Author Topic: Some interesting ideas for Humans  (Read 20055 times)

Nirvana

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Some interesting ideas for Humans
« on: December 11, 2006, 02:29:03 am »
I don't know about you guys but at the moment, I believe all of the game's content is A+ and needs no changing. However every time I play as humans I get a slight feeling that the game could include a few more features for this side. I apologise but I have not really thought any ideas for aliens, so if my ideas at this stage are just concepts, for their implementation would unbalance the game.

I would aprieciate constructive feedback if you please. None of these idea are perfect, and I need your help with this.

New Human Items:

Signal Beacon/Flare Cost: 50c Available: S1

Description:
A small signal thrown like a grenade, it places a marker similar to the Alien radar on the Human HUD except that it shows the name of the player who threw it and does not require a helmet to show up. It acts as a way point for various tasks (showing the location of the alien base for teamates, base move location, rally point ect) but dissapears after 2 minutes. During this time, it is not effected by any form of attack or movement and just simply sticks to the ground were it was thrown.

Reason why I thought of this:
I am tired of hearing players inform the team of a base move/location of aliens base without them showing the rest of the team were it actually is. New players usually run off in all directions and get slaughtered, whilst regulars are completely clueless and rant about how the player moved the base/refused to tell them where the aliens base is. A simple and cheap solution.

Hand Welder Cost: 0c (or something about 50c, no more) Avaliable: S1

Description:
A small hand held wielder that can be used for sealing doors (taking 8 seconds of no movement and wielding the Welder, closes the door and instantly removes the auto open), replacing the blaster as a sidearm. The door is sealed and does not automatically open, it requires a certain degree of force to break the seal. Dretches cannot damage the door, and other Aliens (as well as unlucky humans that get sealed out/in) can attack and destroy it (it will have about 400-700hp, no armor reduction). However Grangers can break the seal by using a solvent, also requiring 8 seconds of no movement or other actions. Once a door seal is broken, it cannot be rewelded. At a pinch it can also be used as a melee weapon, dealing 25 damage a second, constant damage.

Reason why I thought of this:
Human bases get rushed really early if people begin building and removing the turrets in place. In some levels such as Transit, Humans have no breathing space whatsoever. Sealing the doors and preventing dretch spams should cure this lethal problem with humans. There's probably more reasons, but I just thought it would be cool to also replace the blaster with something that can actually kill dretches and still be useful.

Las Cannon/Lance Cannon(or some other Sci Fi fluffy name) Cost: 600c Available: S3

Description:
A heavy weapon that shoots lances of energy that instantly hit the target, dealing a large amount damage (100 or 75 damage for each hit) for 3 successive blasts (semi automatic, you shoot as fast as you can click your mouse, slight kickback) before a reload of 6 secs is required. 4 clips are held (5 with battery pack, no extra on hand ammo, would make game unbalanced been able to kill a tyrant with 1 clip). Can use x for Zoom aka Mass Driver.

Reason why I thought of this:
I think the end game weapons for humans need more variety. Usually, humans end up using either the Lucifer Cannon or the Chaingun (yes, I know some people would use other weapons, but that doesn't matter) and neither of them is good at striking opponents at longer range. Dragoons can very easily excape from a lucifer cannon and a chaingun is near useless at over 40m range. Plus, it should stop noobs from shooting themselves in the feet with the lucifer cannon and give them an easier weapon to use.
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kozak6

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Some interesting ideas for Humans
« Reply #1 on: December 11, 2006, 02:47:22 am »
Beacon-not the worst idea I've seen.  It could work.  Do aliens get one?

Hand Welder- I don't see the point if a door can only be sealed once.

Las Cannon- No.  Just no.

Rawr

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Some interesting ideas for Humans
« Reply #2 on: December 11, 2006, 03:07:05 am »
I thought of a few things:

  • Human to alien radar Jammer.

