Squad
Space Crew
[MT] Novello 21 Aug, 2019 @ 7:06am
Keeping the Scare Factor: Ideas + Feedback
Hey hey,

Just a note before I ramble; I have to say the new fixes/tweaks/updates are all pretty darn great. The distress beacon is a good new objective. The lighting tweaks to make it harder for the raptor to see everything is great and is definitely a good alternative to making tons of new hiding spots - i'm finding that i'm able to get away with a little more than before. Even on 3.0 Gamma, its still pretty dark + atmosphere.


Just had a couple of thoughts on how to keep it scary, even for regulars.

1) Movement Adjustments-------------------

**FEEDBACK**
The vents are bloody fantastic. I've been complimented a few times on how I play alien as I tend to juke people quite regularly. For example, I'll take the vent from admin to engineer, let out a roar to let them know I'm in engineering, and then quickly spring into the vent from engineering to bridge, basically completely Sh*#!ting up anyone who is around that area.

Players generally not knowing where you are tend to freak out a little bit.

If you're also covering a large amount of the map in a very short space of time, the objectives also tend to get completed at a slower rate because the crew are hiding.

**IDEA**

I feel like the alien movement could definitely be exploited more with four raptor speeds:
Crawl (four feet)- The slowest speed. Vision is slightly better. Raptor doesn't show on radar, not can it be heard.

Walk (2 feet) - Raptor doesn't show on radar, but can be heard.
Run (2 feet) - Blurred/darkened vision. Shows on radar + can definitely be heard.
Sprint (4 feet) - press shift whilst crawling, the raptor will move extremely fast, however vision is completely tunnel-visioned. It cannot be heard, but can be seen on radar. The radar will also ping/beep (like it does in the film alien).

2) Traps---------------------------------

**FEEDBACK**
The raptor still can't be everywhere at once, so traps would also encourage more caution from the space crew.

**IDEA-1**
A small pool of raptor gunk (similar to what's found in the corridor near mission control) can be laid anywhere on the ground 3 times during the whole match (get gunked). When a player steps in the gunk, the raptor will sense where that player is for the next 30 seconds. Movement speed is also decreased by 50%. An eerie sound effect will also play for the full 30 seconds. The gunk, if spotted, can be removed by using a wrench.

**Idea-2**
Jump Scare. Just a small bit of tweaking here to ensure that when stationary and crouching, the raptor is curled up into a ball, making hiding in small side rooms much more viable. At the moment the tail, claws and what not tend to stick out, making jump scaring veterans a bit tricky.

**Idea-3**
Environmental alarm. When someone other than a science offer attempts to flick the switches on the distress beacon terminals, an alarm should ring through the station "UNAUTHORIZED ACCESS" which obviously gives the raptor a big heads up where you are. To prevent spamming, this should only be triggered once, although the terminals will still not be able to be accessed by anyone other than a science officer.

3) SFX + Adrenaline Additions--------------
- I'd maybe encourage louder footsteps for the raptor when on two feet.
- Adding a heavy breathing / heartbeat SFX and a blurred vision (representing adrenaline rush) for whenever the raptor is nearby would be pretty great. At the moment, when you're inches away from the raptor, for veterans, it's no big deal.


Thanks again for the hard work Bruno, looking forward to the new map!
Cheers
Novello