theclam
Oct 23 2004, 04:27 PM
I was playing on Voogru's #1 last night and they had passive regeneration for the aliens. It was cool, and made options other than DMS or DSM viable. However, if we really wanted to win, DMS was the way to go. So I had an idea.
What if the aliens have passive regeneration...Halo style?
If you've played Halo, you know what I'm talking about. You had a shield that would regenerate. However, it would only regenerate after ~5 seconds with no damage. The problem with passive regeneration is that it doesn't heal enough. You would still go defense chambers. All it does is make carapace and redemption better choices. So what if, you take no damage for five seconds, you regen all your health quickly, say as fast as regeneration. Of course, this would have to be balanced, as it greatly reduces alien downtime.
RobB
Oct 23 2004, 04:36 PM
why a new thread? mine is about the same... ah whatever.
aliens should need to stand still for a fast effect regeneration.
in zombie panicTM regenerate the zombies , too - but its not a comparing because they are slow like hell.
theclam
Oct 23 2004, 05:02 PM
I thought it was different enough than your idea. Your idea has to do with changing the role of the chamber itself, with passive regeneration as only a small part of the idea. My idea would keep the chamber the same and have a different form of passive regeneration.
| QUOTE |
aliens should need to stand still for a fast effect regeneration. |
I don't think this is necessary. A fade should be able to regen, while blinking away to defend a hive/rt/whatever. You would also interrupt regen if the marine start chasing you. I think the time delay would work better.
hutch
Oct 24 2004, 03:01 AM
marines should get it for their armor (or maybe as an upgrade at least?) cause I thought the stuff was able to repair itself.
theclam
Oct 24 2004, 03:09 AM
| QUOTE (hutch @ Oct 23 2004, 10:01 PM) |
| marines should get it for their armor (or maybe as an upgrade at least?) cause I thought the stuff was able to repair itself. |
That would remove the need for welders.
Ice9
Oct 24 2004, 03:11 AM
| QUOTE (hutch @ Oct 23 2004, 10:01 PM) |
| I thought the stuff was able to repair itself. |
No, because in the story, the Nano's would keep repairing after the thing was at 100%... AAAH SUPER REZTOWAH OF DEWM!
im_lost
Oct 24 2004, 04:47 AM
If you want to break DMS, you have to remove regen from the upgrade options. This would require having passive regen, and any form of it would make me happy.
RobB
Oct 24 2004, 07:12 AM
| QUOTE (hutch @ Oct 24 2004, 05:01 AM) |
| marines should get it for their armor (or maybe as an upgrade at least?) cause I thought the stuff was able to repair itself. |
The nanites would go crazy and build it so much up that they use up all ressources avaible - from rt nodes, the walls, the marines, anything!
anything that would stay, would be a slimey, gooey grey blobb of slime of nanites, which was former the whole planet.
KeksImperium
Oct 24 2004, 09:50 AM
| QUOTE (hutch @ Oct 24 2004, 05:01 AM) |
| marines should get it for their armor (or maybe as an upgrade at least?) cause I thought the stuff was able to repair itself. |
coverd by the faq
| QUOTE |
| Any sort of ability to be able to weld oneself.. Using a welder on yourself, using an upgrade/marine building to replenish armour (This goes specifically against the teamwork aspects of NS) |
back to topic

this regeneration idea is good

if we give the aliens this powerfull ability there should be some drawback

also this means removing regernation from the abilites, further unlocking the dms problem
theclam
Oct 24 2004, 03:39 PM
| QUOTE (i'm lost @ Oct 23 2004, 11:47 PM) |
| If you want to break DMS, you have to remove regen from the upgrade options. This would require having passive regen, and any form of it would make me happy. |
You can't make the regen upgrade useless unless you have some idea of what to replace it with. People pick regen to reduce the downtime out of combat, and give them a little bit of help in combat. My idea will help reduce downtime enough so that people wouldn't need defense chambers, but at the same time keep regen good enough that people would might still use it.
Meto
Oct 25 2004, 02:52 AM
I agree! It will also stop me having to run back to the hive as skulk to get ready for the next ambush. This idea sounds great!
I suggest something along the lines of after 10(?) seconds of taking no damage your health recovers at normal regen rate. If you don't remove regen off the chambers though then it'll be an uber combo - double regen. So why not make the regen not stack. So you can either have constant regen from the upgrade or passive regen automatically.
