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Discussion: Natural Selection / Natural Selection - Tactics and Mod Discussions - New mod possibility - Time for yet another idea from Kark, who knows next to nothing about how NS
  1. #16

    Karkianman101's Avatar

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    Re: New mod possibility

    Time for yet another idea from Kark, who knows next to nothing about how NS actually works.

    For the multiple MS thing, you could have the actuall MS be an empty room that teleports them according to a random variable to a different "spawn room" in the map. As for the comm chairs, if you can't build them randomly for some reason, you could build 3 and then have the 2 unlucky ones get put in the way of some environmental harm, like a lava flow or something, to destroy it.

    Now for my actual idea: how about 4 rooms, each made to be either a hive or an MS. When the map loads, 3 rooms are chosen to be hives, while the fourth remains MS. You could have some variables that change hive room decorations and such to transperant 0 and non-solid. This would be rather interesting, and works off the concept that the aliens started overtaking a facility with 4 areas that can be hivified. The marines arrive through the only entrance left after the aliens have already hivified three rooms, and built a hive in one of them.

    You would just need to make sure that vents didn't screw the MS over (weldable stuffs?), and you would have to balance each of the 4 rooms against one another. But it could make for some interesting games.

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  3. #17

    Eternaly_Lost's Avatar

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    Re: New mod possibility

    Quote Originally Posted by aesop rock
    I think the alien commander idea is wonderful, but like so many alien roles, can easily be misused. Consider the gorge who drops 1 MC at 20 seconds and then sits around and does nothing for 4 minutes, and compare the similarities. The alien commander would, more likely, spend much less time 'in' the hive than the marine's comm would in his chair. The [alien comm's] roles would more likely involve intel, and maybe even the controlling of which hive gets 'spawning priority' or 'attacking' the hive so that other aliens can movement. There are other small things that would benefit the aliens, but not too much, that the comm could do.

    One thing I think would REALLY help gameplay on NS, in general, and would not be overpowered, is PARASITED/SOF'D marines showing up on minimap! Heck, even show if they're JP/HA/light, and what weapon! Is this parasite a living thing or not!?! Give us better info, para-buddy!

    Quote Originally Posted by Wyzcrak
    Agreed. Useful. Not overpowered.
    It would be overpowering.
    The parasite is quick and easy to use right from the start.
    The aliens if they could see the parasited marines on the minimap would have a complete location on them at all times. Watch the minimap, there a marine walking to cargo. The marines have pg's in these locations, vent, double, ms, sat mon. all from just watching the minimap of 1 parasited marine using a pg. The marines can not move quicky and so they don't get marked completely. You can see that par marine jumping around but you can not tell were. If you could see exactly were they were parsite would have to be moved up, to at least hive 2 weapon, maybe on the lerk. It is cheap, and is not to be the alien's mt.

    Lets look at this from another view in hypothecial. In case you can't see what i mean.
    The lmg has a second fire mode, called tag.
    The tag can be shot 3 in a shot time, but the marine lose some rof of his lmg to do so, after a short time he can fire one again, or after a little long pause 3 at once. These are hit scan weapons with a shot speed of inf.
    This tag make it so the hit alien takes 10 damage, always shows up on the screen as the MT circles, and shows up on the minimap.

    The marines would have something that is a free, almost as good as (and sometimes better then) MT.

    Is that not overpowering?

    Maybe if the marines could remove the parasite by the armory (or something like that) it might work....





    Current game name : |TG| Lost the Phantom Thief

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  5. #18

    Irish Pirate's Avatar

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    Re: New mod possibility

    Quote Originally Posted by Eternaly_Lost
    It would be overpowering.
    The parasite is quick and easy to use right from the start.
    The aliens if they could see the parasited marines on the minimap would have a complete location on them at all times. Watch the minimap, there a marine walking to cargo. The marines have pg's in these locations, vent, double, ms, sat mon. all from just watching the minimap of 1 parasited marine using a pg. The marines can not move quicky and so they don't get marked completely. You can see that par marine jumping around but you can not tell were. If you could see exactly were they were parsite would have to be moved up, to at least hive 2 weapon, maybe on the lerk. It is cheap, and is not to be the alien's mt.

    Lets look at this from another view in hypothecial. In case you can't see what i mean.
    The lmg has a second fire mode, called tag.
    The tag can be shot 3 in a shot time, but the marine lose some rof of his lmg to do so, after a short time he can fire one again, or after a little long pause 3 at once. These are hit scan weapons with a shot speed of inf.
    This tag make it so the hit alien takes 10 damage, always shows up on the screen as the MT circles, and shows up on the minimap.

    The marines would have something that is a free, almost as good as (and sometimes better then) MT.

    Is that not overpowering?

    Maybe if the marines could remove the parasite by the armory (or something like that) it might work....
    Erm... parasite is the aproximate early alien equivalent to MT. They get SoF later because in theory later in the game parasite is going to be used much less (less skulks, more powerful marines).

    MT is good because it tells you about aliens no marines have encountered yet. You can see aliens coming fresh from the hive, and where they are headed on the minimap.

    The 10 damage is irrelevent to the example when giving the ability to marines. Damage works different for the two sides.

    Aliens CAN determine where pgs are based on parasited marines movement. I've done this before. I don't know if it comes up here alot, but i've been on servers where parasited marines are reminded not to use the pgs or take part in secret rushes.

    It takes me two seconds to look at the minimap, and look at the sprite on my screen and figure out where marines are. This two seconds may be significant in game time, maybe the minimap should update at slower intervals, much like MT does on the hud.

    If you see people on SoF across the map, you know they are near a sensory chamber. It's not streching it too far to say the aliens should know which sensory chamber the information is being relayed from, and it's not that hard to figure out anyway.

    The largest difference I see this taking, is removing the "skill" from determining where marines are based on sof and para (it will be more convenient, more players will be able to do it), and allowing players who might otherwise not have the time to look around to do it. (running through a hallway while responding to one thing, and watching parasited marines elsewhere.

    If you want I can effectively sit out a game. I will hide somewhere and just relay the information to all the aliens about where parasited marines are. It's something anyone should be able to do, and only really matters when you have people dedicated to parasiting.

    Keep in mind also, the closer you get, the more accurate your reading of para on the hud will be. You might not be able to tell a marine is hiding in the corner of a room from across the map, but you will know before you enter the room. Getting the information sooner doesn't matter because the marine is also likely to move by then.

    One more note on your marine tag analogy, hiding is much more vital to aliens than it is to marines. Once marines initiate combat in an area (rt, hive) you know they are there, and hiding isn't usually an option for them. There is a reason why motion tracking only works on moving aliens, and parasite/sof works on stationary marines also.

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  7. #19


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    Re: New mod possibility

    I actually really like the way SOF and para are set up. It makes it more realistic from an aliens perspective. Personally i think the minimap should be either different or nonexistant for aliens. When i use a minimap as a marine, i think of a marine clearing off a table looking at a blue print of the station or some type of digital map from the future. I just cant see a skulk with his spikey, bone, talon-like arms opening up a map.

    Para and SOF kind of work with the idea of an alien sense. A sensory chamber will send messages through telekenesis to the alien life form's mind allowing the alien to sense or visualize where the enemy is. Same with parasite.

    Yes, i think there could be changes to the game to allow for more strategy, tactics, and variation in the game play, but i think it would have to be incorporated somehow to make it realistic.

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