Overly Chatty Penguins

The Ready Room => General => Topic started by: devicenull on May 18, 2004, 04:52:09 PM

Title: Suggestions For Ns
Post by: devicenull on May 18, 2004, 04:52:09 PM
Ok, here's what I would like to try, gathering a selection of GOOD suggestions for NS
I'll then compile this to a few places, and post it to the NS forums as a PDF.

I'm hoping if we get enough of the good ones together, maybe we can get someone to listen to use (Having a nicely formatted list without the nubs spamming it will also help)

When you post, I'd like to see it like this if you suggest something
Feel free to discuss, but try not to spam
Team: (Marines/Alien)
Short (1-2 line) Description
Explanation as to why we should have it (Not too long, but long enough)

I'll start:
Aliens
Bring Lerk spikes back
The alien team currently lacks any good long-range weapon.  They have spit and acid rocket.  Spit is on an alien not designed for fighting, and has a slow RoF/minimal damage.  Acid rocket isn't available until the third hive, and it is not very effective.  For the fade to use acid rocket, it has no ability to blick away, as all its energy is used for 3 acid rockets.

Marines
Nerf electrifcation damage
Electrifying a res node should not mean that it is unkillable, without a serious investment of time and res.  Aliens have no way to kill it, until they get fades.  This disrupts the res flow, as aliens need res to take down marine RT's, but they can't get res until they kill marine RT's.  Catch-22.

Note: If you aren't suggesting stuff, don't put the team and stuff, so its easy for me to pick the suggestions out
Note2: I'm looking for small changes that would help NS, I'm not looking for things that will alter gameplay in any way
Title: Suggestions For Ns
Post by: FallenAngel on May 18, 2004, 04:56:47 PM
Marine
Reduce Electricity Range
Currently a skulk running by a electrified RT can get shocked from something like 5 feet away(guess) it shouldn't do that.
Title: Suggestions For Ns
Post by: Mr.Ben on May 18, 2004, 05:05:15 PM
Marine and Alien
Mini map showing structures under attack

Sometimes just the red blip for an alien, especailly one who doesn't know the map isn't enough and it if you can't see the blip it makes it even harder to get there, aliens need to make the most of the mini map.

As a comm i hate having to grab someone, give them a WP to an rt and say "skulk there" "fade there" "save that rt" etc etc. I think having a way to show structures under attack, particulary RT would be really useful. Also maybe it'll teach new players that defending RTs is important.

Marine
Weld me

An idea from the ns forums, a marine line slectable from the popup box or whatever that says "weld me" and then a little symbol appears above your head so people know when you need welding. Right now you have to run up to people with a welder and jump to get their attention.
Title: Suggestions For Ns
Post by: devicenull on May 18, 2004, 05:20:19 PM
Alien
Show range of chamber effects
This makes it easier, if say a colored circle is drawn on the minimap to indicate the range of a specific chamber.  This makes it easier to see where holes are in sensory networks, and allows strategic placement of defense and movement chambers, to provide a maximum area of effect for all lifeforms.

Marine
Sensor sweep request button
Just give the marines the ability to request sensor sweeps, instead of having to shout at the comm to get his attention.  By the time you get the comm's attention, your dead.


Very good to the people who posted, you get the idea :)
Title: Suggestions For Ns
Post by: fatty on May 18, 2004, 06:42:50 PM
Quote
Aliens
Bring Lerk spikes back
The alien team currently lacks any good long-range weapon.  They have spit and acid rocket.  Spit is on an alien not designed for fighting, and has a slow RoF/minimal damage.  Acid rocket isn't available until the third hive, and it is not very effective.  For the fade to use acid rocket, it has no ability to blick away, as all its energy is used for 3 acid rockets.

i disagree with aliens needing more / better ranged weapons. what defines natural selection to me is that marines = ranged, aliens = melee. to me both should dominate their area of expertise, if i wanted ranged vs. ranged, i'd play.... ANY other fps.

edit
all other suggestions pwnt and are deserving of pai  :)
Title: Suggestions For Ns
Post by: Leaderz0rz on May 19, 2004, 01:10:40 AM
make the fade not a 3 min wave of death......
Title: Suggestions For Ns
Post by: Gadzuko on May 19, 2004, 02:52:22 AM
Quote
Quote
Aliens
Bring Lerk spikes back
The alien team currently lacks any good long-range weapon.  They have spit and acid rocket.  Spit is on an alien not designed for fighting, and has a slow RoF/minimal damage.  Acid rocket isn't available until the third hive, and it is not very effective.  For the fade to use acid rocket, it has no ability to blick away, as all its energy is used for 3 acid rockets.

