Low Pop idea.
- TopHatPenguin
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Low Pop idea.
Summary (a quick, 2-3 sentence summary): (Just going to state that any numbers or stats in this are not going to be "the real deal" they are just there to simulate what it could be like.) Basically for low pop rounds when it's say 3 vs 30 the aliens need some help, so I propose that when a round start's off like that aliens would gain a buff to health and armour throughout that round until either they have X amount of aliens or there is a lower number of marines left, so they went down to say 15 instead of 30 as an example.
When an aliens armour and health is buffed it could potentially come up with "your exoskeleton strengthens to handle the large amount of dangerous hosts" perhaps not so obvious but along the lines of that.
Simplified:
- Round starts as a 3 vs 30
- Aliens gain a temp buff to armour and health until either there is X percentage less marines then when they started or when there are X amount more aliens.
- When the round would be considered even, numbers wise the aliens would revert back to their standard health and armour.
- If aliens are low(aka being 3 vs 30 late round as an example) on numbers still at X amount of time through (perhaps 1:30 hours or 2 hours) then they would lose their buffs.Alternately it could be done when X amount of aliens are killed out of the total aliens altogether. (Would probably work better this way)
Benefits (How this will benefit the server and game as a whole): Generally I would like to see if this fixes some low pop rounds from being marine stomping grounds or makes it generally more fun as a marine.
Details (Description of how you think this would work, the benefits, etc): I think I've covered most of the details above but if there is anything that is unexplained feel free to ask.
Implementation (Optional, if you have an idea how to implement it): Coding and alot of it, most likely.Not even entirely sure it's possible.
On a side note thanks to the members of dsay who also contributed to this
When an aliens armour and health is buffed it could potentially come up with "your exoskeleton strengthens to handle the large amount of dangerous hosts" perhaps not so obvious but along the lines of that.
Simplified:
- Round starts as a 3 vs 30
- Aliens gain a temp buff to armour and health until either there is X percentage less marines then when they started or when there are X amount more aliens.
- When the round would be considered even, numbers wise the aliens would revert back to their standard health and armour.
- If aliens are low(aka being 3 vs 30 late round as an example) on numbers still at X amount of time through (perhaps 1:30 hours or 2 hours) then they would lose their buffs.Alternately it could be done when X amount of aliens are killed out of the total aliens altogether. (Would probably work better this way)
Benefits (How this will benefit the server and game as a whole): Generally I would like to see if this fixes some low pop rounds from being marine stomping grounds or makes it generally more fun as a marine.
Details (Description of how you think this would work, the benefits, etc): I think I've covered most of the details above but if there is anything that is unexplained feel free to ask.
Implementation (Optional, if you have an idea how to implement it): Coding and alot of it, most likely.Not even entirely sure it's possible.
On a side note thanks to the members of dsay who also contributed to this
Last edited by TopHatPenguin on 04 Feb 2016, 19:45, edited 1 time in total.
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- MauroVega
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Re: Low Pop idea.
This would be nice and bad at the same time
Just 4 T3 with more armor and health,god the crushers
But for those low pop rounds +1
Just 4 T3 with more armor and health,god the crushers
But for those low pop rounds +1
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― Sun Tzu, The Art of War
What happens when marine RP collides with standard RP
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Re: Low Pop idea.
I mean in regards of certain xeno castes it could be adjusted that the more 'tanky' classes would gain less of an buff then say T1 classes.MauroVega wrote:This would be nice and bad at the same time
Just 4 T3 with more armor and health,god the crushers
But for those low pop rounds +1
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- Nick123q23
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Re: Low Pop idea.
Whenever the aliens start to equal the marines in number and die, they shouldn't be able to regain their low pop bonuses
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Re: Low Pop idea.
Woops generally forgot to add that in give me a moment.Nick123q23 wrote:Whenever the aliens start to equal the marines in number and die, they shouldn't be able to regain their low pop bonuses
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- qsleepy
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Re: Low Pop idea.
This would be pretty extensive to implement.
- Arachnidnexus
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Re: Low Pop idea.
I'd be more supportive of this if xenos didn't have access to Carriers during low pop. A 3v30 imbalance is sort of a weird issue that I don't think can be happily balanced by just scaling number buffs. Also a 33+ pop isn't really low pop imo.
- Edgelord
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Re: Low Pop idea.
I consider myself a marine player when it comes to preference, but I think that the Aliens need more love.
+1
+1
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Re: Low Pop idea.
I mean this suggestion is fairly outdated now, however might as well see what you chaps think of it now.
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- Joe4444
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Re: Low Pop idea.
seems good just one problem...RIP any low pop survivor, May you hide in peace o7 +1
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Re: Low Pop idea.
This can be locked and moved as it's no longer relevant.
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- Sarah_U.
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Re: Low Pop idea.
1 - Turn on hugger Ai
2 - Let chaos ensue
3 - ???
4 - Profit
But seriously, what about making an announcement or line of text to inform of state-change? It'd be great to know your stats (as a xeno) have changed before you realise during combat after a few hours of tedious plays.
ESPECIALLY since low-pop gets so much more desperate with less assistance.
2 - Let chaos ensue
3 - ???
4 - Profit
But seriously, what about making an announcement or line of text to inform of state-change? It'd be great to know your stats (as a xeno) have changed before you realise during combat after a few hours of tedious plays.
ESPECIALLY since low-pop gets so much more desperate with less assistance.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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- TopHatPenguin
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Re: Low Pop idea.
Probably not needed any more unless someone disagrees I think this post should probably be locked.
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- Snypehunter007
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Re: Low Pop idea.
No longer really needed due to the recent increase in players.
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