Poll

How do you like "Player Traits"?

Great compliment to side-arms
15 (53.6%)
Doesn't quite go along with side-arms
3 (10.7%)
Needs alot of work
4 (14.3%)
It's better than Tremx...
3 (10.7%)
Techhead, please stop doing your Mod-of-the-Month.
3 (10.7%)

Total Members Voted: 25

Author Topic: [Concept] Alien "Player Traits"  (Read 14818 times)

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
[Concept] Alien "Player Traits"
« on: March 09, 2008, 08:15:49 pm »
Available for purchase from Overmind, these traits would allow for slight bonuses. All traits cost 1 evolve point, and last until the player dies. The player will also have a slight glow and/or tint. A second trait may be purchased for 2 more evolve points, and a third for 3 more evolve points. Multiple traits will result in a color blend. These are presently a alien counterpart to sidearms.
  • Speed (Yellow) -- Move and 120% speed and jump to 150% height (NOT gravity)
  • Regeneration (Blue) -- Decrease hp regeneration time from 1 second to .8 seconds
  • Attack (Red) -- Decrease attack cooldown to 80% of normal (Not increased damage so as not to affect balance too much. e.g. 1-shot dretch kill w/o helmet or 2-shot goon kill with helmet)
  • Stealth (Black) -- Your 'skin' is a darker tint, and you don't show up on radar unless 350 units away or less (default range 1000)
  • Armor (Magenta) -- You only take 90% of damage inflicted to you (Only affects 6-15 damage by 1, and not at all for small arms fire)
  • Repair (Green) -- Nearby structures now regenerate twice as fast (Like booster and Tyrant for players)
  • Unclaimed (Cyan) -- Suggest something below
  • Unclaimed (White) -- Suggest something below

More traits were added, even though it screwed up the reconizable color scheme. Might only want one-per person, so you would know who is packing, and what. Some of the weaker traits were buffed and colors were adjusted.
« Last Edit: March 10, 2008, 10:37:49 pm by techhead »
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: [Concept] Alien "Player Traits"
« Reply #1 on: March 09, 2008, 08:24:21 pm »
Well it's a good idea, but I think it needs reworking. Obviously your trying to not give the aliens huge advantages, but there is no way I'm spending 1 evo for 1.1x speed increase.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

HamStar

  • Posts: 458
  • Turrets: +128/-27
Re: [Concept] Alien "Player Traits"
« Reply #2 on: March 09, 2008, 09:50:38 pm »
I'd like to see radar immunity as a trait. Would make for some great "WTF? OMFG KIK DAT HAXOR!" moments.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] Alien "Player Traits"
« Reply #3 on: March 09, 2008, 11:54:14 pm »
That 1.1x speed increase could definitely make a difference when chasing down a fleeing target, or when running away yourself.
Of the rejected ideas I came up with, radar immunity was not one I had in mind.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: techhead, and his general coolness
« Reply #4 on: March 10, 2008, 12:26:03 am »
Once again I applaud your ideas, sir. I'd like to see maybe one or two more possibilities (since the sidearm idea had about eight different choices). I'll have to think of some. Hrm...

==Troy==

  • Posts: 440
  • Turrets: +65/-67
Re: [Concept] Alien "Player Traits"
« Reply #5 on: March 10, 2008, 09:17:18 am »
techhead, thats pretty much what I was thinking about in the "research" thread, where it is not only basic tech you are dealing with, but general improvements.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Re: [Concept] Alien "Player Traits"
« Reply #6 on: March 10, 2008, 01:44:01 pm »
Glowing one: Extreme radiation exposure has left you glowing in a dark! Darkness is no obstacle to you or your enemies. You gain resistance to radiation but you radiate those around you.

Bonsai - Through careful nurturing you have a small fruit tree going growing out of your head.

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: [Concept] Alien "Player Traits"
« Reply #7 on: March 10, 2008, 04:35:17 pm »
In general a very good idea, karma++!

Glowing one: Extreme radiation exposure has left you glowing in a dark! Darkness is no obstacle to you or your enemies. You gain resistance to radiation but you radiate those around you.

Bonsai - Through careful nurturing you have a small fruit tree going growing out of your head.

Radiation is something I have wanted for a long time, the other one: see below.

Buzzer - You make an alarm clock sound

Adv. Buzzer - You spit alarm clocks out of your mouth


Now for seriousness:
Bee keeper - The bugs in the hive liked you so much they moved in to your exoskeleton and attack anyone who attacks you.

Unsettled stomach - you can vomit acid out of your mouth. Imagine a rant with this!
 :tyrant: BLEH!!  :human: :o
in chat:  Lava Croft failed [TSME]Revan's swimming lesson
 ;D ;D ;D ;D ;D


[N7]Revan
One Marauder to rule them all!

