Advanced Gorge Movement

ThatOtherOtherGuyThatOtherOtherGuy Join Date: 2010-11-29 Member: 75340Members
edited June 2011 in NS2 General Discussion
So I was thinking about a few fundamental facets of NS2 that have been carried over from NS1 and I was figuring it'd be a good idea to think about them while we're still in beta.

One of those facets is obviously the fact that the gorge has no advanced movement abilities (no wall-walking, blink, flight, etc.). Now, this made a lot sense for NS1, The gorge is supposed to be a little slow in the first place, and besides that the fact that the gorge couldn't take alien-specific shortcuts was balanced in that: he didn't need to use them since he wasn't really supposed to be attacking anyways, finding a way into them to make bases was well rewarded from a tactical standpoint, and the gorge had no abilities that would have worked in conjunction with an advanced movement ability.

Now a lot of that has changed in NS2. Gorge is no longer responsible for putting down chambers. This means there's no longer a big reward for a gorge making it into a vent or otherwise special position. More importantly, I think, is that he does now have an ability that would work well some sort of special way to get around: hydras! Smart hydra placement is the last building responsibility left to the gorge, and the fact that they can be placed on the walls and the ceilings and whatever which way (as opposed to chambers, which couldn't) leaves a lot of open room for intelligent players to be creative and inventive with hydras. This is sorely hampered, however, by the fact that the gorge really has no way to reach and take advantage of all the new and detailed geometry in the maps now.

So this is idea in conclusion: I think it'd be a good idea for the gorge to have a way to use map geometry in conjunction with his hydras more easily. To this end, I propose that the gorge have wall-walking <b>on infestation</b>. The gorge would still be severely hampered by his speed when attacking, but when he is defending his base he will have a much larger set of options and tools to do it with. This would make the gorge a little more exciting to play and increase his skill ceiling while raising his skill floor barely at all.

Yay, nay? What do y'all think?

Just realized this should probably go onto the Ideas and Suggestion board. Whoops. If a mod sees this and thinks it too should be there, would you ever so kindly move it over? Sorry.

Comments

  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited June 2011
    It's an interesting idea for sure and definitely has some merit, but I hate hate hate giving aliens buffs and abilities which only work on infestation because they'll be inherently nerfed off infestation. That will likely lead to stale gameplay. (edit: duhh gorges make their own infestation).

    I'd like to see bellyslide move faster and work up hills/stairs (costing no energy) and for gorges to always have the damage soaking ability available (costing energy). A good gorge will be able to slide about effectively to be where marines are not à la TF2's medic, while a worse gorge would get caught and have to use energy which would otherwise be able to heal on using the damage shield.

    Essentially encouraging in-combat healing rather than hydra farming.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I sorta want to see the Onos' super jump for the Gorge (not using his stubby legs, silly, but using his bouncy belly).
  • ThatOtherOtherGuyThatOtherOtherGuy Join Date: 2010-11-29 Member: 75340Members
    <!--quoteo(post=1855447:date=Jun 22 2011, 01:13 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Jun 22 2011, 01:13 PM) <a href="index.php?act=findpost&pid=1855447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's an interesting idea for sure and definitely has some merit, but I hate hate hate giving aliens buffs and abilities which only work on infestation because they'll be inherently nerfed off infestation. That will likely lead to stale gameplay. (edit: duhh gorges make their own infestation).

    I'd like to see bellyslide move faster and work up hills/stairs (costing no energy) and for gorges to always have the damage soaking ability available (costing energy). A good gorge will be able to slide about effectively to be where marines are not à la TF2's medic, while a worse gorge would get caught and have to use energy which would otherwise be able to heal on using the damage shield.

    Essentially encouraging in-combat healing rather than hydra farming.<!--QuoteEnd--></div><!--QuoteEEnd-->

    While I agree with you about infestation only abilities, I think the situation is different here given that this is inherently a pure buff. The only "nerf" here would be that the gorge would be mostly stuck at his pre-buff levels of movement when attacking. Mostly I say, because remember the gorge can spray infestation anywhere. If he's moving forward past the infestation and he wants to climb up into a vent he can simply spray infestation on the wall to climb up on.

    As far as the damage shield you propose goes, though, wouldn't that mean a gorge could never really attack? If taking damage costs energy and attacking costs energy then his offense would be sorely lacking, more so than it should be. Or maybe I'm just misunderstanding you, and you mean that the gorge could at anytime select an ability like any other weapon that'd passively turn the damage shield on? That'd fix my objection.
  • vlncvlnc Join Date: 2010-09-07 Member: 73921Members, Squad Five Blue
    The only way i found at time (and mostly people use it) is to go in difficult access (mean unreachable place as gorge) in skulk then evolve in gorge and drop infest then hydra.

