Dynamic Infestation...

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited January 2011 in NS2 General Discussion
<div class="IPBDescription">how will it work?</div>This information we got:
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Dynamic_Infestation" target="_blank"><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Dynamic infestation </a> is a Kharaa surface covering which spreads across the map to interfere with machinery and cause power failure. Marine structures and map elements like elevators need power to work so the infestation would hinder the marine team unless kept back. The marine team is warned of the approaching infestation by having the lights flicker across the map and it can be cleared with flamethrowers. See the Dynamic Infestation Blog Post for more information and a video showing it in action.The feature has been delayed several times, but is planned to make it into the final version of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

And we know Dynamic Infestation break closed doors (by Marine Commander)
But what else?
I guess it grow through the whole map, but how fast...
Can Aliens only build on that?
Would be a big handicap i guess, compared how fast the DI "grows".


I am very excited for that Feature but what exactly did it, is it like the slime of zergs in Starcraft?
But whats with vents, can it close them?
A lot of problems can happend i guess, but hopefully they solve it.

<a href="http://www.youtube.com/watch?v=mMMiKKv7g7s" target="_blank">Video with source engine</a>

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I believe it would prevent marines from building on it, disable powernodes and disable lights, while the powernode is still active (semi dark rooms?)

    I hope it increases movement speed of the Khaara and perhaps make their footsteps (when they get audible ones :P) less loud...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    i hope it provides alien flashlight.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Isn't there going to be mist and fog in infested areas as well? Or is this only near hives...
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    we still lack detail information about this. More importantly, we only seen the alpha version of this, we need an updated video of this ability in action. I can wait till its added into the game but at least we must see an updated version of this since alpha video.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited January 2011
    In my mind, it'll work like this:

    - When Dynamic Infestation is triggered in a room, it will spread itself and eventually cover everything in said room. Hives will be surrounded by some DI once built.
    a) Dynamic Infestation continuously spreads, regardless of power status. This means DI will spread out from Hive rooms as the game progresses.
    b) Dynamic Infestation will only spread within the parameters of the room it is triggered in. See Gorge ability below.

    - The speed of growth is affected by the Power Grid, which hinders/slows growth when an active Power Node resides in the room.
    a) DI will spread to any rooms from adjacent infested rooms. Taking out the Power Node speeds up the process!
    b) DI will spread only to unpowered rooms from adjacent infested rooms. Take out the Power Nodes!

    - Nano-defense grid, perhaps tied in with DI (or not at all), prevents/eliminate DI growth in powered rooms occupied by a Command Station.

    - As forementioned by Cory, the Gorge will possess the ability to spread DI, allowing premature growth to occur in distant rooms from the Hive rooms (probably mid-game ability due to Flamethrower being late tier?)
    a) Gorges can manually trigger DI spread in a room by plopping some on the ground/walls, as DI in adjacent rooms continue to spread regardless.
    b) Gorges can manually trigger DI spread in a room by plopping some on the ground/walls, causing DI in adjacent rooms to spread into the room as well.

    I think option B will be less stressful on server performance, having this precedual element require triggering instead of letting it run rampant (as cool as that would be).
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    edited January 2011
    my <b>GUESS</b> is that it will spread automatically where alien buildings are placed, like creep in starcraft, and alien buildings will only be able to be constructed on it, like creep in starcraft, and the pig will be able to spread it wherever he wants so he can build gun turrets on it in unexpected locations (but he'll have to first build an infestation "platform" for the turret.

    I can't phucking wait to see it in-game, all I think about when I see NS2 screenshots is how awesome it's going to look with infestation (and how goofy alien buildings look without it).
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    edited January 2011
    There was some information posted by a dev sometime back about the 3 levels of infestation. I'm guessing this will be related to the hive-comm upgrades (mass/colony/etc).

    The 1st lvl is pretty minimal growth. It would have some very weak effects (maybe regen increase). The 2nd lvl would cover most of the surfaces with stronger benefits to the kharaa. The 3rd lvl was to cover pretty much everything as well as creating small walls and nooks to provide cover/concealment for the smaller kharaa forms. I'm guessing this is why some areas of Tram seem so sparse and empty.

    Speculative:
    Now that I think about the implication of lvl 3 DI, it would probably stop or severely impede the mobile siege. This would require some strong teamwork of the rines using flame-throwers to clear a path through the bollards of DI. Basically, the 3rd lvl of DI would act like the anti-tank barriers used in WWII.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1822474:date=Jan 8 2011, 12:07 AM:name=culprit)--><div class='quotetop'>QUOTE (culprit @ Jan 8 2011, 12:07 AM) <a href="index.php?act=findpost&pid=1822474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The 3rd lvl was to cover pretty much everything as well as creating small walls and nooks to provide cover/concealment for the smaller kharaa forms. I'm guessing this is why some areas of Tram seem so sparse and empty.<!--QuoteEnd--></div><!--QuoteEEnd-->

