Quick suggestions

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Comet_
Mantis
Posts: 92
Joined: Sat Sep 27, 2014 1:52 pm UTC

Quick suggestions

Post by Comet_ »

So it has become apparent to me that everyone hates it when humans camp. I've come up with a couple quick ways to solve this as well as add interesting elements to the game.

Suggestion 1: A purely area of effect suicide alien

This alien, similar to the baneling in Starcraft, is controlled by the alien hivemind and has no remorse for human life along with its own. Upon activation, this unit will self-destruct dealing massive damage to surrounding humans and structures but the alien player will get no evolution points from this. This alien will be unlocked at the same time Dragoon is unlocked and will end the human camp fest, permanently. A low amount of hitpoints combined with low movement speed -similar to that of the Granger- makes this alien only capable of one thing; suicide missions.

Suggestion 2: Power/Creep win

Both teams will have the ability to build structures that increase creep/power range. These structures could simply be eggs and repeaters, but they could also be unique buildings that are free to build (what I would suggest). Once a team has covered a certain percentage of the map in creep or power they have met a victory condition and a warning is displayed on the losing team's screen with the message, "Humans/Aliens control too much of the map! Push out or we will have to fight another day/retreat back to the hivemind." They are then prompted with a 2 minute timer that counts down to the end of the game. If the players can destroy the creep structures in time there will be a complete reset but the second time around they will only be given a 1 minute timer. The timer could continue decreasing, but it could also stay at 1 minute; both seem viable.

EDIT: Accidentally made this in General. Can a forum admin move it to the proper sub forum? Thanks :thumbup:

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Comet_
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Joined: Sat Sep 27, 2014 1:52 pm UTC

Re: Quick suggestions

Post by Comet_ »

GORE wrote:
Comet_ wrote:

Suggestion 1: A purely area of effect suicide alien

This alien, similar to the baneling in Starcraft, is controlled by the alien hivemind and has no remorse for human life along with its own. Upon activation, this unit will self-destruct dealing massive damage to surrounding humans and structures but the alien player will get no evolution points from this. This alien will be unlocked at the same time Dragoon is unlocked and will end the human camp fest, permanently. A low amount of hitpoints combined with low movement speed -similar to that of the Granger- makes this alien only capable of one thing; suicide missions.

This.
Size of the alien could be same size as dretch and have more health.
Disagree with no evolution points.
To make it fair the unit could cost 3 or more, so you have to be really sure it damage a lot when you decide to select it. You can not upgrade to any other unit if you play with this.

Im worried about it being the size of a dretch I don't want it to be able to hide TOO well. However big it is, it must be easily identifiable because of the threat it poses. I was thinking a short, stocky build with around 45-60 hit points. Maybe a fleshy color skin with a bright orange glowing stomach or something like that that would indicate function.

The reason I say no evo points is simply because I'm worried about the actual balance of an alien like that coming from the human perspective. Because if aliens are far ahead, it should be fairly easy for them to escort these aliens into the base and get a lot of value out of it. I don't want there to be an endless stream of these aliens. They should functionally only be used for a push. I feel like sacrificing evos for the huge damage burst seems more than reasonable. Keep in mind, however, that when originally thinking about this alien I imagined it as a low evo class; similar to the mantis or marauder in price.

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Viech
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Re: Quick suggestions

Post by Viech »

I want area of effect suicide badly, either as an active suicide ability or as a passive corpse-explosion ability. I prefer the latter as a perk available to all or most aliens when unlocked, with the explosion damage and range as well as the perk cost depending on the size/mass/cost of the alien in question.

For your other idea, I'm against implementing more win conditions right now. Not only does it exponentiate the balance hell that we already live in but it could also turn the problems within the standard win condition invisible. A perfect win-loss balance could mean that we have two broken win conditions in place, with two teams playing a different game against each other to win "their" condition. (On the other hand, if you intentionally design it asymmetrically, for example having one team expand and the other prevent that expansion, this could make for a fun mod.)

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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