    I like the idea, maybe this could be turn into an upgrade for the gorge (need to search it and buy it)
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    <!--quoteo(post=1855453:date=Jun 22 2011, 07:25 PM:name=ThatOtherOtherGuy)--><div class='quotetop'>QUOTE (ThatOtherOtherGuy @ Jun 22 2011, 07:25 PM) <a href="index.php?act=findpost&pid=1855453"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as the damage shield you propose goes, though, wouldn't that mean a gorge could never really attack? If taking damage costs energy and attacking costs energy then his offense would be sorely lacking, more so than it should be. Or maybe I'm just misunderstanding you, and you mean that the gorge could at anytime select an ability like any other weapon that'd passively turn the damage shield on? That'd fix my objection.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I don't really know what happened to that ability. It was being talked about by Flayra at least back when the gorge was revealed: <a href="http://www.unknownworlds.com/ns2/2009/8/gorge_reveal" target="_blank">http://www.unknownworlds.com/ns2/2009/8/gorge_reveal</a>

    "One new ability we're giving the Gorge is a armored protection ability (name pending). By holding crouch, he can drop his cushy paunch to the ground, extend the armor plates on his back. Doing so will mean that he takes damage off his energy instead of health, as long as he can do so! Energy is like the equivalent of alien ammo, but it never runs out and is always replenishing itself. So if he goes immobile, he can soak quite a bit of damage without getting hurt. At some point though, he'll run out of energy and he'll need to be saved by other players or will need to get up and shuffle away. You can see this ability at 0:32 in the Gorge video."

    So yeah, you'd have to select to use it.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited June 2011
    Sounds nice to me for reaching better hydra locations and actually getting to put things on the ceiling.. honestly the only other thing I had thought of that let a gorge up there (and I'd hate to see it again), is that +hook web plugin..

    I'm just wondering if suddenly the gorge has suction feet or if the infestation is helping him up there, he's not exactly light looking really. (someone's got to think of a fluff reason for this too of course :p)
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    edited June 2011
    <!--quoteo(post=1855436:date=Jun 22 2011, 08:44 PM:name=ThatOtherOtherGuy)--><div class='quotetop'>QUOTE (ThatOtherOtherGuy @ Jun 22 2011, 08:44 PM) <a href="index.php?act=findpost&pid=1855436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OP<!--QuoteEnd--></div><!--QuoteEEnd-->
    This idea has merit, I would remove requiment for infestation though since the OC's will die without infestation and if they are placed elsewhere gorge need to keep them alive anyway.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    That's an interesting idea. I don't know how I feel about it. I feel it might look silly to see a fat gorge on the wall. But I mean that shouldn't determine whether the idea is accepted or not. What should determine if it is a good idea or not is balance. Will it make the gorge overpowered? I seriously doubt it. Will it expand the gorge's role? Absolutely (allowing the adorable pudge into vents and allowing unique placement of hydras). Will it infringe on other alien roles? I don't think so. Wall-walking for a skulk allows it to ambush marines and I cannot imagine gorge ambushes taken seriously. Will it make the skulk feel less unique? Maybe a little bit, but the skulk has the advantage still that it does not need infestation to walk on walls, whereas Fatty McGorgington does.

    I'd say it's worth testing. My gripes are that it might look silly seeing a gorge on a wall and that it makes the skulk feel even less than it is now. Yeah that's it.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--quoteo(post=1855459:date=Jun 22 2011, 12:41 PM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Jun 22 2011, 12:41 PM) <a href="index.php?act=findpost&pid=1855459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This idea has merit, I would remove requiment for infestation though since the OC's will die without infestation and if they are placed elsewhere gorge need to keep them alive anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then it'd just be the skulk's ability.. and the OC's will die without infestation thing is kinda the point.. gorge infest ability from the sound of it is going to become a perma thing if connected to the main infestation anyways.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1855453:date=Jun 22 2011, 07:25 PM:name=ThatOtherOtherGuy)--><div class='quotetop'>QUOTE (ThatOtherOtherGuy @ Jun 22 2011, 07:25 PM) <a href="index.php?act=findpost&pid=1855453"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While I agree with you about infestation only abilities, I think the situation is different here given that this is inherently a pure buff. The only "nerf" here would be that the gorge would be mostly stuck at his pre-buff levels of movement when attacking. Mostly I say, because remember the gorge can spray infestation anywhere. If he's moving forward past the infestation and he wants to climb up into a vent he can simply spray infestation on the wall to climb up on.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think there's such thing as a pure buff as you mean. Buffs at this development phase will indirectly lead to other things not getting buffed or even getting nerfed.

    For example if gorge has a strong ability to position itself for suitable bbomb positions it may lead to design decision of not making bbomb as powerful as it otherwise could have been. The key is finding a good balance where things have both limitations and possibilities, but can be left powerful enough to be satisfying to use.

    I think Starcraft 1 is my favourite example of such design done succesfully; many units feels nearly imbalanced good, but then again they're also extremely weak and vulnerable in their own ways. As a result they're extremely satisfying to use.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    You don't really need to have the gorge wallwalk. The hydra could just be changed to a sort of seed projectile that can be fired and grows where it lands. Then you could place them on the ceiling or hard to reach places without changing the gorges movement.
  • ThatOtherOtherGuyThatOtherOtherGuy Join Date: 2010-11-29 Member: 75340Members
    edited June 2011
    Good point Bacillus. As far as balance goes this ability would depend entirely on map design I think. On the current maps, marine start at very least (and quite often other tech points) lack vents and real alternate routes for aliens. Sneaky gorge bile bombing on the offense isn't typically possible, though to be fair, not entirely impossible. Regardless, I like your perspective on game design.