i disagree with aliens needing more / better ranged weapons. what defines natural selection to me is that marines = ranged, aliens = melee. to me both should dominate their area of expertise, if i wanted ranged vs. ranged, i'd play.... ANY other fps.

edit
all other suggestions pwnt and are deserving of pai  :)
Tell you what - replace the shotgun with an assault rifle of some kind, and we'll call it a deal.  Until then, the marines are still the masters of both long and short range combat.
Title: Suggestions For Ns
Post by: lolfighter on May 19, 2004, 08:36:02 AM
Excellent point Gadzuko. The marines are the masters of long range (or, well, medium range), but do also have access to a great close range weapon. The Lerk needs his spikes back to give the aliens the same freedom of choice.
Title: Suggestions For Ns
Post by: -Lancer- on May 19, 2004, 09:58:29 AM
Quote
Excellent point Gadzuko. The marines are the masters of long range (or, well, medium range), but do also have access to a great close range weapon. The Lerk needs his spikes back to give the aliens the same freedom of choice.


I wasnt around in the days were lerks had spikes. what exactly does it do?
Title: Suggestions For Ns
Post by: lolfighter on May 19, 2004, 10:09:41 AM
It's a high-ish rate of fire weapon (higher than spit or acid rocket, lower than lmg. Three or four shots per second I think) that does damage. That's it, really. It's an instant hit weapon (like lmgs, pistols and the like) meaning you can't sidestep the projectiles in flight. I usually used it in conjunction with spores (in 2.x, spikes were the first and spores the second weapon for Lerks): Spore the marines, then spike 'em when they run away. I loved my spikes.
They were worthless in a direct shootout (lmg does way more damage), but they were great for taking down marines that were occupied with other things (fleeing spores, fighting/dodging skulks, trying to take down OCs). Especially if you could master the art of flying and spiking simultaneously (which may have been significantly easier with the old flight model).
They were kinda useless on their own, but worked great in conjunction with other weapons/lifeforms: A spiking Lerk was a good diversion while skulks sneaked up on the distracted marines. Or attacking skulks were a good distraction while a sneaky Lerk spiked the marines from behind. I loved my spikes.
Title: Suggestions For Ns
Post by: Golgothaa on May 19, 2004, 10:55:53 AM
i sometimes think lerks need more life, sometimes i dont, its odd really, sometimes they get blown to pieces, sometimes they NEVER FREAKING DIE lol. they do need a bit more armor or health though since their main attack is a bite not a spiked long range attack.
Title: Suggestions For Ns
Post by: Golgothaa on May 19, 2004, 10:58:16 AM
Fixing the Fade

