infestation, less overt bennefit?

p00p00 Join Date: 2006-11-02 Member: 58237Members
i like the sound of chambers and so on being linked to the dynamic infestation as some kind of artery/bloodline etc but i was thinking of another possible bennefit, which may be added unintentionally anyway.

if dynamic infestation isn't simply a gloss over the existing map, complete with god awful clipping issues, will it prevent fades getting stuck on angular scenery while blinking?
i think this would be a good thing, i.e. making it easier for fades to defend areas with high levels of infestation (i assume that would be areas like active hives).
it's not exactly overt defense a la OC's or turrets but it's the kind of subtle touch that could certainly help against a marine onslaught etc.

anyway i thought i'd just raise the issue incase it was looked over. i think it would be a positive aspect.

discuss!

is there a reason why this thread can't be seen when i click on the "ideas and suggestions" sub menu?

why can't i view this thread in the "ideas and suggestions" sub menu?

Comments

  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    It's probably way too early to extrapolate one of the finer facets of alien mobility from NS over to NS2. However there are other, clear-cut benefits of being on infestation. One of which is making skulks much harder to see.

    Presumably marines won't be able to build on infestation. They'd have to clear it with welders first, perhaps.

    --Scythe--
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Since when did Fades getting stuck in scenery become a feature?
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1602738:date=Jan 30 2007, 11:58 AM:name=Merkaba)--><div class='quotetop'>QUOTE(Merkaba @ Jan 30 2007, 11:58 AM) [snapback]1602738[/snapback]</div><div class='quotemain'><!--quotec-->
    Since when did Fades getting stuck in scenery become a feature?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I read what he said as fades getting momentarily delayed by bumping into protruding bits of map detail, slowing down their escape.

    --Scythe--
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    i think any clipping issues will created or resolved by the map designers. DI is something that builds around the contours of the map, not extending it.
    the only way this will effect gameplay is if the dev's set limits on how units make contact with the DI. here's what i think..

    marines - apon contact the DI turns to a slushy glue-like substance, slowing their walking speed, even JP'ers. the bacteria reactiing defensively to the invasive nanites etc. if a JP'er fly's along a ceilng and makes contact with the Di, he is stuck, or "glued" to the ceiling for a few secs... sucks to be you, Mr JP.
    maybe if we had a flamethrower to clear the sludge? TAKE A HINT DEVS!! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    skulks, fades, onos - movement speed is unhibited.
    gorge - able to climb up the DI, but cant walk along ceilings. sure he is a bloated sack of protoplasm, but our fat little gorgy is still packing some weight, whiich restricts him from hanging from the roof.
    lerk - able to sink his talons into any surface of the DI and suspend himself there, even hanging from the roof like a bat.

    there may also get extra benefits depending on chambers assimilated into the DI nearby.
    i think the best way to go would be go give a small bonus increase 5-10% for every upgrade for the specific chanber, if you are standing on the DI, and all the chambers have been built (ie 3 DC, 3 SC, 3 MC).

    that way, if you are on DI, and have a SC nearby eg. you willl get a slight increase in cloaking, focus, and scent of fear, regardless of wether the chambers are on the other side of the map, you are connected to their powers thru the DI.
    if you are on the DI, and are near a chamber (ie SC), then you would get the bonus 5-10% in upgrades, PLUS whatever benefits having a chamber nearby.

    remember, DI will take a while to spread from a chamber/res/hive.......

    and of course, aliens cant have all o these advantages without some kickass weapon/armor/vehicle to counteract it...



    comments?
  • kiddokiddo Join Date: 2007-01-07 Member: 59503Members
    edited February 2007
    <!--quoteo(post=1602734:date=Jan 30 2007, 01:52 AM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Jan 30 2007, 01:52 AM) [snapback]1602734[/snapback]</div><div class='quotemain'><!--quotec-->

    Presumably marines won't be able to build on infestation. They'd have to clear it with welders first, perhaps.

    --Scythe--
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I don't know about that. but the question would be, what causes infestation? Will it happen in hive locations that could effect a good range around the hive. Once second hive goes up, a new infestation range around the hive will start. Will the hives trigger the infestation? or should gorgs buildings? or should aliens have weld-like areas for the infestation to start? (almost like welding through something for marines, only alien side infestation will spread around certain area) Personally, I rather see the hives being able to trigger the infestation and only way to bring the infestation down is by taking the hive down, it will then start to crawl back and fade away without the hive support.

    I'm sure many have seen the movie Alien, you know when you enter an alien infesed area, looking at the floor and ceiling, its all around you. (the realism effect I guess, anybody scared yet? haha ) I guess if you want to be able to destory the infestation, make it at least depend on the hive...this way after killing the infestation it can slowly be regnerate itself back, so marines must work quickly before it starts crawling under them. What do you think?
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