HamStar

  • Posts: 458
  • Turrets: +128/-27
Re: [Concept] Alien "Player Traits"
« Reply #8 on: March 10, 2008, 08:56:38 pm »
Of the rejected ideas I came up with, radar immunity was not one I had in mind.

Oh come on techhead, you know you want it :D

Shadowgandor

  • Posts: 826
  • Turrets: +61/-66
Re: [Concept] Alien "Player Traits"
« Reply #9 on: March 10, 2008, 09:11:23 pm »
Glowing one: Extreme radiation exposure has left you glowing in a dark! Darkness is no obstacle to you or your enemies. You gain resistance to radiation but you radiate those around you.


Lol, Fallout Tactics trait ftw.
Seriously though, there is a relic on the relic mod that gives you radiation. It's fun but kinda mean when you see one dretch hiding under the platform near human base. All buildings get killed and the aliens win \0/

SouL_BR

  • Posts: 9
  • Turrets: +0/-1
Re: [Concept] Alien "Player Traits"
« Reply #10 on: March 11, 2008, 04:24:12 am »
Maybe separate the speed and jump:

give a speed trait and a jump trait

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] Alien "Player Traits"
« Reply #11 on: March 11, 2008, 10:58:24 pm »
I kinda meant it as an agility.
Also, I updated the list yesterday but didn't have time to post the fact that I did update it...
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

SouL_BR

  • Posts: 9
  • Turrets: +0/-1
Re: [Concept] Alien "Player Traits"
« Reply #12 on: March 11, 2008, 11:28:52 pm »
Invisible trait(Transparent) - become partially invisible, good to hide at dark spots. Combine it with the stealth trait and become the human's worst nightmare!

DarkEnix

  • Posts: 67
  • Turrets: +10/-22
Re: [Concept] Alien "Player Traits"
« Reply #13 on: March 12, 2008, 07:54:31 am »
Death( Grey ) - Twice all status ( Attack , Speed , Jump , Attack Rate , Defense , Regen rate ) but at the cost of...
                                   - Getting Poison and unable to heal ALL THE TIME
                                   - Next spawn lowers their health by 50% ( even without Death Traits )
                                   - Unable to Radar
                                   - Screen may sometimes get blured

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: [Concept] Alien "Rewards"
« Reply #14 on: March 12, 2008, 04:56:26 pm »
Boy does this thread sound familiar... :D

I will take on those unclaimed traits when I have more time.

+1 techhead

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] Alien "Player Traits"
« Reply #15 on: March 13, 2008, 12:15:48 am »
Invisible trait(Transparent) - become partially invisible, good to hide at dark spots. Combine it with the stealth trait and become the human's worst nightmare!
Death( Grey ) - Twice all status ( Attack , Speed , Jump , Attack Rate , Defense , Regen rate ) but at the cost of...
                                   - Getting Poison and unable to heal ALL THE TIME
                                   - Next spawn lowers their health by 50% ( even without Death Traits )
                                   - Unable to Radar
                                   - Screen may sometimes get blured
Unbalanced stuff like that was exactly the kind of concepts I was trying to avoid.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

SouL_BR

  • Posts: 9
  • Turrets: +0/-1
Re: [Concept] Alien "Player Traits"
« Reply #16 on: March 13, 2008, 03:01:00 pm »
So there's a unbalance when combining traits (even if you pay more evos for that). Because sidearms can't, they only replace each other.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: [Concept] Alien "Player Traits"
« Reply #17 on: March 14, 2008, 06:06:52 am »
I think it is a good idea, you just need not to go overboard.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: [Concept] Alien "Player Traits"
« Reply #18 on: March 15, 2008, 06:39:15 am »
  • Hyper (Cyan) - 150% Speed (5 sec. bursts followed by 3 sec. recycle), 180% Jump (once every ten seconds), 85% Stamina
  • Impervious (White) - Reduced susceptibility (80% of normal) to splash damage from indirect hits (nade/luci/flamer), radar stealth beyond 500 units, movement noise reduced (80% of normal)

@techhead: What do you think?

P.S. One-per-player seems easiest, since Humans can only carry one sidearm.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] Alien "Player Traits"
« Reply #19 on: March 16, 2008, 03:14:17 am »
  • Hyper (Cyan) - 150% Speed (5 sec. bursts followed by 3 sec. recycle), 180% Jump (once every ten seconds), 85% Stamina
  • Impervious (White) - Reduced susceptibility (80% of normal) to splash damage from indirect hits (nade/luci/flamer), radar stealth beyond 500 units, movement noise reduced (80% of normal)

@techhead: What do you think?

