
Two ideas. This first one is completely silly but might actually have some merit. The second idea will come in the next post.

** Instead of aliens spawning in skulks.... they all spawn in as gorges with slightly less res.

Pros -

- It doesn't cost you 10 res to go gorge and then another 10-15 to put up initial structures. Which is a serious nerf to beginning game aliens when marines rush the hive or an RT that was just built and take out the new structures as well as the evolved gorge.

- Delayed skulk rush. I've heard a ton of complaints lately about skulk rushes and how unfair they are. If everyone spawned in as a gorge, then it would be a conscious decision to go skulk (still costing 2 res) and attack. Some folks might actually think twice and build a structure before rushing out to attack. Which gives aliens added defense, and marines a little added time.

- Health spray charges. Ok, so skulk rushes are flashy and fancy but they don't get you too far without a DC ability. If three gorges rush in a group, two of them are spitting at 30 dmg a piece (which is more than a lerk bite and less than a skulk) -and- the third gorge is healing any damage they take! You could even switch that up so one was attacking and two were healing. Healing, in and of itself, is a fine attack. Any marine that got close would experience a drop in HP just by virtue of the heal spray, not to mention whatever the spit took him down for.

- Marine base-camping. The marines have a base outside a hive and they're going to build siege and take it out. Two things. One, if this is the second/third hive, then aliens will automatically have bilebomb. Two, gorges have more HP/armor than skulks and might be able to take a hit from a siege and not just keel over on the spot. There are cons to this, see them below.

- Evolve time. It takes less time to evolve from anything to skulk than it does to go the other direction. If all aliens spawn as gorges, it will take far less time to become skulks/lerks/whatever than it would for a skulk to evolve gorge, drop a node, etc.

Cons -

- Marine rushes. Ok, so gorges have more HP/armor than skulks but are slow as molasses in January. It's entirely possible that a solid marine rush could take out an entire horde of gorges very easily. Since most gorges either run at first sight of a marine or don't have the common sense to have someone else with them or some sort of structural support, this might very well be the case. Most marines see gorges as an easy target anyway.

- Teamwork. Aliens are -not- known for their teamwork. In fact, I doubt aliens were designed along the same lines as marines where teamwork was so necessary to success. If everyone spawned as a gorge, there would have to be some serious teamwork.

- Marine base-camping. So the marines wander in and set up a PG and TF and sieges right outside the hive and the aliens are spawning in as gorges. By now, the marines might well have heavy upgrades or the aliens might only have one hive. The lack of bile bomb would be detrimental and likely a lot of the alien team would evolve to skulk (or whatever).

- No change. Everyone but a lone gorge could evolve skulk and we'd have the same scenario as we do now.
DragonMech
QUOTE (Marik_Steele @ Oct 14 2004, 06:24 AM)
Suggestion: new upgrade, which for simplicity I will call "hearing" in this post.
This upgrade would allow Kharaa users to hear marine voice communications. Could apply for:
Set radius
Marine currently under crosshairs (any distance)
Entire team
Or some combination of radius&the crosshair system.

After that, decide whether the player gets to hear:
Just voice messages being sent from the marine being heard
or
Voice messages to and from that marine.

Either way, definitely make sure there is some way to hear the commander's voice communications to the team by either being near the CC or looking straight at it. This seems like a tremendous boost to the Kharaa. But since Hearing comes from the sensory chamber (thus preventing simultaneous cloaking) I think any clearly visible skulk capable of being undetected should be rewarded this well.

I agree with this 100%. It would make a sneaky skulk with this upgrade an incredibly valuable scout. Maybe he could also look at the CC to get the same effect? Another idea: if he looked at the CC he could see marine build messages.