Discription: Human Structure jams the aliens radar within a curtain range... sayyy 100ft? Cost: 10 Bps

  • Alien Teleporter

Discription: aliens can teleport through eggs. Can only be capable with a new structure. Cost of structure: 8 bps. Requires no sentinance. unlike Raj's teleporter in Balance Mod.

[/list]
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techhead

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Some interesting ideas for Humans
« Reply #3 on: December 11, 2006, 03:33:14 am »
I think that these aren't bad ideas, but the welder should be a separate weapon, and take some time to do.
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Nirvana

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Some interesting ideas for Humans
« Reply #4 on: December 11, 2006, 04:25:30 am »
Quote from: "kozak6"
Beacon-not the worst idea I've seen.  It could work.  Do aliens get one?



Probably, just some ideas I threw around for humans, they'll need something to balance. Aliens should get something else, like an effective counter or something, I've just not thought of it yet.

Quote from: "kozak6"
Hand Welder- I don't see the point if a door can only be sealed once.



If it can only be welded once, then that stops the people who would sit there and constantly seal the door. That would be a nightmare if the aliens were stuck in a room and the humans were just doing that to piss them off. Perhaps the quality of the door degrades each time, say by 200 hp or so but still take 8 or so secs to weld, that might work.

Quote from: "kozak6"
Las Cannon- No. Just no.


Come on guys, don't treat every new weapon like its heresy. There are niches that not every gun humans have can properly counter. I made this idea because Goon players have a ball on maps like Transit because nothing has the range to reach them when they flee AND do enough damage. Can you give me a reason why its bad, I am an experienced player even though my posts don't show it, I can see a solid reasoning.

Quote from: "techhead"
I think that these aren't bad ideas, but the welder should be a separate weapon, and take some time to do.


I thought of the Welder as a side arm because a solo builder may need to carry it. If its a actual weapon than who would really use it? Its mainly to help increase their chances of survival and if it 1 hits dretches and causes delays then its fulfilled its purpose. About the time, you may be right, 8 secs is pretty short, I'll give it some thought
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Nirvana

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Some interesting ideas for Humans
« Reply #5 on: December 11, 2006, 04:33:06 am »
Also for the signal, add the distance on the XY plane in feet/meters (doesn't matter, as long as its something people can measure) so people do not get lost when looking for it.
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kozak6

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Some interesting ideas for Humans
« Reply #6 on: December 11, 2006, 04:45:46 am »
It's simply too much firepower.

At 100 damage per hit, *Pop*Pop*Pop* and an Adv Goon is dead ALL THE WAY ACROSS THE MAP, especially because it has zoom.  *Pop*Pop*Pop* and a tyrant is left with 100 hp, at which point it will be killed with 20 rifle bullets or 2 shotgun blasts, god forbid another human has another Las Cannon.  If another human had one, then the human base would be mostly impregnable.

Even if you take the reloading into account, in terms of damage per second, damagewise it falls in somewhere between the shotgun and pulse rifle, except it's a long range hitscan weapon.

Nirvana

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Some interesting ideas for Humans
« Reply #7 on: December 11, 2006, 04:57:11 am »
Quote from: "kozak6"
It's simply too much firepower.

At 100 damage per hit, *Pop*Pop*Pop* and an Adv Goon is dead ALL THE WAY ACROSS THE MAP, especially because it has zoom.  *Pop*Pop*Pop* and a tyrant is left with 100 hp, at which point it will be killed with 20 rifle bullets or 2 shotgun blasts, god forbid another human has another Las Cannon.  If another human had one, then the human base would be mostly impregnable.

Even if you take the reloading into account, in terms of damage per second, it falls in somewhere between the shotgun and pulse rifle, except it's a long range hitscan weapon.


Yes it is quite a lot. What about forget the idea about the reloading but give a nice stop gap of 1.5 secs and make the damage about 80. That should make it more closer to the las gun (making it much better for chasing without the reload) and making it feasible to escape still. Now as it has a lot less instant damage, it is also less effective at a closer range and deadlier at medium to longer ranges. The kick back would mean that a player has to adjust their aim after every shot, so it shouldn't be a walk in the park hitting a frantic goon or mara.