P.S. One-per-player seems easiest, since Humans can only carry one sidearm.
On Hyper, that would be much more of an ability than a trait, unlike the others.
On Impervious, it is quite complex, and somewhat counter-intuitive.

However, I got an idea for a new one:
Silence (White) -- Do not make noise from running and jumping.
Useful if you don't want them knowing what class you are, or if you just want to sneak up on people without helmets.

Making them available at different stages might be a good idea.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

4RT1LL3RY

  • Posts: 28
  • Turrets: +1/-2
Re: [Concept] Alien "Player Traits"
« Reply #20 on: March 16, 2008, 09:00:10 pm »
I'm surprised no one suggested a one like, venom.  Where you aways have poison, albiet a weaker version.  Or it could be like infection, spreads to anyone you attack, and if they touch any member on their team they get infected.  Think of the one from TremX but lasting less long, say it last for 5 seconds with 2 damage a second if unarmed, 1 damage a second if light armor/helmet.  And possibly none for battlesuit.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: [Concept] Alien "Player Traits"
« Reply #21 on: March 16, 2008, 09:29:02 pm »
I'm surprised no one suggested a one like, venom.  Where you aways have poison, albiet a weaker version.  Or it could be like infection, spreads to anyone you attack, and if they touch any member on their team they get infected.  Think of the one from TremX but lasting less long, say it last for 5 seconds with 2 damage a second if unarmed, 1 damage a second if light armor/helmet.  And possibly none for battlesuit.

So on an unarmed person it does 10 damage max? Should be a bit more IMO. But you're right, not too Strong.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

4RT1LL3RY

  • Posts: 28
  • Turrets: +1/-2
Re: [Concept] Alien "Player Traits"
« Reply #22 on: March 16, 2008, 10:20:47 pm »
Its more or less so that they have 2 seconds to react after a headbite to not die if its a dretch.  Maybe depending on the amount of damage you do in ther hit the poison is based off that amount. Maybe makeit last longer, but I want something that spreads and kills many camping naked rifleman who are all standign ontop of the medi and spreading it to the respawning teammates.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] Alien "Player Traits"
« Reply #23 on: March 16, 2008, 11:08:50 pm »
I did not think of having an always-on poison...
Duh.
If it is added, a 1.5 seconds before first poison hits would probably be a good idea. It does need time to spread through the system.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: Great [Concept]!!!
« Reply #24 on: March 17, 2008, 12:58:21 am »
I like those last two:

Poison (Cyan) and Silent (White)

For Silent, radar immunity beyond 500 units would make it even more effective (too much so?). Maybe, instead of silent, muted and cloaked (not totally silent, not totally invisible) 25% of normal noise volume and 75% transparent (translucent/semi-opaque as opposed to invisible/transparent altogether). With some slight long-distance radar immunity (around 600 units?). Call the trait Cloaked or Ghost.

Sorry, let me format that idea and submit it properly:

  • Ghost ("Cloaked" Avatar) - 25% normal taunt & jump noise volume, translucent playermodel, radar immunity at 666 units.

I also like the delay in Poison before the first damage with Poison. I'm not so sure about the Infection thing. If you have always-on poison, you should be able to infect quite a few of them just by yourself. One griefer on the "infected" Human team, and an hour-long game becomes an unplayable mess, not worth the limited time I have to put into it. Always-On Poison YES; Infect other team NO (or severely nerfed).

Again, I have to repeat: I hope this gets made. This would be a fun Trem mod. Traits vs. Sidearms. Thought of a name yet? I'm torn between Tremulous: the Timorous and Tremulous: the Quavering. :)

So - 1 evo each for traits, and 175 creds a piece for sidearms, then? (Max one per player?)

@techhead: where'd ya go?

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] Alien "Player Traits"
« Reply #25 on: March 19, 2008, 12:18:49 pm »
I made them different because the alien and human teams ARE different.
Traits all cost the same, but can be stacked at the cost of a ramp-up in price. (36 evos for all 8) They do not give you a new ability, but instead improve your basic ones.
Side-arms all cost different, and you can only have one at a time. Different guns do different things, and most give new abilities to the player, at the cost of a defensive weapon.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: Great [Concept]!!!
« Reply #26 on: March 19, 2008, 05:54:14 pm »
25% normal taunt & jump noise volume

If someone is stupid enough to taunt while cloaked they deserve to be heard at full volume.

Actually it could cause panic in the human team, an full volume tyrant that cant be seen!

[N7]Revan
One Marauder to rule them all!

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: [Concept] Alien "Player Traits"
« Reply #27 on: March 19, 2008, 07:35:18 pm »
Quote from: player1
translucent playermodel

@techhead: Copy that. (continued applause)

What did you think of the "Ghost" trait?