Just some thougts. smile-fix.gif
Shadow
with the new version i tink that there are gonne be way more early mc/sc's cause what does a skulk need for a dc? i think that a 2de hive dc's will be way more used in beta6
we just have got see how i works out and then i will come back with some nice idea, cause i got some but it's rather pointless if you don't know how the current changes have affected the gameplay
DrunkenBozo
Wah thread necromancy

It's situations like this where that "recycle marine" hotkey would really come in handy.
NukeAJS
two upgrade chambers per one alien upgrade (ie - 6 DCs to get level3 regen). 1 DC gives level one upgrades (you dont need tow to get an upgrade)

Unchained chambers ... high res costs will mean either a lot of weak upgrades. two moderate upgrades, or one strong upgrade. This is to not overwhelm the commander with 9 level 3 upgrades at the two minute mark.

I like whoever suggested the lifeform->upgrade cost idea. That makes perfect sense and allows the skulks virtually free upgrades so they can compete mid-game.

All upgrade chambers should heal when someone is nearby but the regen should be capped at something. DCs should emit umbra instead for alien lifeforms/structures nearby.
superelf
sorry. I can't speak english well
I made two amx plugin.

http://www.unknownworlds.com/forums/index....showtopic=87836

it's unchain upgrade.

and next gorge free.

http://www.modns.org/forums/index.php?showtopic=1107

running server combine Unchainupgrade and gorgefree plugin at Korea

ip : 147.46.243.220:27015

plz visit and play game.
next talk about overpower plz.

I testing this plugin since two month.
It's Not unbalanace
Verdale
There should be some sort of alien tunnel system building, like the SC Nydus Canal, or at least change the MC so it doesn't only teleport you to hives and you can choose where to go with a pop-up screen like some of the admin/amx plug-ins for the Marines when they use the Phasegate.
carioca
smile-fix.gif how about make the start life form in a mid game with 2 hives you born like a gorge and when you get 3 hives born with a lerk.

the change for only 1 chamber for each hive to 1 upgrade levle for hive will be great pushing aliens to more hive.

the alien structures must have a self defense like spore when they get under atack they cast spore around they.

lerk could be raised to 20 and fades increase to 60 onos buff to 80 res cost.

include a new alien form a hybrid form wiht alien bacteries with human dna making a life form can use human weapons but have the gorge abilite to build making this new form better than a gorge but cost 40 res points and cant use ha or jp because your strange form but like a human walking look more to a midle way trough a human and a fade.

NEX9
i like this idea, numbers tweaked of course, hum ok would all aliens from every hive spawn in as say lurk, or just lurk the times you spawn in at the third hive
KoniaX
QUOTE (Verdale @ Mar 26 2005, 11:54 AM)
There should be some sort of alien tunnel system building, like the SC Nydus Canal, or at least change the MC so it doesn't only teleport you to hives and you can choose where to go with a pop-up screen like some of the admin/amx plug-ins for the Marines when they use the Phasegate.

I actually kinda like this idea.... then the aliens could be like the Vietcong! Yay! tounge.gif
carioca
QUOTE (NEX9 @ Mar 27 2005, 11:19 AM)
i like this idea, numbers tweaked of course, hum ok would all aliens from every hive spawn in as say lurk, or just lurk the times you spawn in at the third hive

smile-fix.gif i wana change the default spaw lifeform when you hva a number of hive so if we have only one will spaw skulkies if have 2 will spaw gorges, case 3 hives spaw lerks.
simple and will push fast the end game and not make last end in 10 or 20 minutes later having a match of 40 minutes, this small tweak will make the 3 hives something to fear of get lerks spawing
GoldenShadow
I was thinking, now that upgrades don't stick when you change evolutions, Lets gives unique upgrades to specific aliens.

The current standard is Defense: regen, carapace, redemption
Movement:Silence, celerity, adren
Sensory: cloak, focus, SOF

The idea is you take one or two of those upgrades and replace it with something else.

This usually is decided by an upgrade which is useless or makes that alien overpowering.

