Removing Infestation
Domining
Join Date: 2007-09-27 Member: 62452Members
Personally, I believe that removing infestation should be done by the commander 90% of the time. The commander should be able to hand out some flamethrowers or some det packs (microwave bombs anyone?) to aid in the sterilization of very specific areas, but they should most definitely not be the norm.
Discuss.
Discuss.
Comments
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I do agree, but how does one do this without his marines?
perhaps they should work like scarbs in dawn of war dark crusade, you can renforce like 15 little scarbs to one little scarb squad.
or perhaps com can build two swarms max but can combine those two swarms for faster clearing in a single area.
nannite swarms might even give a bonus to marine armor repair/regen and if a swarm is squaded with rines the swarm defualt follows way points.
i think said radius as which DI produceing chamber scares off nannite swarms should fluctuate that way the com cant use it as a free pin point hte exsact location of the cloaked chamber for me.
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good for you, well I believe that posting like topics should be done in the same thread :S sigh.
A) Produce some service bots from a special building (which can be ordered around warcraft style) which would zap infestation slowly and maybe have certain special abilities which help them defend themselves from the spawn. Aliens would have to respond by killing those. The hive can even produce some defense spawns which would spawn locally and attack the bots with spores or something. (The service bots should be harmless to the lifeforms and the defense spawns should be harmless to marines)
An eventful battle would look something like this:
3 service bots arrive at Airlock A, the area is extremely infested so it produces 12 defensive spawns, which can only attack with melee. The commander micromanages the bots around and loses one in the process as their microwave heaters charge up. But when the heaters charge, they cast their little psionic storms and kill the bunched up spawn.
I think the benefits of service bots shouldn't stop there, yes it would mean more coding and buggy pathfinding, but they can also work as spellcaster units which could buff marines as well. It'd make for far more interesting gameplay than NS1 offers. Just make sure that no NPCs can hurt players directly.
B) By spending res on using the map's features. For example, a trigger in one room could release some maintenance bots which would proceed to destroy the infestation in a local area, while another room may have a large dehumidifier which would also kill the infestation. 'Hacking' certain parts of the map by using resources seems like a really cool thing to do.
But large robots or small robots with near pychicaly made out detail, doesnt seam to fit.
I dont think it needs to be over complicated ether.
lolno not really.
I can't get the image of casting 2 psionic storms down a hallway and baddie pub skulks running through both of them exploding in puddles of gore. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I can't get the image of casting 2 psionic storms down a hallway and baddie pub skulks running through both of them exploding in puddles of gore. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes and no. I'd think area of effect spells that can effect DI wouldn't hurt players, much like siege cannons do these days.
<fantasy land>
Comm builds an obs that allows him the ability to make a siege strike on a revealed non-hive area. It would have some type of cooldown due to power restrictions or some such technobabble and could be explained as coming from the orbiting support ship. The ability should be available from an early structure like an obs. Maybe active siege turrets on the map could add to the effect, giving the comm options on where to spend his/her res. Also he/she wouldn't recycle the sieges used from sieging the old hive if they still had some use.
</fantasy land>
I feel like roving bots would suffer similar problems that babblers of old did. Also the comm still wouldn't be actively <i>doing</i> much. Instead of watching his marines clear infestation he'd/she'd be watching bots do it.
Well if its within the proximity of marines or structures then the commander still has to rely on his marines, AKA boring infestation hunting squads.
<!--quoteo(post=1662018:date=Nov 27 2007, 12:39 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 27 2007, 12:39 PM) <a href="index.php?act=findpost&pid=1662018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes and no. I'd think area of effect spells that can effect DI wouldn't hurt players, much like siege cannons do these days.<!--QuoteEnd--></div><!--QuoteEEnd-->
That psionic storm thing doesn't have anything to do with this suggestion, just can't get it out of my head.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><fantasy land>
Comm builds an obs that allows him the ability to make a siege strike on a revealed non-hive area. It would have some type of cooldown due to power restrictions or some such technobabble and could be explained as coming from the orbiting support ship. The ability should be available from an early structure like an obs. Maybe active siege turrets on the map could add to the effect, giving the comm options on where to spend his/her res. Also he/she wouldn't recycle the sieges used from sieging the old hive if they still had some use.
</fantasy land><!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe the now mobile siege cannons would be able to attack infestation in range as well as other alien structures? Because ships have to be shielded from all sorts of cosmic radiation, meaning that any off the ship attacks are pure fiction. (And not of the science kind)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I feel like roving bots would suffer similar problems that babblers of old did. Also the comm still wouldn't be actively <i>doing</i> much. Instead of watching his marines clear infestation he'd/she'd be watching bots do it.<!--QuoteEnd--></div><!--QuoteEEnd-->
They wouldn't be roving, they'd hover in the air using some powerful electromagnets or some such nonsense. (Hey, marines do have mag boots) Therefore they wouldn't really get stuck on annoying terrain features, you can even make them scale walls to get to way points.
These guys wouldn't be automated, they'd require a great deal of micromanagement. And since the infestation would spawn some defenses, it'd actually be pretty eventful and fun.
Service Robot
--- treated as a structure ---
HP: 160
Speed: 300 units
Energy: 175
Abilities: Microwave [50]; Neutron Bombardment(req research) [25]; Welder (req research) [1 energy per 2 points of welding; .33 sec cooldown]
Upgrades: +speed; +hp; Neutron Bombardment; Welder; +energy/recharge rate
Microwave - Default ability. Once activated, it starts charging up for the next 5 seconds and releases an area of effect spell which removes infestation and deals a total of 15 points of damage to spawn over 1.25 seconds.
Neutron Bombardment - Laser pew pew for 7 damage on target, can only target spawn. 1 sec cooldown
Welder - Welders are the only real weapons of these robots. Once the welder is researched, they start removing infestation autonomously - albeit very slowly. They can also weld marines and various weld points on the map, but slower than marines can.
Infestation Spawn
HP: 10
Speed: 330 units
Damage: [melee] 33.3/sec, can only damage service robots
Upgrades: MC = +speed; DC = +HP; SKILLSORIES = +damage
- Are only created when a Service Robot is near, the amount of spawn created depends on the level of infestation of the area.