MistenTH
Mar 20 2005, 01:32 PM
I advocate letting protolab be built once the armoury is up.
However, to maintain the status quo, HA and JP can only be researched after advanced armoury is completed.
The end result: If new technologies are added to the marine tech tree in future, the protolab can be used to carry them instead of taxing the arms/armoury.
This also makes marine comms face an additional decision and branches out the tech tree.
BadMouth
Mar 20 2005, 01:42 PM
this would be a good suggestion IF new upgrades came up. but currently, there are none. so it would be quite pointless anywayz.
however, Zunni could file this suggestion away in the sub-forums IF a new upgrade was coming up.
PRTe
Mar 20 2005, 01:53 PM
i don't think any new upgrades are gonna come up anytime soon, not with ns reaching such a point that the devs are fixing stuff rather than experimenting
but it is a good idea if any upgrades come up
Zunni
Apr 21 2005, 02:18 PM
I'm not opposed to the idea.. Don't read anything into my moving this...
monk3y
Apr 21 2005, 07:31 PM
hm... lets start making up abilites!!!
advanced Res recylcing! cost 20 res
anything that is recyled, will return back 3/4 of its original cost! instead of 1/2 the res
Nano-reinforec armor- 20 res!
Adds 10 armor to t he marine and is resistant to spores. (not impervious to spores but spores doesn't affect armor much)
ADV. Pistol - 20 res
pistol.. +4 damage, has a better chance of piercing umbra clouds.Pistol bullets are coated with special nanities that temporarily disrupts Hivesight (you can take out a gorge queitly, and it won't show on hivesight) also, all pistols will take 10 bullets, instead of 5 bullets from the armory.. Reserve ammo increased from 30 to 50.
Pistol sound is quieter.. (think of silenced m4)
Catalystic - 20 res(catalyst must be researched)
adds 2 seconds to catalyst for a total of 10 seconds
adds +15 dmg to knife (marine is stronger)
inc speed, and inc ROF.(same as now)
Marines become stomp or web resistant.
Jump higher or marine can hear silence.
Enchanced Heavy Armor - 20 res (armor must be researched)
the already powerful armor becomes stronger. +10 armor for a total of 300 armor w/ upgrades (makes it look nicer) Enchanced armor can walk through webs
also, acid rocket no longer affects Heavy armor. (its the ono's job to take out heavies)
Nano-Lockdown- 20 res
Once researched, the comm has a button that can automatically lockall doors, preventing Kharraa movemnt, or Trapping an aliens in MS. doors are locked for 5 seconds before the Bacterium can override it.
(has a cooldown)
Adv. Jetpack- 20 res, jetpack must be researched
Jetpack gets two fuel bars instead of one. (lower right hand corner) you now get two bars. The extra boost will propel the jetpacker faster.
The equivalent of a lerk getting celerity.
ADV-Grenade 20 res (grenades must be researched)
ADV-grenade, +25 damage to the grenade for a total of 125 DMG,grenade gets stronger and shrapnel is proppeled farther and harder. (range of explosion is increased) you can get two
DaJMasta
Apr 22 2005, 12:14 AM
| QUOTE (monk3y @ Apr 21 2005, 02:31 PM) |
advanced Res recylcing! cost 20 res
ADV. Pistol - 20 res pistol.. +4 damage, has a better chance of piercing umbra clouds.Pistol bullets are coated with special nanities that temporarily disrupts Hivesight (you can take out a gorge queitly, and it won't show on hivesight) also, all pistols will take 10 bullets, instead of 5 bullets from the armory.. Reserve ammo increased from 30 to 50. Pistol sound is quieter.. (think of silenced m4) |
those 2 are gold
i dont see much of a point of letting it be built but not being able to use it. I guess it makes you plan your resource use a little more, and it decreases the time it takes to get JPs and HAs, slightly, especially if u build it with a few ppl. Seems like its not all that useful, and would end up getting recycled more often i'd guess.
| QUOTE |
| The end result: If new technologies are added to the marine tech tree in future, the protolab can be used to carry them instead of taxing the arms/armoury. |
i would think that 3.1 will not be adding new upgrades, and maybe this can be done in a future source engine version....i just dont see how it would help enough to use it in the current version.
Koulnis
Apr 22 2005, 12:59 AM
A prototype lab indicates new and experimental "tools" that you can use. Here is one for ya:
Tranquilizer: TSA is always on top of bringing you technology to put your enemy at the bottom! After sampling Khaara blood and attempting to slow its bacterial rate down, TSA has come up with the PFG Tranquilizer dart! Insertable into any standard pistol, this revolutionary bullet-sized tranq-dart hits the alien and spreads, essentially slowing it down. Beware fades, for your trusty knife is available to make it a fair fight between you and it, provided you don't blow their (expletive) head off! (Really, just slows down energy recharge and movement.)
Motion trip lasers: Want to know of someone crossing your path without being there? TSA introduces to you the mountable MA-Laser Rod. Upon something crossing its path, it activates a silent alert which your most trusted and beloved Commander will be aware of. Stick it into the ceiling, wall, floor or the bacterium in the wall, the MA-Laser Rod is your sure way of protecting home!
Scope activation: Tired of seeing that scope on the rifle and noobcomers asking you how to use it? TSA has finally solved this problem! This allows you to slightly zoom in and actually use the ****! Zoom in to see your comrade's cavities or to see your enemy in the eye, with the benefit of distance! After all, we don't want you smelling the bad breath or the divine wind of your enemy.
Don't worry, there is more to come, as TSA is always bringing you more to make them less!
(It's been a long day, let me be.)
NEX9
Apr 22 2005, 01:28 AM
na i wont every single idea you sujested there breatches the I&S FAQ, sorry korn go back to bed m8, or at least be serious about your posting
besides bacterium would find a way to incapasiate humans faster than they can run millions of exsperiments so aliens would have the first lot of tranquilisers any way, the bacterium would of been workign on a way to d othis since the first human was ever chomped
me i still think there should be a tiny tiny para cite form with this ability and the ability to infect and have partial mind control over said rine, but thats just me
monk3y
Apr 22 2005, 01:33 AM
the reason why marines don't have chemicals to fight the aliens is because these aliens are natural selected, that means they have the genes to cope, adapt, survive and produce new offspring that'll be resistant to chemicals. The only thing effiecient way to kill them without making them stronger is by using phsyical forces
or.. Bullets! Ultra-sonic Siege cannons! explosives!
| QUOTE |
| Scope activation: Tired of seeing that scope on the rifle and noobcomers asking you how to use it? TSA has finally solved this problem! This allows you to slightly zoom in and actually use the ****! Zoom in to see your comrade's cavities or to see your enemy in the eye, with the benefit of distance! After all, we don't want you smelling the bad breath or the divine wind of your enemy. |
scopes are bad in close-quarter situations, do you really want to scope when theirs an alien in front of you? think of Cs, would you really like to scope when hes in front of you wit an M4??
besides, the scope is their to make the LMG look nicer..\
ooo ! new upgrade
LMG modification - 20 res can only be researched late in game with ADV.armory
all marines that spawn will get upgraded LMGS! +2 damage! better has higher chances of piercing umbra! also, due to its simplicity and ease of use, catalyst will ONLY increase this gun's ROF by 50% instead of 25% for the other guns.
(no1 really likes to catalyst Lmgers these days)
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.