Infestation and Armor Damage
Sarisel
.::' ( O ) ';:-. .-.:;' ( O ) '::. Join Date: 2003-07-30 Member: 18557Members, Constellation
<div class="IPBDescription">promoting 'teamwork' and making infestation more significant</div>Disclaimer: I am not endorsing or criticizing this idea, this is meant to be a thought exercise. I am not aware if this idea has been proposed before - searches for 'infestation', 'armor', and 'damage' did not yield anything significant when I scanned through the results.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->The basic framework/premise of the idea<!--colorc--></span><!--/colorc--> (these are subject to change as this discussion expands)
- all marines were pre-equipped with welders
- marines entering into an area with dynamic infestation were subjected to a consistent rate of armor damage point deductions (each marine would have his/her armor drained by the dynamic infestation, which maybe creates a similar kind of gas cloud as spores from the Lerk but less concentrated
- the exact value of the armor point deductions would be based upon the amount of infestation that is present: the more infestation that there is, the more concentrated the spore-like atmosphere would be
- heavy armor would be better protected than light armor, although not completely (justified based on some additional compounds in the atmosphere around infestation that are not present in a spore cloud)
- <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->[a controversial point:] <!--colorc--></span><!--/colorc--> once the armor runs out, health starts being drained since the marine's airways and flesh start being directly exposed to this atmosphere
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Immediate Consequences<!--colorc--></span><!--/colorc-->
- a physically foreboding atmosphere for marines entering an infested area
- an incentive for marines to weld each other that they are constantly reminded of by their own falling armor
- marines would be more vulnerable if traveling in smaller groups or alone (this has a link to the "anti-rambo" thread)
Now, this does not really prevent marines from going solo and being effective, but it makes it much more difficult in that marines would die quicker from static defenses and alien players if they make direct offensives into infested territory.
Aye/nay? Why/why not?
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->The basic framework/premise of the idea<!--colorc--></span><!--/colorc--> (these are subject to change as this discussion expands)
- all marines were pre-equipped with welders
- marines entering into an area with dynamic infestation were subjected to a consistent rate of armor damage point deductions (each marine would have his/her armor drained by the dynamic infestation, which maybe creates a similar kind of gas cloud as spores from the Lerk but less concentrated
- the exact value of the armor point deductions would be based upon the amount of infestation that is present: the more infestation that there is, the more concentrated the spore-like atmosphere would be
- heavy armor would be better protected than light armor, although not completely (justified based on some additional compounds in the atmosphere around infestation that are not present in a spore cloud)
- <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->[a controversial point:] <!--colorc--></span><!--/colorc--> once the armor runs out, health starts being drained since the marine's airways and flesh start being directly exposed to this atmosphere
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Immediate Consequences<!--colorc--></span><!--/colorc-->
- a physically foreboding atmosphere for marines entering an infested area
- an incentive for marines to weld each other that they are constantly reminded of by their own falling armor
- marines would be more vulnerable if traveling in smaller groups or alone (this has a link to the "anti-rambo" thread)
Now, this does not really prevent marines from going solo and being effective, but it makes it much more difficult in that marines would die quicker from static defenses and alien players if they make direct offensives into infested territory.
Aye/nay? Why/why not?
Comments
And the controversial point...
I really don't know, but I'm sure that, if this does takes HP, it shouldn't kill (let atleast 1 hp), so aliens will still needing to cover defenseless hives against single marines.
But I don't think this will actually nerf lone marines, if flamethrower be an Add-On.
It sounds like gameplay changes in NS2 are reducing the impact of automatic defenses like turrets and OCs to promote more involved player-orientated gameplay and reduce stalemates or long end games. This would contradict that movement.
The use of a flamethrower by a lone marine is an interesting problem. I'm not sure how the devs are going to balance that even without this idea.
Re:PK
I don't think I am following why you think this idea would lead away from player-oriented gameplay or produce stalemates or long end games. As it is, it is pretty easy to take down the alien team once marines are winning. This idea would strengthen the alien middle game, where aliens have a substantial amount of DI on the map, but once marines roll around with flamethrowers, grenades, and sieges the DI is going to fall off if the aliens can not respond appropriately.
I agree that this is an annoyance - but more so a deterrent of unilateral play on alien turf. If marines work together, they can easily clear the DI and claim more of the map for themselves. If you think of DI like the Zerg creep in SC that retreats when buildings are destroyed, that is what I am thinking of with DI. Also, keep in mind that welders should be auto-equipped on marines for this idea - so everyone would have them.
I think teamwork should be promoted by opposition classes to be able to easily kill a stray player (<a href="http://www.unknownworlds.com/ns/forums/index.php?showtopic=105320" target="_blank">check my idea for the Renk class for an anti-stray alien class</a>).