For skulks, replace redemption for a new more useful upgrade
For Lerk, place cloaking and redemption for a new more useful upgrade
For gorge, replace Focus for a new more useful upgrade
For fade, replace Focus for a new more useful upgrade
For Onos, replace silence, cloak, focus for a new more useful upgrade
Drfuzzy
Only thing I want is for regen and carapace to be double power for smaller aliens like skulk, lerk, and gorge. Regen at 5 hp a second or +20 armor isint that much to even upgrade to....
ickaz
well evolving is on the alien tech tree aswell am I right???... heres my suggestions... of which I posted already somewhere els... but did not think about posting them in some already open tupic (WHICH you proberly pay more attention to)

here goes...

Im thinking about makeing the alien tech tree more advanced here!!! not adding new species of the aliens... unless they want to... no this is another idea!!!

Like when your a skulk ... you can evolve to something that you cant if your one of the other aliens... maybe a more wicked looking skulk? or something... and this skulk would be even faster? less hp? more dmg??? almost same abilities??? lets say its the same type (figure) of skulk... but that its black instead!!! or more slimy... or what ever.... just looking a little different... lets call it a modified skulk...

... now if you evolve to this "new" skulk... of which you have to be a skulk to evolve to... you can still just evolve to one of the other aliens... now lets say you decide you evolve to a gorge...

the gorge could also have another version of its self... a higher evolved species of a gorge... lets say its a offensive gorge... movement than the normal gorge!!! more hp? better attacks... (a gorge is just a fast skulk...) maybe it would be a strong skulk!!! more muscles... you know BUFFED up skulk hehe (but you have to evolve to the gorge first) okay so now we have a big skulk... or what ever... the normal gorge abilities dont really fit to something offensive... maybe some kind of bite... (stronger than the skulk but very slow) oh and its too heavy for crawling on the walls... but it can slightly run of the sides of the wall... not sit on them... or something

okay so this "skulk gorge" or what ever... would be better in some ways from the small skulk... its bigger... a little slower... but stronger... a shooting spit attack (stronger spit) a bite that eats off the legs of the marins (not because it does but because its stronger) and it can maybe build? (but only offense towers... or maybe.... SOME KIND OF SHIELD/blockade (just came to me hehe)...

okay... ehm the lerk... flying rat!!! bah!!! lets say... uh its hard to think of an evolved form of a lerk... (new kind of lerk you can evolve to like the 2 others above) lets say it gets a smaller wing span... gets less hp... and all that... but it gets some stronger abilities... like acid gas... or something... a stronger scream than the normal lerk... a weaker bite... but MUCH faster... ehm... faster flying...

and some other colors so people can tell he difference...

ehm fade ... uh lets say... as its new evolved stage... it would lean forward a little becomeing more skulk looking... (but very big!) it would also start biteing... running speed... slower (not as fast as the small skulk...) hmm...it would maybe jump ontop of the marine... and eat out off him... getting life from that... who knows? ehm it will have more hp... like 400-500... become a little more armored looking? just to make it look realistic that it has more life...

onos... its big looking already... it can get a fine speed... it has alot of life... this will have to be made weaker... but given some other advantage... (talking about the next stage of the onos... I notice that the onos dont bite... but attacks like a rhino.... maybe... some snaping people in half with its elephant horns... (what ever their called in english)... this one is hard to change... maybe you should have some weaker smaller onos... that is the first stage of the onos... and then you need to evolve it to the onos it is now??? or something...



anyway... I hope i havent been to comfusing... cus I am...

but this will not really over power the aliens if you think about it... only add some new variations to the aliens... new tactics.... and so on... add some new spice!!!

but this was just an idea for the aliens... lets talk humans next time... Steroids!!! hehe what ever... ill make a new one for that
Jabba_The_Hunt
The aliens definitely need a faster respawn, hives should be dangerous places, marines shouldn't be able to own up skulks as they spawn.

So I would suggest a similar timelimit with a percentage of the team spawning at the same time (I would guess in the region of 20%-50%) (thats percentage of the number of players not the number which are dead).

Yes I understand this would significantly effect balance, but I dont think hives feel that dangerous anymore, and I would stop aliens waiting in large games.

Balancing from the marines, possibly make phase gates more viable so they can get marines their quicker.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.