Spit pods

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
Gorges would have the ability to spit at any surface as they do now. Normally, each spit would leave just a splat of goo (which doesn't affect gameplay). However, if they spit at the same place multiple times (maybe 10 times), the goo would begin to form into a pod or sac. Once the formation starts, it would take 10-15 seconds and automatically form the pod.

Once the pod is formed, any skulk would be able to go inside, by using it. This would allow skulks to hide in the pod. Skulks would be able to exit the pod by using it again, or by leaping out.

Marines could attack the pods and destroy them with around a clip of ammo or a shotgun blast. If the pod is destroyed, any alien inside would pop out. Aliens would not get hurt while in the pod.

Optionally, higher level (hive 2+) gorges would be able to increase a pod's size by spitting at it an additional 10 times after the first pod has formed. The larger pod would allow a gorge or lerk to go inside.

Pods would not block movement and each gorge would be limited to the number of pods they could create at one time. However, I still think the number of pods should be high enough (perhaps 5 per gorge) to cause marines to worry. After all, even an empty pod across the room is scary to a lone marine. :)

P.S. I'm not certain that gorge spit is still going to be in NS2. If not, this ability could still manifest in some similar way; but the concept would still be the same.

Comments

  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    I like the idea behind it that strengthen the teamwork on both sides but alternately, I think pods should cost in ressources like a structure instead of being free and having a maximum of them.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The idea itself sounds a little weird, but I do like the ability to create dynamic hiding spots to support the skulks. Maybe an alternative method of creation would make it less weird.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i like the idea but i think it could be expanded on

    are the marines going to be able to tell if the pod is occupied or empty? if they cant tell you could create 5 or so in a room and hide the skulk in there.


    of course if you have invisiblity then maybe the pods won't get used much - i guess thats the hard part about desiging a game, you never want to overlap the abilities as one is usually better than the other
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    At first I thought it was going to be "pods can grow by adding more spit, if a marine trips a pod it bursts and does splash damage", but then instead introducing a skulk bunker had me going "huh"?
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    It seems like an idea with thought behind it, but I feel like this needs some fleshing out before we will understand everything.

    @ The OP, care to give further explanation?
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited January 2010
    The pod primarily serves as a hiding place for skulks with a bit of protection, and also a light deterrent for unwary marines.

    Here are some possible scenarios:
    1) A lone marine decides to attack a pod, not knowing that there is a skulk inside. The pod is quickly destroyed, but not before the marine has used a significant portion of his clip. Soon, the marine has to reload, allowing the skulk a bit more time to attack.

    2) Two or three marines enter a room. Instead of hiding in the pod, the alien hides around the corner, allowing the pod to be a decoy. As the marines being their attack on the pod, the skulk rounds the corner, attacking the marines from the side.

    3) A gorge is being chased by a few marines. Nearly dead, the gorge rounds a corner and jumps into an empty pod. The marines attack the pod. The extra second it takes to destroy the pod allows a skulk to get close enough to counter-attack.

    4) A group of marines walk into a room filled with 5 or more pods. The marines quickly destroy the closest pod but no aliens attack. The marines conclude the remaining pods are empty and begin building a res tower and phase gate. A gaggle of skulks rush the room and begin attacking the marines. One or two skulks periodically jump in a pod and wait a few moments, leaping back out to attack.

    -----

    Pipi, I agree that the pods should cost res to build, since that is more consistent with the rest of the game. Given that pods are relatively weak, I'd lean towards around 5 res each -- subject to balancing.

    Also, the pods should probably heal themselves quickly if they haven't been attacked for a while (15 seconds).

    I'm not sure about marines being able to tell if an alien is inside the pod. If that was the case, why would an alien ever hide there? A compromise could be for the pod to move around for the first few seconds after the alien gets in, and whenever they move around inside. However, it should be possible for aliens to easily determine if a pod is occupied.

    P.S. I'm not really attached to the name "Spit pods". If someone can come up with something better, that would be great.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    The tactical and atmospheric applications of this suggestion are awesome. Really gives an "Alien" or "Aliens" feel, with sacks of biological matter storing stuff, aliens coming out of the walls.

    It gives something for Gorges to do in their off time. I'd spit up 5 or so Pods in an area, that'd really freak out the marines :)
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    I think making it priceless but for that very weak would be a better option :o

    You dont want to shoot 10 000 of pods just to get that 1 gorge do you ?
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited January 2010
    Let's call them 'Sagsacks'. Because they're sacks that sag.


    Or maybe 'Wallballs'.
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