pustule health

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
edited May 2011 in Ideas and Suggestions
<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).

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    Not sure about the numbers or the specific implementation suggested, but the basic idea "pustule health as a function of nearby/connected structures" is an awesome one.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    Ya, I realized after I posted that the numbers I gave seemed to be a bit high. It would also potentially make unkillable postules if you placed enough of them in close proximity. However, that could be fixed by lowering the starting health by 50% to 250, and limiting max health to 1000 or something.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Or increase the max health of pustules over time (with a cap, obviously), which will organically give Pustules closer to Hives more health. Not EXACTLY the same thing, but close enough, and simpler.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'd prefer that their health was tied to the closest hive than to the closest other structure/pustule. Otherwise, I could drop a supercluster of extremely hard to kill pustules in marine start, spamming DI over the entire room.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    Well, either way you'd still have to kill all the pustules...

    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.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Having the age of the pustule be a factor in pustule health might be another way to go about this.

    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.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Hmm I'd prefer a tree like structure to it.

    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.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Hmm I'd prefer a tree like structure to it.

    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.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    Chris, that tree analogy doesn't work the way you want it because:
    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" />
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1844627:date=May 7 2011, 08:04 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 7 2011, 08:04 AM) <a href="index.php?act=findpost&pid=1844627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Chris, that tree analogy doesn't work the way you want it because:
    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.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I stated this in another related thread, but according to the Design Doc, there is no indication that destroying a pustule will destroy the infestation it has previously created. It only states that pustules generate infestation, and we can deduce that by destroying pustules we prevent the generation of Infestation from that point forward, but anything else is presumption.

    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.
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