QUOTE(Octavian)
1.) In CO it is too good, I actually prefer playing on servers where it is removed
I'm not sure I agree with this entirely, a high level shotgun because it takes hit points down in large quantities with each instant shot seems to void redemption on most lifeforms. On servers with the game-altering ExtraLevels 3 plugin (better known as xmenu) some good UA and and a few people who went with scan now going with static makes it hard for redemption to work properly. Honestly, I find it is best used when aliens team is stacked (skill wise and teamwork coordination wise) and redemption is an early upgrade
QUOTE(Octavian)
2.) In NS I never pick it. I don't like random rolls, I'd almost always prefer the safety of extra carapace, or the time saving advantage of regen.
I don't like random rolls either, but as a skulk getting it as the first chamber if you know the marines will rush weapons upgrades (as they usually do since most aliens go for MC first in pubs) then getting redemption allows the alien offense to be super aggressive as skulks and if you don't redeem then it's like "meh oh well". DC first is a great counter to early weapons rush with LMGs, just like SC first is a great counter to a shotgun rush. NS is a cool game like that, if your team can figure out or (ideally) predict your enemy team then you can choose your counters wisely. I have bad luck with redemption sometimes so I hate to use it as an onos.
QUOTE(Octavian)
3.) Random rolls are not part of NS game design theory. Beacons don't work 80% of the time, they work 100%. Whilst shotgun scatter is somewhat random, basically you point your gun and if you aim right, you hit.
NS has plenty of variability due to the interaction between RTS vs FPS and the general variability of all PvP situations.
You make a really good point here. Marine can always beacon in a fix and using beacon wisely like say when rushing a hive is often key to success.
QUOTE(Octavian)
I'd replace redemption with a new power. I'd call it somethng like Necrology.
The new power allows aliens to continue to fight for a short period after dying. (Think 1 second for a skulk. Maybe 5 seconds for an onos). This gives the aliens to have the option to gain combat strength in a very different way to either carapace (which prolongs the time in combat before you die) or regen (which reduces the time spent running to heal, so increases the average amount of time you spend in combat).
For the skulk, this means that as long as you ambush a marine, you are likely to kill that marine, even if they do the mad jumpskillz that ping them across the room.
As a gorge you can scamper across the floor to the hive location, drop it, and spit it.
As an onos, you can charge the PG in the knowledge that even when you die, the damn PG is going down.
This sounds like it could make DC a viable first chamber (currently it seems to be 3rd hive or bust) in NS.
It seems to work in CO (where the early game tends to be dominated by LMGs killing skulks).
Sometimes players complain that aliens don't have a way to break down the marines in the way that marines have sieges. The devs have suggested that Onos is the 'siege' for aliens, but my experience is that (say in Tanith MS), even 3 or 4 onoses on charge can get mown down by concentrated HMG fire.
Hmm, I would love to playtest this idea out in a real game. I have a feeling you'd have marines complain about aliens being overpowered, but of course you could balance it. And how is this that different from carapace in function? I mean, doesn't carapace do the same thing essentially? And if the alien is invincible when this necrology activates (which would be one way to make it a useful difference) the marines have no counter. That
is a problem then. The only balancing factor being that the alien will die (I think that's what you are suggesting, yes?) when the effect wears off make it much more like xenocide in function. Which is good for making the aliens aggressive, but it is not something a high level lifeform would go for usually.
I can't say that Necrology thinking it out as you present the function is a good replacement for Redemption, but you gave me two REALLY good ideas as I was reading your arguements. Consider these:
Vampirism:
What?
Aliens gain a small percentage of health back on a successful melee hit. (hive 0 for all except the gorge; perhaps getting HP from OC hits on marine flesh? or healspray?)
Why?
Gives aliens exactly that "last push" ability you were talking about while requiring them to still close the distance and take risk of the marines using shotguns to quickly take that gained HP off
Test?
The marine trainer servers (MT1 and MT2) both employ this ability on their Whichbots which as a result when swarming a marine position without ample defenses. It also makes marines want to build automated defenses and push for upgrades faster, both of which make early hive rushing ineffective and allow the game to become more epic as marine claim a zone and aliens claim a different zone. Marines need to stay in packs, aliens are better rewarded for ambushing
Counter factor?
Marines equip fast damage weapons like shotguns and HMGs to take the aliens down at range better, build defenses up, research weapons more, and/or go for heavy armor and jetpacks ASAP
Control factor?
Quantity or percentage of HP regained on hit
Immersion factor?
Alien's melee attack is "eating" the marine, giving it nutritious flesh
Redemption(reworked):
What?
Alien have 100% success on redemption, but only if they pass into a small percentage (say less than 5%) of total health or between zero and a low hit point number (say between 0 and 25 HP). The alien will redeem to the futhest hive and ideally one which is NOT under attack.
Why?
Removes random roll and as Octavian pointed out: Does beacon work 80% of the time? This would encourage aliens to rush marine fortified positions more. They have a better chance at surviving (at the cost of having to run back) and repeat attacks would weaken the marine base.
Test?
A pluggin to disable convential redemption and override it with one that works as above, then playtest heavily
Counter factor?
Alien are redeemed far away so that buys the marines time combined with the fact that marines unlike aliens don't get capped at 100 resources, so if that onos keeps on getting pushed back to the far hive it spend most of it's time plodding back to the marine positions. Marine going with explosive or powershot weapons like mines, grenade launchers, and shotguns would be ideal to kill them before they can redeem. If the marines had a researchable high techtree attack like the alternate fire on the HL2 pulse rifle to use against all classes except fades and onii then the insta-death would nullify the redemption upgrade.
Control factor?
The percentage of HP or number of HP remaining needed to set the tre
Immersion factor?
The hivemind itself has grown with time since NS1 and is now better at redeeming allies
Those are ideas I've collected as fragments from multiple ideas I've seen from my time viewing lots of ideas and suggestions about Natural-Selection. Do either of those sound like something you all would like to see in NS2?
QUOTE(Octavian @ Aug 11 2007, 05:19 PM)

With respect, I don't think that suggesting something is overpowered is a critique. If something is unbalanced, you balance it, instead of discarding the concept.
I agree. There have been some ideas I wish they hadn't been discarded so readily in playtesting.
QUOTE(DC_Darkling @ Aug 12 2007, 08:32 AM)

I like the idea of redemping to a hive NOT under attack since we can use the hive anywayz now to go to a attacked hive
I also agree. It makes more sense that the hive mind would do that, and it has some balance in that you have to take the time to travel all the way back, which for slower classes like gorges and onii can seem like it takes forever.