Yes even though this is bugged it needs to be FIXED/CHANGED, the infamous building/crouching bug, it annoys me so much sometimes, i sneak up on a fade attacking a building with a shotty, and i blow 4 blasts into his ass after hes been hit by turrets and he doesnt die and i can see some of my shots dont hit because of the stupid hitbox error. sometimes i just wanna go up and knife him because ill have a better chance of hitting him.
Title: Suggestions For Ns
Post by: Doobie Dan on May 19, 2004, 11:08:36 AM
I really miss spikes as well.  Oddly enough, one of the reasons they cited for taking out spikes is the main reason I want it back in: "Spikes was useless against heavies, bite gives them something to attack HA with."  Bite against HA is nice against noobs or GLs, and HMGs sometimes, but most skilled players will shred a lerk with a SG who gets close.  Spikes, although the damage was slight against HA, really was an effective weapon, as it kept constant pressure on the trains for welding.  Also, since they're such slow moving targets, you could do it from miles away - 2 seconds of spiking equaled about a skulk bite.  It sounds small, but when you're doing it constantly for a minute, it adds up, and forces them to concentrate on welding more.  Spikes gave the aliens something to balance out marine ownage in large places, like Refinery hive in bast.
Title: Suggestions For Ns
Post by: lolfighter on May 19, 2004, 11:21:35 AM
Aye. I had a clan game (back when I still was in a clan) on umm, ns_nothing I think (the one with cargo, power silo and viaduct hives). We'd lost all our hives and only three of us were alive, all Lerks. Since it was a tournament game we didn't suffer from ping of death, and with regeneration for everyone and a bunch of DCs hidden in redroom we were stubbornly holding out on top of the viaduct bridge. Down below, heavies were shooting at us from the floor above the hive, with us spiking back. We survived for quite a while (I started singing "Stayin' Alive" over voicecomm), and managed to take down two of the heavies before they came at us with jetpacks and killed the other two. I almost made it to powersilo before being cut off by a shotgunner...
So yeah, the spikes rule.
Title: Suggestions For Ns
Post by: Niteowl on May 19, 2004, 12:33:57 PM
Marines
have some way to safely and securely give certain equip to certain players.
Title: Suggestions For Ns
Post by: Golgothaa on May 19, 2004, 12:47:32 PM
just thought of a really good point, reasons they probably took spikes away is it was too powerful, because of a decent long ranged attack and adren and regen, maybe even a dc chamber in the vent, they would be unkillable till jps were available and they could shoot marines outside of vents, and with regen they never had to worry about medpacs or welding. Though nowadays i really do think lerks are useless against a heavy train because they would die so fast, with spike they could actually do something without losing 30 res lol. and spore is out of the picture. i sorta think they should make umbra last longer, put it in slot 4, and then give slot 3 spikes, and take out rage. Rage is nice, just not something as useful as like charge for the 4th ability.
Title: Suggestions For Ns
Post by: FallenAngel on May 19, 2004, 02:26:40 PM
I think spikes should be put in but i think the lerk abilities should be
1.Spike
2.Bite
3.Umbra
4.Spore
Now thats just my opinion.
GO GO Spikes!
Title: Suggestions For Ns
Post by: Doobie Dan on May 19, 2004, 02:40:37 PM
Quote
I think spikes should be put in but i think the lerk abilities should be
1.Spike
2.Bite
3.Umbra
4.Spore
Now thats just my opinion.
GO GO Spikes!
It should probably be the other way around, though, it wouldn't make sense to lose the last hive and suddenly lost the ability to bite, while still being able to create spikes from who knows where...

But yeah... primal scream is cool and all, but meh...

Flayra's been throwing the idea of spumbra around for a while too to possibly put spikes back in.

I suppose we're beginning to hijack this thread, sorry dev... ^_^
Title: Suggestions For Ns
Post by: Avs on May 19, 2004, 11:37:47 PM
Aliens

Add resources needed to gestate/drop structures/evolve next to the pull out tab menus.

Allow movement chambers to cycle inbetween hives like phase gates.

->As for spikes well, I saw them as really overpowered as you could spike marines quickly to death from really far distances.

Marines

Allow marines who are spectating (while dead) to see what the commander is doing: Ie. dropping buildings/weapons/etc.

If the aliens should get a radius marker for structures for D/O/S/M structures, marines should recieve the same radius type markers for turrets/electrifications/armorys/prototypes in game.

Waypoints that work [They disappear if you touch them and are smaller or more transparent as you near them as to not block your vision].
Title: Suggestions For Ns
Post by: Venmoch on May 20, 2004, 02:10:24 AM
Quote
make the fade not a 3 min wave of death......
AFAIK This is all thats needed to be done.

The game is fine at the moment apart from Fades appearing and then just diappearing before ytou can do anything. And don't say OMG BLOCK IT. That doesn't work. Unless you have 5 Heavies blocking or something.
Title: Suggestions For Ns
Post by: Dark on May 20, 2004, 02:38:12 AM
one for both teams

make it easier to take down unbuilt rts if you kill the rine/gorge that is building it.  as it is now the unbuilt rts has more hp than a built one <_<
Title: Suggestions For Ns
Post by: Dirty Harry Potter on May 20, 2004, 03:48:36 AM
Quote
Marine
Reduce Electricity Range
Currently a skulk running by a electrified RT can get shocked from something like 5 feet away(guess) it shouldn't do that.
the problem with just reducing the range is that it doesn't protect anyother buildings in the vicinity, what i think should be done is to nerf the basic Electrification attack range, but allow the shock to pass through nearby buildings without it lowering the range while doing so, so the buildings around it would act like having some minor electrification(except it doesn't work without the E'd TF/RT in the first place, and it doesn't show as blue shiny stuff).