    WOW that sounds cool. I'm guessing that's why it's taking so long to be implemented because that sound's ridiculously complex.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I like how this comes up once every month or two. And each time there's no developer information. Wouldn't it be nice if they took the gentle nudge from the constant topic after topic to just put it to bed? ;)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1822479:date=Jan 7 2011, 11:35 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 7 2011, 11:35 PM) <a href="index.php?act=findpost&pid=1822479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like how this comes up once every month or two. And each time there's no developer information. Wouldn't it be nice if they took the gentle nudge from the constant topic after topic to just put it to bed? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
    True for all things on here :P


    The word of UWE
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Will it be anything as cool as the DI video we saw which used the source engine?
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    <!--quoteo(post=1822482:date=Jan 7 2011, 06:37 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 7 2011, 06:37 PM) <a href="index.php?act=findpost&pid=1822482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will it be anything as cool as the DI video we saw which used the source engine?<!--QuoteEnd--></div><!--QuoteEEnd-->

    That was actually rendered in the nascent Spark Engine, it just happened to be rendering a Source BSP map (probably because the Spark mapping tool didn't exist at the time).

    The announcement of Max creating a new engine for NS2 just didn't occur until later on because they hadn't made that decision at the time that video was made.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1822479:date=Jan 8 2011, 12:35 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 8 2011, 12:35 AM) <a href="index.php?act=findpost&pid=1822479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like how this comes up once every month or two. And each time there's no developer information. Wouldn't it be nice if they took the gentle nudge from the constant topic after topic to just put it to bed? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    totally agree. I honestly can wait till its in-game, I rather see an updated video of this ability in action!!
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I like how this comes up once every month or two. And each time there's no developer information. Wouldn't it be nice if they took the gentle nudge from the constant topic after topic to just put it to bed? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->Um...they have commented on this topic.
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105038&st=6720&p=1812648&#entry1812648" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1812648</a>
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111848&st=0&p=1814606&#entry1814606" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1814606</a>


    <!--quoteo(post=1822482:date=Jan 7 2011, 06:37 PM:name=)--><div class='quotetop'>QUOTE ( @ Jan 7 2011, 06:37 PM) <a href="index.php?act=findpost&pid=1822482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will it be anything as cool as the DI video we saw which used the source engine?<!--QuoteEnd--></div><!--QuoteEEnd-->Better! :)
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    edited January 2011
    <!--quoteo(post=1822482:date=Jan 8 2011, 12:37 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 8 2011, 12:37 AM) <a href="index.php?act=findpost&pid=1822482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will it be anything as cool as the DI video we saw which used the source engine?<!--QuoteEnd--></div><!--QuoteEEnd-->

    how are we supposed to know that? I'm guessing it will be less "bumpy" and more of a texture/shader effect, because NS2 maps don't have flat walls like that proof-of-concept video, they have pipes and stuff that would look awkward with that kind of displacement. Maybe we'll have displacement-style infestation on the floors and then a texture overlay on the walls, but it's beyond impossible to guess what UW is planning.

    <!--quoteo(post=1822486:date=Jan 8 2011, 12:48 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Jan 8 2011, 12:48 AM) <a href="index.php?act=findpost&pid=1822486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Um...they have commented on this topic.<!--QuoteEnd--></div><!--QuoteEEnd-->

    "there won't be canals" and "it will be implemented in some form before v1" isn't exactly the type of information the OP was asking for. but really, who cares about the specifics, it's still being planned and hypothetically being worked on so that's the important bit.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited January 2011
    Dynamic infestation if done well will make this the game of the year - no other game has ever done this - to create real living environments like this. I'm so excited about it that they should rename it to Exciting Infestation lol.

    I think the game could work like this:
    At the start of the round, no rooms have power, except for marine start, and each unpowered room is like a blank canvass. It could become kharaa territory or it could become TSA territory.

    Marine buildings can only be built in powered rooms, and likewise alien buildings can only be placed on DI. (of course there would be tricks for each team, like the mobile power node which you could bring in and quickly power up some turrets, even while DI is still in the room - and of course something similar for aliens, like gorges creating temporary clumps of infestation in a powered area)

    This way you don't spend so much time in RED lighting environment, as the DI would give off an orangy greeny misty alien glow - while TSA area's are brightly light as they are now. THe only RED areas would be the ones that are "uncaptured"

    So at the start of the round if the marines want to go and build in another room, they first have to go there and power it up, and kharaa will also have to spread the DI there. (or use gorge infestation ability or the mobile power node)

    I think it would give the game a real ping-pong style gameplay, while allowing for some really cool tactics to break up stalemates (like gorges sneaking into a powered area and putting in DI and then creating a "canal"/portal/nidus worm to allow the aliens to come through for a suprise attack) (or marines bringing a portable power node into a hive, clearing out some DI with the flamethrower and then quickly placing down some turrets to secure the location without actually attacking the hive until they are fortified.)

    The marines still would be able to power up any room in any order - but the aliens possibly might have to wait for the DI to grow out from each hive point, BUT it also doesn't dissappear naturally, so once aliens have a room the marines have to clear it out with flamethrowers. So while the marines have the speed, the aliens have a momentum based spread of alien horror :)
Sign In or Register to comment.