How about some sorta infestation inhibitor?

danshyudanshyu Join Date: 2002-11-01 Member: 2105Members
edited February 2011 in Ideas and Suggestions
<div class="IPBDescription">Like a post with glowing tip which marines can build?</div>Basically a little post with a glowing tip and maybe with electric huming noise that prevents an area of a certain radius from being infested by hives? It'll be kinda expensive to build so marines can't just spamming them early on in the game. Cause ever since the DI got introduced we're having aliens spamming creeps right in the middle of the marine base camp, which is just rediculous.

Comments

  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1834716:date=Feb 24 2011, 09:54 AM:name=danshyu)--><div class='quotetop'>QUOTE (danshyu @ Feb 24 2011, 09:54 AM) <a href="index.php?act=findpost&pid=1834716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cause ever since the DI got introduced we're having aliens spamming creeps right in the middle of the marine base camp, which is just rediculous.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I seriously doubt this is the final infestation mechanic. It's supposed to only be placeable by alien comm next to existing infestation.

    I do like the idea of a kind of marine forcefield
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I do like the idea of a kind of marine forcefield<!--QuoteEnd--></div><!--QuoteEEnd-->
    erm, marines kinda have this, its just not implemented yet

    powered areas are meant to hold back infestations , because the nanite grid is still powered there, and these free floating nanites would attack and remove any infestation as soon it would happen. aka, you cant infest powered areas when this is fully implemented, aliens have to take down a powernode first.


    you might say "uuuhh.. thats not fair, bacteria cant kill nanites, all marines have to do is to power up an area to kill all infestation"

    yeah..go on...go into that hive, and repair that powernode, its not gonna be that easy and is quite a nice balanced game mechanic, powernodes will be critical objectives to defend, instead of only being "fuse boxes" for the light
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1834736:date=Feb 24 2011, 01:25 PM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 24 2011, 01:25 PM) <a href="index.php?act=findpost&pid=1834736"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->erm, marines kinda have this, its just not implemented yet<!--QuoteEnd--></div><!--QuoteEEnd-->

    Rly?I never heard about it... any links to more info?
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1834738:date=Feb 24 2011, 09:36 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 24 2011, 09:36 PM) <a href="index.php?act=findpost&pid=1834738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rly?I never heard about it... any links to more info?<!--QuoteEnd--></div><!--QuoteEEnd-->


    dunno, it was mentioned in the early stages of discussing the power and nano grid concept. and based on how nanites in the ns universe work, and they way they are used to build stuff out of thin air as long the room is powered, its the most plausible thing that said nanites also hold back infestation as long the area is powered, and the nanogrid is online

    oh and it was also mentioned oncew that you cant just destroy random power nodes, since the finished grid will be connected with all other ones, you can only take them down one by one, and repaired the same way, this is shifting fronts equaly, and no one cant just dash forward, and repair some random power node in the middle of alien terretory or destroy the most forward marine node .similar to the power grid in unreal tournament. we will see how it will be implemented, this ensures a steady creep, and push forward of marines or aliens
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I was always under the impression that the Kharaa (bacteria) do themselves consume the nanites (kinda like using them as protein building blocks), which are being pumped out at each of the resource nozzles.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1834742:date=Feb 24 2011, 09:44 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 24 2011, 09:44 PM) <a href="index.php?act=findpost&pid=1834742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was always under the impression that the Kharaa (bacteria) do themselves consume the nanites (kinda like using them as protein building blocks), which are being pumped out at each of the resource nozzles.<!--QuoteEnd--></div><!--QuoteEEnd-->
    this compact form of nanosludge is made up from unpowered/not activated nanites, which also themself are building material for structures and equipment, or course they can consume unpowered nanites
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    lol this is funny.
    you say bull######, i counter with bull######, and you counter with more bull######.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1834749:date=Feb 24 2011, 11:20 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 24 2011, 11:20 PM) <a href="index.php?act=findpost&pid=1834749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol this is funny.
    you say bull######, i counter with bull######, and you counter with more bull######.<!--QuoteEnd--></div><!--QuoteEEnd-->


    nanosludge is not BS
    ns1 describes resource nozzles as maintenance equipment connections which tap into carefully contained stores of "raw" nano-sludge.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Most ships or bases have carefully contained stores of "raw" nano-sludge, base material for nanites. Nanotech assemblers are also designed to accept this sludge, and this sludge only, as their fuel, and the building blocks for nano-construction. This helps limit the dangers of nanotech, and also allows the Trans-Govs to police its use (by controlling the nano-sludge supply). There are few greater crimes than the unsanctioned development or use of nanotech.

    Reserves of nano-sludge (see nanotech) are stored throughout ships and bases, intended mainly for use in emergencies or for large repairs. Resource towers put these reserves to work for the marines, slowly converting them into a ready-to-use form, and storing them in the nanogrid network. Active resource nozzles are marked by white nano-telltales, rising like steam into the air.<!--QuoteEnd--></div><!--QuoteEEnd-->

    so if the aliens do not implement the nanosludge into their chemistry and absorb it , what they are even doing with it.

    you just BSed yourself unintentionaly
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Interesting. But still, I'm sure you know what I mean when I say it's all bull######. It's fluff, pure and simple. Kind of meaningless to argue.

    Also, that explanation supports the argument for a steady-stream resource flow.

    Also, my hope for DI was that there would be two-by-two conditions:
    Unpowered room, DI connected: Fast growth.
    Powered room, DI connected: Slow growth.
    Unpowered room, DI unconnected: Slow decay.
    Powered room, DI unconnected: Fast decay.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1834754:date=Feb 24 2011, 11:47 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 24 2011, 11:47 PM) <a href="index.php?act=findpost&pid=1834754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting. But still, I'm sure you know what I mean when I say it's all bull######. It's fluff, pure and simple. Kind of meaningless to argue.

    Also, that explanation supports the argument for a steady-stream resource flow.

    Also, my hope for DI was that there would be two-by-two conditions:
    Unpowered room, DI connected: Fast growth.
    Powered room, DI connected: Slow growth.
    Unpowered room, DI unconnected: Slow decay.
    Powered room, DI unconnected: Fast decay.<!--QuoteEnd--></div><!--QuoteEEnd-->



    i think thats what it is supposed to do anyways, just not yet, and the grid game mechanics arent in aswell

    ive seen some diagrams somewhere around showing how the nodes are connected with each other, i guess they put that on ice in favour of a more quickly finished and ended game
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