I suggest that you "compromise" on this though, because this is a very BIG nerf to the Hunter if you ask me.
I'd say it's more like a rebalance to bring the Hunter into what he is supposed to be, a Hunter tracking his prey, not a homing missile bearing down on preset coordinates. This could be made to have various levels of proximity giving different messages, so you could figure out if you're getting closer or not while running around. I'd also say it should work regardless of if the Prey is moving or not, giving the Prey more motivation to explore around instead of just hiding constantly, although Attune still shouldn't pick anything up while the Prey is inside a bunker.
No change should be considered by itself either, and taking some of the other changes being mentioned into account, the Hunter certainly isn't going to be underpowered by any means.
I would not be saddened in the least if there was not a single instance of pinging to indicate where the Prey was, outside of maybe the rusty door opening/closing pinging the location of the door itself (since that can be, and is supposed to be, avoided, and the ping itself can be used to trick the Hunter into moving the way the Prey wants him to move).
I'd rather see the solidifiers replaced with something else and explosives replaced with sticky traps, or maybe the explosives used on the Hunter simply stunning him or something. The Hunter shouldn't ever have to worry about randomly dying, he should be focused on attempting to locate
I think creep/sunkens should only give vision while the Hunter is standing beside them, like how the bunker gives the Prey vision while he's inside. He can still upgrade a creep to sunken while accessing it since he'll be controlling it, and it'll still attack the rest of the time since some allied computer will have control of it.
I'd also like to see some sort of inventory system which differentiates between ingredients and mixtures, where you have a certain ingredient limit (4) and a certain mixture limit (3). The system would ideally allow you to select which of the 3 mixtures you'd like to use, as well as which ingredients you want to mix or drop at any time you wish to do so. (Edit: To clarify, the mixtures and ingredients would still have some impact on one another, such as having a full inventory of mixtures means you can't hold any ingredients. I think an ideal system would likely be one in which you have 3 inventory slots, and each slot can hold either ingredients or a single mixture, and your total inventory can hold 4 ingredients, including activators, something like that).
Can't wait for the next version to be released, I'll be looking forward to it
Post has been edited 2 time(s), last time on Jan 1 2012, 9:43 pm by Azrael.Wrath.