pustule health
Racer1
Join Date: 2002-11-22 Member: 9615Members
<div class="IPBDescription">based on connected/nearby structures</div>Entrenched pustules should be stronger when surrounded with other pustules and structures. This would make it somewhat easier for marines to kill "unsupported" pustules, while at the same time making an area with many pustules a bit more stable.
Possible implementation.
A newly added pustule connected to one (or less) other pustules would start with around 500 health. If it is connected to two or more pustules, it should be 1.5 to 2 times as strong. The presence of nearby mini pustules and other structures could optionally add 100 health each.
So, a pustule connected twice, with two other structures within range would have a health of 1200. However, if one of the connected pustules would be destroyed, its health would slowly drop to 700 over a minute or so (assuming it doesn't get directly attacked).
(If this is too strong, then the numbers could be adjusted lower to balance).
Possible implementation.
A newly added pustule connected to one (or less) other pustules would start with around 500 health. If it is connected to two or more pustules, it should be 1.5 to 2 times as strong. The presence of nearby mini pustules and other structures could optionally add 100 health each.
So, a pustule connected twice, with two other structures within range would have a health of 1200. However, if one of the connected pustules would be destroyed, its health would slowly drop to 700 over a minute or so (assuming it doesn't get directly attacked).
(If this is too strong, then the numbers could be adjusted lower to balance).
Comments
Also, you couldn't do that, ScardyBob, because there's a radial limitation on how far you can spit out a new pustule from your previous one.
For example... Older pustules have more health, connected pustules heal each other at a constant rate.
Very young super-connected pustules would only heal quickly, but would not have a huge amount of health.
Basically the more offshoots a vein has, the bigger it gets and the stronger its nodes grow.
Makes more practical sense than proximity to hives or whatnot, although you could use proximity to hive also.
As I see it, major routes need to be strongest so they aren't easily cut off, so this structure makes most sense in that respect, but also you need to encourage new hive growth, so proximity to hive helps that.
I wouldn't do it with age though, age doesn't mean anything, just means it's been there a while, doesn't mean it's important or has had much energy invested into it. I'd prefer it if strength was something you had to build up, so favored routes would become strongest by virtue of being used a lot.
Basically the more offshoots a vein has, the bigger it gets and the stronger its nodes grow.
Makes more practical sense than proximity to hives or whatnot, although you could use proximity to hive also.
As I see it, major routes need to be strongest so they aren't easily cut off, so this structure makes most sense in that respect, but also you need to encourage new hive growth, so proximity to hive helps that.
I wouldn't do it with age though, age doesn't mean anything, just means it's been there a while, doesn't mean it's important or has had much energy invested into it. I'd prefer it if strength was something you had to build up, so favored routes would become strongest by virtue of being used a lot.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this. So theoritically you could build a strong forward base of infestation with a lot of postules, but only have it connected to the hive infestation by one long vein. If the marines are smart enough, they can run past all the postules and cut off that one vein and just wait for the rest to whither and die off.
The hive could just work like a sort of "super postule." Any postules and DI connected to it are strongest and heal the quickest since the hive is the mother organ of the Kharaa.
Old branches are the thickest branches, and branches will only generate once its parent branch has matured enough.
So yeah, age => thickness (health). Number of branches is a consequence of thickness (age), not the other way around.
Veins and arteries, maybe. Roads and highways, even.
Regardless, I do like your suggestion. But I would add the limitation that a pustule must sufficiently mature before you can give it an offshoot. And I would carry any increases all the way back along the line.
<img src="http://i.imgur.com/ZasXW.png" border="0" class="linked-image" />
Old branches are the thickest branches, and branches will only generate once its parent branch has matured enough.
So yeah, age => thickness (health). Number of branches is a consequence of thickness (age), not the other way around.
Veins and arteries, maybe. Roads and highways, even.
Regardless, I do like your suggestion. But I would add the limitation that a pustule must sufficiently mature before you can give it an offshoot. And I would carry any increases all the way back along the line.
<img src="http://i.imgur.com/ZasXW.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I know trees grow more branches as they age, but it's the structure I'm talking about, not the formation process.
As pustules remain alive they will continually spread infestation, meaning older pustules will have thicker infestation, making it more difficult to snip chains at the root.
Also, Whips and Crags.