Yes it wouldn't be good when Humans camp, but it would require more attentiveness than spamming the entrance of a base with luci pellets and chaingun but reward the player more with more damage, like all good weapons should.

Oh and make it 500 credits

Is this a little better?
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Taiyo.uk

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Some interesting ideas for Humans
« Reply #8 on: December 11, 2006, 06:12:54 am »
Waypoint marker:

Door welder: YES! Very reminiscent of "Vasquez" and the other marines in "Aliens", but the ability to temporarily seal doors could help balance the humans against the aliens. It's also an excuse for pointless eye-candy effects. Welding doors shut with a laser makes humans feel l333t, and melting them open with secreted solvents make aliens feel l333t.

Nirvana

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Some interesting ideas for Humans
« Reply #9 on: December 11, 2006, 07:03:04 am »
Quote from: "Taiyo.uk"
Waypoint marker:

Door welder: YES! Very reminiscent of "Vasquez" and the other marines in "Aliens", but the ability to temporarily seal doors could help balance the humans against the aliens.


Thats were I got the idea from, lol
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David

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Some interesting ideas for Humans
« Reply #10 on: December 11, 2006, 09:30:19 am »
Give the door welder a cool down, say 30 seconds after the seal is broken?
Also, let aliens gum doors up too.
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Nirvana

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Some interesting ideas for Humans
« Reply #11 on: December 11, 2006, 09:54:43 am »
Quote from: "David"
Give the door welder a cool down, say 30 seconds after the seal is broken?
Also, let aliens gum doors up too.


All good ideas, I agree with them absolutely... Humans can ungum the doors with their wielders in 8 secs too though
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David

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Some interesting ideas for Humans
« Reply #12 on: December 11, 2006, 09:57:22 am »
You would have to decide if is stage 1 but can be smashed by a tyrant easy, or s2 or 3 but very tough.
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jal

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Some interesting ideas for Humans
« Reply #13 on: December 11, 2006, 11:41:33 am »
I like the position marker idea. Not so sure about the others.

Survivor

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Some interesting ideas for Humans
« Reply #14 on: December 11, 2006, 12:01:43 pm »
I like the marker, and it doesn't need a counter from the alien side. But always give 1 to a builder on spawn (escaping a dieing base means not stopping or even having an armory). yet make it a small cost ($50?) to prevent spammage when getting it from the armory.

Door shutting. Could totally unbalance the game. Nice idea but it'll be even tougher to take out bases if an entire team gets enough time to get back to base for defense this way.

The las cannon is not something I'd have in the game in it's full form, and I'm having my doubts about the adapted one.
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janev

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« Reply #15 on: December 11, 2006, 05:27:57 pm »
welder: maybe, but don't forget that as well as locking aliens out it also locks humans in.

beacon: maybe, but why not some sort of radio command system like in bf2? tyrants spotted, attack here and that sort of thing. This can also be accomplished through binds.

You are not the first to ask for a heavier hitting massdriver and you probably won't be the last. What exactly is it you want this gun for? the slow reload will make it only useful for one thing in public play... CAMPING. In clan play or with more skilled players a gun with this kind of damage would totally destroy the aliens chance of winning.
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Risujin

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Some interesting ideas for Humans
« Reply #16 on: December 11, 2006, 07:50:55 pm »
Your ideas intrigue me and I would like to subscribe to your newsletter.

Question: Beacon is good but... for aliens, how do you "buy" a beacon?

techhead

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Some interesting ideas for Humans
« Reply #17 on: December 11, 2006, 08:58:08 pm »
How about these ideas?

Wielder gun:
The longer you sit there, the more hit-points the door has?
Put a hit-point cap on it, and make it so that any alien should be able to kill it faster than you can repair it.

