Elephant in the room

ChrisJustinParrChrisJustinParr Join Date: 2011-01-28 Member: 79359Members
edited March 2011 in Ideas and Suggestions
<div class="IPBDescription">Infestation...is all wrong</div>Infestation is lame as it is implemented right now. I know you are going to hate this because it is almost exactly Starcraft-ish but:

1) Gorge should be able to build nodes that spread infestation to a limited radius.

2) Instead of 'killing' infestation, which just looks weird as little fireballs are all over the map, just kill the nodes.

3) All structures spread infestation at different rates. Rate of growth should be inversely proportional to radius (i.e. dR/dt = K[1+B]*[R^(-5/4)] where dR/dt is growth rate, B is upgradable bonus, K is building constant and R is radius) such that infestation grows quickly around the structures but slow down.

This way, once the radius is double its starting value, growth rate is 2^(-5/4)=42% of its original rate. Quadruple radius and its original value is 4^(-5/4)=18% of its original rate. Eventually, when it reaches its practical limit of 10x its original value, growth occurs at a very slow 5%. If it takes you 30 seconds to reach your first 10m, it will take you 1 min to reach your next 10m. If you wanted to reach marine base without building any buildings, upgrades or recruiting Gorges, it would take you 5-6 hours, assuming the marines don't destroy the original building during that time.

4) Which means cheesy commander option that lets you 'build' infestation. If commander wants more infestation he will (a) capture hives/resource nodes or (b) encourage Gorges on his team to build nodes or © increase rate constant of growth by research.

5) Also means kill buildings to stop infestation.

6) Extractors/command points should be able to be built upon by marines regardless of infestation to avoid game-stopping.

7) Keep infestation healing bonus, etc.

8) I don't like the way fog of war works for infestation.

<b>Please be nice to me. I am only giving honest criticism.</b>

Comments

  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I think the infestation at the moment is a quick hack to get the basic gameplay going.

    I'm fairly sure it's going to grow itself once they get round to programming a system which can spread a 3d mesh over incredibly complex irregular surfaces at a steady pace and have it look good as well.
  • mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
    edited March 2011
    I have a feelin that alot will be changing when it comes to gameplay. Infestation could be one of them. As it is right now i dont find it that bad. But i like your ideas more. Having to mow the infestation with fire is kinda lame. I like how if your break the chain the rest of it dies tho. Any thing to make the Gorges play a bigger role im for.


    Also the wall hack that is infestation should go away. I dont like that.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    edited March 2011
    I have 4 words to say:

    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->It is a PROTOYPE!!!!!!<!--sizec--></span><!--/sizec-->



    but to say something about your ideas/statements:


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1) Gorge should be able to build nodes that spread infestation to a limited radius.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this because the Gorge currently lacks and role and he needs his Resource Node placement again.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2) Instead of 'killing' infestation, which just looks weird as little fireballs are all over the map, just kill the nodes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I prefer the flaming it.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->3) All structures spread infestation at different rates. Rate of growth should be inversely proportional to radius (i.e. dR/dt = K[1+B]*[R^(-5/4)] where dR/dt is growth rate, B is upgradable bonus, K is building constant and R is radius) such that infestation grows quickly around the structures but slow down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Infestation is just a prototype but this is an interesting idea/statement.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->4) Which means cheesy commander option that lets you 'build' infestation. If commander wants more infestation he will (a) capture hives/resource nodes or (b) encourage Gorges on his team to build nodes or © increase rate constant of growth by research.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think that just being able to place infestation like you currently can is what their ideas are of. In some other threads people have said things like "How about just placing a path which the infestation follows" or something similar to that.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->5) Also means kill buildings to stop infestation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am pretty sure that they will add that DI can kill buildings. That way DI can eventually be a finisher.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->6) Extractors/command points should be able to be built upon by marines regardless of infestation to avoid game-stopping.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, the marines can currently build on ANY node right at the start of the game whereas the aliens have to make DI get their before they can have a working one that won't die.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->7) Keep infestation healing bonus, etc.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->8) I don't like the way fog of war works for infestation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this is the different type of Hive Sight. I don't see how it is a problem.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I'm thinking that it could follow the Ground Waypoints flag in the editor, only spreading in line of site of those waypoints. It could help it navigate up and down terrain as well. But it's probably going to have some collisions in the future so it can climb walls.

    As far as a node, It really does need a visual origin as well as a visual health status and i think thats a great idea.
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