I'm suggesting a few changes to the function and developments of the alien races in order to address some imbalances in the game and at the same time make it a bit more intuitive.
One problem in NS was the huge difference in the mid-game aliens. Basically, one skilled fade was so powerful it would dominate a (public) game whereas a skulk was little more than a nuisance at that point. "Fade, GG" was a pretty common chat-line for a long time at the first apperance of a good player gone Fade.
I've come up with two main changes, and the first addresses the huge difference between early game skulks and mid game fades. Basically I want the fade to be somewhat less powerful, and the developed skulk to be somewhat more powerful. Imagine the follwing structural change:
Aliens can use all evolutions from a chamber simultaneously. For example you can get Carapace AND regeneration AND redemption. Also, you KEEP these upgrades when you re-spawn.
BUT...
The cost is increased to (for example) 10pts per upgrade.
Result:
For 50pts you could now either have a completely un-upgraded Fade or a Skulk with carapace, regeneration, silence, celerity and redemption (assuming 2 hives and Move+Defense).
I would say that a vanilla Fade is still more powerful than a "super skulk" but seen in a time-fram perspective you will by going the super-skulk path become gradually more powerful up until super-skulkness, whereas if you chose the fade path you will sacrifice early game power for mid game power (assuming you live that long). Of course dying as a Fade will cause you to have lost your investment so a more reasonable strategy would be to get at least some upgrade(s) before going Fade.
Additional possible tweaks:
- The upgrade costs within the tech branch increases, for example getting your first Defense upgrade will cost 10, your second 15 and your third 20pts.
- If a hive dies, all its associated upgrades stop working
- If a hive dies, all its associated upgrade chambers start deteriorating
- You need 3 chambers of a kind to get level 2 upgrades, and 9 chambers for level 3
I'm sure there are several flaws to this idea but I thought it would be interesting to throw it our there because I think the early game/mid game and skulk/fade imbalance needs to be adressed in order to create a smoother development curve.
*** Disclaimer***
I haven't played NS for a long time and haven't kept up to date with the development of NS2 so I this might be obsolete, implemented or simply retarded. I do however look forward to the (hopefully imminent) release of this most anticipated sequel.
