OMG I can't believe you guys thought I was serious with the last effect. That was a
joke.
If you knew what can be done with strafejumping you'd know that unlimited stamina for 10 sec would be too good even if it costed 500 creds. Maybe even if it costed 1000, in case the user was really good at it.
If all nearby players stopped fighting even for 10 sec, you could just get that to 1-2 players, rush the enemy base with nades and lucis, get in safely and fire as soon as the effect stops.
Fair enough - how about 2-4 seconds unlimited stamina? Just cus I post a number, I don't zealously believe that that's how it should be, I'm setting up an idea for bouncing around and feedback. The Armistice effect was a joke, ignore it.
What do aliens have in 1.2 that they don't have in 1.1?
Aliens: Tyrant Crush, Basi Gas Upgrade, Basi healing capabilities, functional barricades, dretch improvements (xcept 4 value), marauder zap improvements, marauder walljump improvements, exploding barbs for adv goon, knockback for goon pounce, hives and tubes fire through other structures, granger can slash @s1, ... ....
Humans: Dodge. Changed DC and repeaters.
Check and Mate.
These ideas won't do anything good to the balance. They might work as a mod but I doubt they would in "normal" game.
This is unconstructive. How would these (or variations thereof) not do anything good for balance? If you feel that you have reasons for that, say it. Anyone can say, "No, this idea will be bad." That's a waste of whitespace. HOW will it be bad?
I have a few reasons why something like this should be implemented, that's better than a million unspoken cons.
>> Should be simple to implement (no models, animations, art, just number - code - changes).
>> Humans still lose slightly more games than aliens do. A light addition to human capabilities may finally even the ratio completely.
>> The Stamina booster would help on larger maps, to give humans a fighting chance to make it to alien base.
>> Damage reduction booster - well - this would reward timing skill with survivability. Like, you are rewarded with a few secs of improved health to reward you for conserving your boostershot and timing it for maximum effect.
The purpose it would serve would be to help bottomed out ($$wise) soldiers be more competitive against s3 aliens when the match isn't going well, or when they just joined and would end up being feeders anyway.