Alien
Making parasited stuff show on the minimap
the title says it all, MT show blips on the minimap, imo parasites should too.
Title: Suggestions For Ns
Post by: Clashen on May 20, 2004, 06:56:04 AM
Alien
Up the leap damage
As it is now leap does like 20HP if you stick in the marine during the whole leap, i think it should at least do 40Dmg if you stick to the marine during the whole leap.
Title: Suggestions For Ns
Post by: Path on May 20, 2004, 08:14:22 AM
Okay, here are my suggestions:

Something needs to be done to reduce the razor edge of electricity on the alien res system. Instead of nerfing damage or range to the point of uselessness now about we try this.

Marines

Only a limited number of structures (or RTs, if it can be coded separately) can be electrified at one time. I have no idea on the number, it's really the idea thats important. This would allow electrification to remain an effective defensive tool while removing the all-out electrification rush.



Aliens

My alien concern is more general, and it involves some 3rd hive abilities. To begin with, Onos Charge is a royal waste of time and energy, and needs to be strengthened in some way. Also, fade acid rocket, although the damage was halfed and the adren cost, the cooldown was left alone. This had the same effect as nerfing an already weakened skill. Cooldown should be halfed, or reduced sizably at least, to give the aliens some late game ranged weapon worth using.
Title: Suggestions For Ns
Post by: Golgothaa on May 20, 2004, 09:22:44 AM
Quote
Aliens

Add resources needed to gestate/drop structures/evolve next to the pull out tab menus.
 
um just to let you know, they did this, apparently you havnt been playing, because it now says 10, 10, 10, 30, 75, 50, 2 whatever, 40 next to the gestate or structure.

About charge, charge is very useful dont know what your are smoking ,its not really a dmg weapon, it does help though, but what its mainly used for is moving faster then a celerity onos into the marine base, eating a marine and charging out, that makes charge damn good enough for me.
Title: Suggestions For Ns
Post by: fatty on May 20, 2004, 02:02:31 PM
Quote
About charge, charge is very useful dont know what your are smoking ,its not really a dmg weapon, it does help though, but what its mainly used for is moving faster then a celerity onos into the marine base, eating a marine and charging out, that makes charge damn good enough for me.
because the 'best move of the best alien' is perfectly fine only being good at assisting in grabbing 1 marine and running back to safety like a little girl.  :(
Title: Suggestions For Ns
Post by: Diablus on May 20, 2004, 02:20:16 PM
Well for Lerk spikes I'd say give them 2 options. 1: just add them to slot 1 with bite

Or

Have 2 lerk species, 1 with bite in the first slot, second slot wouldnt be spores, it would be some sort of close ranged attack (mabye something to do with its claws while in mid air?) and its armor would be increased but HP decreased.

For Lerk Species 2: it would basically be the support lerk, 2.0 slots (spike/spores/umbra/pscream) with higher HP then the assault lerk but lower armor.

I say do this instead of just giving 1 spikes and the other bite for more diversity, also i use the lerk from the fade colored pack, mabye have 2 different colors for the lerk species, (lerk fade coloring is basically a darkish black grey where the tan is on the original model which looks nice)

Also I requested in the S&I forums awhile back givint the marine team a CS option menu for radio calls, like weld me, cover me, help, scan here, etc.

of course i dont know why I wasted 2 minutes of my time to post this because this will never get to the dev team....
Title: Suggestions For Ns
Post by: -Lancer- on May 20, 2004, 03:31:04 PM
I once heard a rumor that they would combine spores and umbra in a single attack. SPUMBRA. If this were done it would make a great 3rd skill.

-Bite
-Spikes
-Spumbra
-Primal Scream

I think this would be best.
Title: Suggestions For Ns
Post by: X-S-Z on May 20, 2004, 03:50:42 PM
Spumbra was thrown out, I believe (way too powerful)
Title: Suggestions For Ns
Post by: BobTheJanitor on May 20, 2004, 03:54:36 PM
Not too powerful for second hive! (since at second hive you already have spore and umbra) I don't see the problem. But the ways of the developers are always mysterious...
Title: Suggestions For Ns
Post by: Diablus on May 20, 2004, 04:13:04 PM
why not just call it "Return of umbra.......with a vengance..." thatll fit in the weapon slot name.. right?


but spumbra sounds too powerful, i mean your taking somthnig that Damages marines, WHILE blocking bullets o_O

and since it takes some time to combine umbra and spores currently to create your homemade type with the weapon switching delay. a spam of that into MS along with skulks attacking is just tooo lame
Title: Suggestions For Ns
Post by: Avs on May 20, 2004, 04:44:05 PM
Yeah sounds way too powerful. And as for resources showing up on the alien tabs... I guess its just me that doesnt have it enabled.
Title: Suggestions For Ns
Post by: Mr.Ben on May 21, 2004, 12:17:46 AM
A few things. Firstly, try stopping a shotgun rush with spikes then try stopping it with spores. Spores damage more targets at once and allow the lerk to still deal damage after he's left. It's so much better than spikes it's unbelievable. Okay yeah they suck againist HA but in those situations a lerk's roll becomes one of umbra support. If you don't have two hives and they have HA it's GG anyway.