Way-point marker:
Brilliant idea.

Las cannon:
Not the best idea, but the Mass Driver should perhaps be hitscan.
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David

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Some interesting ideas for Humans
« Reply #18 on: December 11, 2006, 09:06:43 pm »
Quote from: "techhead"
Not the best idea, but the Mass Driver should perhaps be hitscan.


I thought the mass driver was hitscan?
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techhead

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Some interesting ideas for Humans
« Reply #19 on: December 11, 2006, 09:08:34 pm »
An extremely fast particle, to the best of my knowledge.
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ms1max

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Some interesting ideas for Humans
« Reply #20 on: December 12, 2006, 12:04:50 am »
all the ideas are good besides for the lance gun, 100 dmg per shot with a semi auto mode and zoom....this is even stronger than the holy hand grenade.

Mispeled

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« Reply #21 on: December 12, 2006, 02:45:22 am »
Perhaps rather than a semi-auto gun, a continuous hitscan laser beam? This would require you to keep your target in the crosshair for a significant amount of time before it would be killed.

rasz_pl

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Some interesting ideas for Humans
« Reply #22 on: December 12, 2006, 02:48:03 am »
Quote from: "Mispeled"
Perhaps rather than a semi-auto gun, a continuous hitscan laser beam? This would require you to keep your target in the crosshair for a significant amount of time before it would be killed.


could we please have less aimbotwetdream weapons, and more skill based ones?

_Equilibrium_

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« Reply #23 on: December 12, 2006, 03:15:39 am »
Quote from: "ms1max"
all the ideas are good besides for the lance gun, 100 dmg per shot with a semi auto mode and zoom....this is even stronger than the holy hand grenade.
i object

Vector_Matt

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« Reply #24 on: December 12, 2006, 05:26:41 am »
Quote from: "rasz_pl"
Quote from: "Mispeled"
Perhaps rather than a semi-auto gun, a continuous hitscan laser beam? This would require you to keep your target in the crosshair for a significant amount of time before it would be killed.


could we please have less aimbot weapons, and more skill based ones?
An aim bot weapon would be one that kills anything in one hit and is hitscan. I think the laser idea could be good, except that the pulse rifle is probably better.

Nirvana

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« Reply #25 on: December 12, 2006, 07:18:14 am »
Ok, ok so the las cannon was not a good idea. Please refrain from biting my neck of next time...

What about the other ideas?
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jal

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« Reply #26 on: December 12, 2006, 11:16:10 am »
Mass Driver is hitscan. As for the lighting gun alike request, there is the lasergun, which isn't even limited in range. IMO, too many players underestimate the power or lasergun, maybe cause of its bubblegum sfx.

Voidling

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« Reply #27 on: December 12, 2006, 06:10:28 pm »
I like the welder idea. A lot. :)
Maybe you could make it not with door HP degradation, but with welding time increase. Say, first time you weld the door, it takes eight seconds. Second time, twelve. Third time, twenty, and so on.
As for the beacon, I think it is brilliant idea, and maybe dretchs could have it as secondary attack (S2 and higher).
I'm not against another S3 weapon, but it should be focused on finesse, not brute power. You have luci for that. Maybe some poisoning or regen halting Rad gun?

techhead

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Some interesting ideas for Humans
« Reply #28 on: December 12, 2006, 07:07:10 pm »
How about a gun with the following features:
Hitscan
20 rounds per second.
1 damage per ammo.
Zoom.
1000 ammo.
A whopping 20 damage per second, and a total of 1000 damage, or 1500 with batterypack.
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Stof

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« Reply #29 on: December 12, 2006, 07:17:24 pm »
Quote from: "techhead"
How about a gun with the following features:
Hitscan
20 rounds per second.
1 damage per ammo.
Zoom.
1000 ammo.
A whopping 20 damage per second, and a total of 1000 damage, or 1500 with batterypack.

You'd have to pay me to use junk like that :o
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