Bile bomb needs to come from somewhere.

MarcusAureliusMarcusAurelius Join Date: 2008-01-28 Member: 63518Members, Constellation
<div class="IPBDescription">Aliens should "use up" DI</div>So I think it would compliment well the whole nanogrid and nanobot storyline of ns to limit the number of projectiles an alien can fire when not on infestations. But even better, it would be fun and make sense. The theory being that in order to get the 50 pounds of bile bomb a gorge uses to take down a resource tower he has to take it from the infestation, so if he's off the infestations he can't replenish his supply. I think aliens replenishing themselves should also slow down the spread of the infestation in the area, since they're taking the delicious creep for themselves. This would make aliens and marines think twice before aimlessly starting fights in the others' territory, as well as make infestation spreading chambers as essential as OCs or other chambers. Think about it? <3

Comments

  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    Right now we don't know how fast DI will spread and how easy it can be destroyed.
    It would really suck if bilebomb becomes a defensive weapon, because of the lack of DI where the marines have their buildings.
    Of course this offers the opportunity to implement Gorge's ability to spit DI spores.
    For example a Gorge could drop DI inside a vent near TSA structures, return after some minutes and then start bilebombing the goddamn place <img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited November 2008
    Along the same idea, make it so BileBomb on DI doesn't take adren. Maybe even have a little animation that implies it's coming from the surroundings(Not <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=103362&view=findpost&p=1666074" target="_blank">Kameha-Kameha-Gorge</a> just something subtle like lines of infestation appearing at the gorges feet when using bilebomb).
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    That gave me the perfect idea for giving fades acid rocket early. Make every acid rocket cost resources instead of energy. This will give aliens the ability to get marines out of their instadeath positions and make sieges more interesting.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1693952:date=Nov 20 2008, 01:42 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Nov 20 2008, 01:42 PM) <a href="index.php?act=findpost&pid=1693952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That gave me the perfect idea for giving fades acid rocket early. Make every acid rocket cost resources instead of energy. This will give aliens the ability to get marines out of their instadeath positions and make sieges more interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Isn't that exactly what lerk spore is supposed to do, and acid is for marine base turtle breaking?
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    ^ yep....idk y he got them confused.

    When we learn more about DI, this idea can be interesting, or just crap, lets hope and see.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    edited November 2008
    <!--quoteo(post=1693955:date=Nov 20 2008, 06:50 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 20 2008, 06:50 PM) <a href="index.php?act=findpost&pid=1693955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't that exactly what lerk spore is supposed to do, and acid is for marine base turtle breaking?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm thinking of a heavy armor siege and normal sieges in which fades are put in a position where they have to hang back and souche pines. Just thinking that fades should have at least some ability to contribute to breaking a solid siege.
  • MarcusAureliusMarcusAurelius Join Date: 2008-01-28 Member: 63518Members, Constellation
    That's true. I guess I've had this conception of DI spreading as fast as they showed in that video awhile ago.
    I like your DI spores idea, but would that have an extremely slow recharge rate? Or what would prevent a gorge from just running around and infecting everything?
    I was thinking perhaps a creep spreading chamber? That's something that would cost res, get the job done, but also be killable and take time to build.

    I guess I just like the idea of aliens needing infestation as much as marines need a commander.
  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    edited November 2008
    Yes this could get interesting, drop an infestation chamber to build something like an kharaa outpost. The chamber slowly spreads the DI, and maybe if there were some dead marines lying around it, the DI would grow faster. This would allow hit and run tactics. Though I don't know how far DI will help the aliens, I'm sure they will gain advantages when being around it.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    hmmm....... no. I'm only with gorge spore throwing, as chambers will probably require DI to be built, how is that chamber built?
  • MarcusAureliusMarcusAurelius Join Date: 2008-01-28 Member: 63518Members, Constellation
    <!--quoteo(post=1694072:date=Nov 21 2008, 04:36 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Nov 21 2008, 04:36 PM) <a href="index.php?act=findpost&pid=1694072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmmm....... no. I'm only with gorge spore throwing, as chambers will probably require DI to be built, how is that chamber built?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd assume it would be built like any other chamber-- by cute little gorgies. I hope in NS2 the chambers gorges drop start out small and get bigger as they build, so a huge chamber doesn't spew out of a tiny little gorge.

    I'm down with the gorge spore idea, but I do think it needs a limiting factor to prevent map sporing from being the first monotonous thing a team has to do per match.

    On a somewhat related note, I was also thinking DI should be noisier to walk on than normal flooring. Aliens will probably already have a huge advantage while in their own territory, so it would help marines at least hear those little skulkies coming.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    no, since skulks have pointy legs, their feet go inbetween the DI veins, little sound, marines have HARDER time hearing skulks, while skulks have better time hearing them.
  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    Yeah, look at the <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> feet, they definatly make more noise when walking on metal than walking in organic materials. I wonder why the skulk currently (ns1) sounds the same like a <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> . Skulks don't have slimy feet.
    There should be a new sound for the skulk's movement, imagine what sound these claw-like feet would make. Would be really a scary, non-organic sound.
  • MarcusAureliusMarcusAurelius Join Date: 2008-01-28 Member: 63518Members, Constellation
    <!--quoteo(post=1694096:date=Nov 22 2008, 03:38 AM:name=PhiXX)--><div class='quotetop'>QUOTE(PhiXX @ Nov 22 2008, 03:38 AM) <a href="index.php?act=findpost&pid=1694096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, look at the <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> feet, they definatly make more noise when walking on metal than walking in organic materials. I wonder why the skulk currently (ns1) sounds the same like a <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> . Skulks don't have slimy feet.
    There should be a new sound for the skulk's movement, imagine what sound these claw-like feet would make. Would be really a scary, non-organic sound.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well I was thinking it would be more like walking in leaves lol. Like, skulks wouldn't be able to walk very fast if the majority of the movement of their legs was in the Y axis. So I guess I was assuming they'd be dragging their claw thingies through the infestation, which would make a loud walking-through-brush sound.
    I hope marines sound like walking in fresh snow <3.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    They're pointy and clawlike... they should sound like light tapping (and in higher frequency due to more numbers would be something truely scary to hear).
Sign In or Register to comment.