DI / Nanogrid War

Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
edited September 2007 in Ideas and Suggestions
<div class="IPBDescription">Long. But well worth the read.</div>Ok, a little while back, I posted a thread about DI and the Nanogrid and how gaining territory could work in NS2. However, I think this idea needs its own thread as it seemed a little off topic there and a little deprived of attention. I just thought that I'd relocate it here, where more people would be interested.

I think that all alien structures should only be able to be built so far away from the DI. Once built, DI will slowly spread around the chambers, but mostly, the DI will grow to fill in the gap between where the DI border previously was and the new border created by the structures. Building more structures in an area could provide a bonus to the structures on the DI in that area. For instance, as I have suggested before, growing a few OCs on the DI could make the OCs sprout more "parts", so it would look like a large, thorned plant that is shooting not one, but multiple spikes. DCs would gain greater effectiveness in "colonies" that start to grow and overlap each other.

On the other end, marine structures would benefit as well. The nanogrid would slowly bring strength to the structures, increasing turret accuracy, and giving more HP. However, unlike with the aliens, the strength given would be universal, just given over time. However, certain structures, such as a phase gate, for the sake of balance, should not gain these bonuses. The reason could be that they already consume too much energy being functional to receive a special bonus from extra energy. Also, marines could slowly regain armor while on the nanogrid.

This way, both sides would have a "home turf" type advantage. Aliens with their greater structures, hiding possibilities, and perhaps a regeneration bonus on their side, and the marines with their ever-increasing power.

Also, there could obviously be territory that is "unclaimed". this is where the DI has not spread, and there is no nanogrid online. These would have to be claimed by the marines by a welding node (or something similar), or claimed by an alien by simply spreading the DI into the area. The room would have to be, say, 90% clear of DI to be claimed by marines. Just keep reading.

How taking space from the other side works: The aliens would claim land by, well, building on it. The marines would have to destroy the structures there, which would make the DI recede to the previous "borderline" of structures created. The marines gain area by using a welder, or other tool, to activate, or set up, a nanogrid there. This would clear the remaining infestation in the area. Aliens' structures would override the nanogrid, but once established, the aliens must take over a large portion of the room before it becomes their territory and their structures can receive any bonuses. Also, the chambers would NOT start creating DI when built on the nanogrid, but would have to wait for the DI to reach the area in order to take over.

Finally, if a hive was destroyed, the immediate (surrounding) DI would be destroyed (Undecided if this should be very fast, instantaneous, or just accelerated), leaving the chambers there to slowly rebuild the DI, if they're not destroyed. At the same time, if a CC is destroyed, a major nanogrid failure occurs, and the marine structures in the area go into a "low-power" mode, the nanogrid being disrupted by the loss of a major power-routing source. In the low-power mode, structures would have minimum effectiveness. If another fully built CC was nearby, however, this would only last for a short time.

EDIT: I just thought of the idea that aliens should have a chamber that is specifically for gaining ground, so that OCs / DCs would not have to be used. Also, it should cost res for the marines to activate the nanogrids, so they cannot spread faster than the aliens without a cost!

Comments

  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Dynamic Infestation should be unique to the aliens and i imagine its going to stay that way.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    Not to mention itd just get in the way of the old school gameplay.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1647257:date=Sep 3 2007, 10:31 PM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 3 2007, 10:31 PM) <a href="index.php?act=findpost&pid=1647257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to mention itd just get in the way of the old school gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->

    and if NS2 has almost none of the "old school gameplay"?

    It was just an idea for marines and aliens to be able to claim ground. Personally, I think that it would add more fun and / or strategy to the game. Right now, even though it's not necessarily terrible, It annoys me that one uber player can out-pwn an entire team that's working well strategically. This is just to make it harder on the rambos, and encourage teamwork and coordination of attacks, etc...

    The nanogrid thing was mainly for balance, it could be completely removed and replaced with other things.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    <!--quoteo(post=1647309:date=Sep 3 2007, 10:07 PM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Sep 3 2007, 10:07 PM) <a href="index.php?act=findpost&pid=1647309"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and if NS2 has almost none of the "old school gameplay"?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It would disappoint quite a lot of people. Go against the original spirit of the game. Which Flayra and Max seem to have a priority of maintaining.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Don't worry about these nay sayers Moving_Target0, they harped on my similar idea:

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102464" target="_blank">Commander's Access to Nano Grid Hindered By DI</a>

    In fact, I could have sworn I've read your post before and was inspired by it. Its a pretty sweet idea and one I am sure is supported by the Devs, if what Max wrote in the Dynamic Infestation blog is true, which can be found here: <a href="http://www.unknownworlds.com/ns2/news/2006/12/dynamic_infestation" target="_blank">http://www.unknownworlds.com/ns2/news/2006...mic_infestation</a>

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->In addition to being an atmospheric visual effect, <b><u>having dynamic infestation gives us opportunities to develop some interesting game play elements</b></u>. High on our list is having map entities which are triggered when an area becomes infested or uninfested. <u>For example, you could have a computer console that shuts down when overrun by infestation and causes the lights in the room to go out. If the marines clear out the room and fight back the infestation, the system comes back online and the lights flicker on to fill the room</u>. <b>What about abilities and technology which only function when players are on their home turf?</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    So, hope you know its not all people trying to rip others ideas here, in fact, with some tweaking, this idea is a sure fire VOTE YES. I'm going to rely on the Devs to be doing the tweaking of their own DI.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1647348:date=Sep 4 2007, 03:58 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 4 2007, 03:58 AM) <a href="index.php?act=findpost&pid=1647348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->VOTE YES. I'm going to rely on the Devs to be doing the tweaking of their own DI.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah. I think the devs know better than anyone, but hey, you can't come up with everything on your own, can you?
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