SmoodCroozn
Oct 25 2004, 05:48 AM
I'd opt for adding a 1% regen while moving your forward/backward/strafe keys and 3% regen when you are not moving (you still can attack, this way the stationary regen can work with metabolize).
As for a replacement for regen... heal faster when around a hive?
theclam
Oct 25 2004, 03:43 PM
| QUOTE (Meto @ Oct 24 2004, 09:52 PM) |
I agree! It will also stop me having to run back to the hive as skulk to get ready for the next ambush. This idea sounds great!
I suggest something along the lines of after 10(?) seconds of taking no damage your health recovers at normal regen rate. If you don't remove regen off the chambers though then it'll be an uber combo - double regen. So why not make the regen not stack. So you can either have constant regen from the upgrade or passive regen automatically. |
If it's 10 seconds long, then it should stack. Even Onos are mostly healed after 10 seconds with regen.
| QUOTE |
I'd opt for adding a 1% regen while moving your forward/backward/strafe keys and 3% regen when you are not moving (you still can attack, this way the stationary regen can work with metabolize).
As for a replacement for regen... heal faster when around a hive? |
The problem with this is, it's an all-around boost to the aliens in or out of combat. They'd have to be weakened slightly to compensate. I can see a fade/lerk/onos standing still, while attacking a TF/electrified RT and having double regen. If you notice, while you are being hit with elec/turrets, regen will give you max life, but not carry over onto your armor. With this, regen will heal your life, and the passive regen will heal your armor. Instead of being bad against higher lifeforms, electricity and turrets will be completely useless.
im_lost
Oct 25 2004, 05:47 PM
| QUOTE (theclam @ Oct 25 2004, 07:43 AM) |
| QUOTE | I'd opt for adding a 1% regen while moving your forward/backward/strafe keys and 3% regen when you are not moving (you still can attack, this way the stationary regen can work with metabolize).
As for a replacement for regen... heal faster when around a hive? |
The problem with this is, it's an all-around boost to the aliens in or out of combat. They'd have to be weakened slightly to compensate. I can see a fade/lerk/onos standing still, while attacking a TF/electrified RT and having double regen. If you notice, while you are being hit with elec/turrets, regen will give you max life, but not carry over onto your armor. With this, regen will heal your life, and the passive regen will heal your armor. Instead of being bad against higher lifeforms, electricity and turrets will be completely useless.
|
That's why you remove regen as an upgrade option and replace it with something else.
crisano
Oct 25 2004, 08:25 PM
I think regen is still an important upgrade, and the passive regen idea is interesting as well. But to make it so the passive regen isn't that strong, take a look at the top post I made in this thread on the last page.
Passive Regen to Fix Onos Carapace ProblemThis will make it so that passive regen doesn't turn into super regeneration when combined with the regeneration upgrade.
theclam
Oct 25 2004, 09:02 PM
| QUOTE |
Passive Regen to Fix Onos Carapace Problem
This will make it so that passive regen doesn't turn into super regeneration when combined with the regeneration upgrade. |
If it takes 10 seconds for passive regeneration to take effect, then it's not super regeneration. Your idea would make passive regeneration too strong, but make regeneration still necessary in the game. Onos w/cara dying with more than 0 armor is a problem that can be solved differently.
crisano
Oct 25 2004, 09:05 PM
Care to explain how my suggestion will make passive regen too strong? You just stated it will make it too strong but I can't see why.
Dodgeh
Oct 25 2004, 09:14 PM
In beta 6 all alien lifeforms can feed off marine corpses for a health boost. Can't remember how much, but theres a thread on it somewhere.
theclam
Oct 25 2004, 10:17 PM
| QUOTE (crisano @ Oct 25 2004, 04:05 PM) |
| Care to explain how my suggestion will make passive regen too strong? You just stated it will make it too strong but I can't see why. |
Because, in effect, you would have double regeneration. If you have 100 life, then you would heal 60 + howevery much regeneration would add. Regeneration would still be needed because your idea doesn't regenerate armor. However, it would regenerate health so quickly it would be inbalanced.
im_lost
Oct 25 2004, 11:34 PM
| QUOTE (dodgyman_00 @ Oct 25 2004, 01:14 PM) |
| In beta 6 all alien lifeforms can feed off marine corpses for a health boost. Can't remember how much, but theres a thread on it somewhere. |
I didn't think anything like that would ever be considered. Can you provide a link to it?