I don't know how you'd go about not making the fade a 3 minute death factory, maybe by dropping shotguns, oh no wait, you want to nerf them too. WHY DON'T WE JUST REMOVE EVERYTHING FUN FROM NS RIGHT NOW AND GET IT DONE WITH. Here's an idea though if you want to stop fades, make the most of the 4 minutes they don't have them, take out every node they put up inside the first few minutes, there won't be any fades.

A limit on elecing, if the aliens are stupid enough to let the comm have 6+ rts and enough res to electrify everything they deserve to lose.

Onos charge is already incredibly powerful, not as a killing machine but as a ^^ i have no armour and need to get the :D out of here tool, that's why it's there.
Title: Suggestions For Ns
Post by: Uranium - 235 on May 21, 2004, 02:44:29 AM
Refund alien resources for 'devolving'. Why is a fade / onos / lerk punished for devolving to a gorge? If they successfully devolve, give them back their resources.
Title: Suggestions For Ns
Post by: Diablus on May 21, 2004, 01:13:26 PM
Mr ben, charge only has 1 use now and thats to charge +devour then run out before you get owned BY SHOTGUNNERS/hmgers

fades arent deathmachines now that the hitboxes are fixed. you dont need shotguns to take 1 down, especially one who doesnt use blink much.
Title: Suggestions For Ns
Post by: lolfighter on May 22, 2004, 07:24:08 AM
I remember how all the heavies went "omgwtf?" all over the place when Diablus (and later I) started chargedevouring...
Title: Suggestions For Ns
Post by: Temm on May 22, 2004, 07:08:55 PM
I think a pretty good idea is that once you get to ummm 2nd or 3rd hive you get some kinda upgraded skulk with some of it's attributes increases such as dmg, health, carapace and speed too...
Title: Suggestions For Ns
Post by: Diablus on May 22, 2004, 08:27:25 PM
Can't do that, Flayra wants marines have a "comeback" at hive 3, so Heavy Train assaults could actually work <_< . Which i actually have seen when we had no Onos at hive 3
Title: Suggestions For Ns
Post by: X-S-Z on May 22, 2004, 10:17:34 PM
Quote
Can't do that, Flayra wants marines have a "comeback" at hive 3, so Heavy Train assaults could actually work <_< . Which i actually have seen when we had no Onos at hive 3
Could that be why we don't have uber-powerful hive 3 abilities?
Title: Suggestions For Ns
Post by: XeroDream on May 23, 2004, 08:23:48 AM
Ive seen Good skulks Take out 2 heavys with Circle strafe+ff, and fades can r0x0rs if they are used right. and i dont think shotties are too strong they are right about where they should be maybe make em 15 and Hmgs 20 with GLs cuz hmgs are way strong
Title: Suggestions For Ns
Post by: Clashen on May 23, 2004, 08:31:58 AM
Quote
Refund alien resources for 'devolving'. Why is a fade / onos / lerk punished for devolving to a gorge? If they successfully devolve, give them back their resources.
Then they could just save up 30res, Go Lerk. Be Lerk for 20resdevolve to skulk and get 50res, Go Fade, Be Fade for 25res and then devolvde, get 75res and then go Onos and pwn.

Confusing but you get the point.
Title: Suggestions For Ns
Post by: Doobie Dan on May 23, 2004, 09:10:07 AM
Clashen has a point, and its a fundamental flaw in the alien resource system.  What he said illustrates that features that attempt to fix the resource system usually make it worse.

Perhaps higher lifeforms should gain half as much res as skulks/gorges then?
Title: Suggestions For Ns
Post by: @gentOrange on May 25, 2004, 03:59:46 PM
I have a few ideas...probably to radical to implement but here goes nothin

     Marines      Aliens
Title: Suggestions For Ns
Post by: Majin on May 26, 2004, 01:44:56 PM
Knock back is the bitch of all problems for a skulk.
Its so unfair.
Not to mention that trying to get a 3rd bite in before he kills you is so damn HARD!