I really think that passive regen should be 4% every 2 seconds (less than half of level 3 regen currently), and the regen upgrade should be replaced. I don't have any ideas for a replacement for regen, though. If this was combined with a weaker carapace and redemption (since they would be combined with passive regen), I think it would work well.
Talion
Oct 26 2004, 01:15 PM
| QUOTE (dodgyman_00 @ Oct 26 2004, 02:14 AM) |
| In beta 6 all alien lifeforms can feed off marine corpses for a health boost. Can't remember how much, but theres a thread on it somewhere. |
That seems implausible because corpse usage is against the ideas FAQ (admittably under unlikely to go in).
On this topic I would side more with a downtime regenerate that you need to sit still or otherwise not take damage to use.
crisano
Oct 26 2004, 03:29 PM
| QUOTE (theclam @ Oct 25 2004, 06:17 PM) |
| QUOTE (crisano @ Oct 25 2004, 04:05 PM) | | Care to explain how my suggestion will make passive regen too strong? You just stated it will make it too strong but I can't see why. |
Because, in effect, you would have double regeneration. If you have 100 life, then you would heal 60 + howevery much regeneration would add. Regeneration would still be needed because your idea doesn't regenerate armor. However, it would regenerate health so quickly it would be inbalanced.
|
You're talking about Onos I assume when you say you have 100 health. Do you realize how FAST a heavy machine gun takes down the Onos's health? I think health should regen at a decent speed if the Onos still have armor left, that's the whole point. But when the Onos armor reaches 0, HMGs will tear the Onos apart, even with passive + regen upgrade. One second is a LONG time to wait for the passive regen to tick. In one second, the HMG does massive amounts of damage.
theclam
Oct 26 2004, 04:51 PM
| QUOTE (crisano @ Oct 26 2004, 10:29 AM) |
| QUOTE (theclam @ Oct 25 2004, 06:17 PM) | | QUOTE (crisano @ Oct 25 2004, 04:05 PM) | | Care to explain how my suggestion will make passive regen too strong? You just stated it will make it too strong but I can't see why. |
Because, in effect, you would have double regeneration. If you have 100 life, then you would heal 60 + howevery much regeneration would add. Regeneration would still be needed because your idea doesn't regenerate armor. However, it would regenerate health so quickly it would be inbalanced.
|
You're talking about Onos I assume when you say you have 100 health. Do you realize how FAST a heavy machine gun takes down the Onos's health? I think health should regen at a decent speed if the Onos still have armor left, that's the whole point. But when the Onos armor reaches 0, HMGs will tear the Onos apart, even with passive + regen upgrade. One second is a LONG time to wait for the passive regen to tick. In one second, the HMG does massive amounts of damage.
|
HMG (along with JP) is a hard counter for Onos. It would take at least 3 HMGs to take down an Onos, because devour is so strong. Add umbra and the Onos takes 2x as long to die. HMGs are supposed to take down Onos fast. If you have teamwork, Onos are almost as unkillable as Fades. If you buff the Onos that much, then you will NEED an HMG to take him down, because he would rape LMGers.
crisano
Oct 26 2004, 05:23 PM
Actually level 3 LMGs can take down the new Onos pretty well as long as they concentrate fire on it which is in effect teamwork. And by the time Onos arrives, the advanced armory should be done as well, thus, HMGs are available with atleast level 2 weapon upgrades. Onos should rape LMGs, three or less, maybe even four with a skillful Onos.
One hive onos will still be weak, no umbra, less effective armor, no celerity to move faster. Two hive onos will definately get a boost, one that is needed right now because usually at two hives, the marines have HMGs or level 3 weapons. If they don't, then they did something wrong, probably something along the lines of building turrets.
This will also help any vicious two hive lockdowns, giving aliens a chance to break out of them with the onos leading the charge, not a hit and run Onos but a cara onos willing to sacrifice itself for the greater good.
You don't need JP + HMG to counter an Onos, with this buff, you still don't need HMG + JP to counter an Onos, but it won't be such an easy target where people shout Onos! Then start chasing after it like it's a friggin prize.
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