    As far as fluff though, I was thinking the gorge would literally be climbing the infestation. That's just the picture I had in mind, though.

    Also, Wilson, the only problem with that is that hydras need infestation to stay alive, so just spitting hydras would be useless. So you would need a hydra + infestation spitter, but that has its own problems. Sure you could spit hydras onto the roof, but then there'd be no way to connect infestation up to it or heal it. Spitting hydras would also change a lot of other things that the gorge could do. An alien team could gorge rush into marine start, spit hydras on the roof, then start heal spraying each other and the marines. Not a foolproof strategy, but given that there'd be X gorges with X hydras against X rifle marines. Shooting the gorges would mean you couldn't look at the hydras while shooting the hydras meant you couldn't see the gorges. Pretty bad situation, I think.

    The idea is you can only put hydras where you wall walk and you can only wall walk in your bases. Spitting makes the ability to offensive in my opinion.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited June 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You don't really need to have the gorge wallwalk. The hydra could just be changed to a sort of seed projectile that can be fired and grows where it lands. Then you could place them on the ceiling or hard to reach places without changing the gorges movement.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the ranged hydra placement too, Wilson, but there's the issue of getting infestation up there in the first place. Right now infestation doesn't spread up there unless the gorge can get up there.

    Also it stops the gorge from being very vulnerable while placing a hydra, I actually like that vulnerability even being on the ceiling it would have to at least have to wander into fire to place them in riskier places.

    edit: I also still like the idea of getting into vents maybe.. but it might not look fitting, pudgy as they are and small as those vents can sometimes be.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1855448:date=Jun 22 2011, 12:15 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 22 2011, 12:15 PM) <a href="index.php?act=findpost&pid=1855448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I sorta want to see the Onos' super jump for the Gorge (not using his stubby legs, silly, but using his bouncy belly).<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    Plus, I'd like to see something like air control for the belly slide (slide control?) to make it more useful.
  • moku9moku9 Join Date: 2009-11-04 Member: 69265Members
    I was thinking gas-propulsion for the gorge but would settle for walking anywhere on infestation.
  • mickoomickoo Join Date: 2011-06-22 Member: 105914Members
    <!--quoteo(post=1855476:date=Jun 23 2011, 04:17 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jun 23 2011, 04:17 AM) <a href="index.php?act=findpost&pid=1855476"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You don't really need to have the gorge wallwalk. The hydra could just be changed to a sort of seed projectile that can be fired and grows where it lands. Then you could place them on the ceiling or hard to reach places without changing the gorges movement.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <b> +1 !!!! </b>

    Completely agree! I think it would tie in nicely with the 'gardener' role they are going with. Sowing/shooting seeds around the place.

    In regards to having infestation to place it on say the roof- why not do the same thing and have the mini pustules a projectile? I often walk around as gorge and wish I could place hydras in all the lovely roof spaces. If the commander can only see top down and place infestation on the floor that way, why not make gorges able to make the room more alien hive cave like by allowing them to shoot pustules onto the places the commander can't? It would be a nice symbiotic relationship between gorge and commander.

    I think this would make for some awesome looking rooms that can provide strategic hydra placement and give great atmosphere. If people are worried they wont be able to kill the infestation on the roof, as soon as the floor infestation is destroyed the roof will soon follow.

    Also we could still use the pre hydra and pustule 'ghost' image (similar to the fade one) to ensure accurate placement.
  • SrCumferenceSrCumference Join Date: 2002-11-01 Member: 3740Members
    I absolutely love the idea of projectile hydras and infestation.

    At first I thought that it might have to be something like a separate weapon(have normal fire act like the current healspray implementation, and alt-fire would lob a projectile almost exactly like bile bomb) and simply have hydra alt-fire lob a hydra bomb with similar trajectory. But that could easily lead to having too many weapon slots taken up.

    Then I thought that maybe it would be a good alt-fire for the bile bomb itself? Pros: requires research, preventing early game griefing at marine start. Cons: ? might be too late to be useful in hive defense.

    One other point though about gorges rushing in to marine start and putting hydras on ceilings would be that
    1) if they are on the ceiling they are probably out of reach of the healspray, making them rather vulnerable.

    That limitation, and not allowing a wallwalk(which I just can't picture without laughing, I keep imagining the christmas gorge with suction cups on his feet and a funny look on his face) adds another layer to the strategic choices of hydra placement. Do I put my hydra in a better firing position where it is harder to heal, or do I put it in a more attackable position where it can be more easily covered by healspray and chambers? I love the idea of having that trade off, although it might not practically work out as I am envisioning it.

    I also think that hives should at least start infestation above the hive itself.(I so can't wait for full dynamic infestation implementation!)

    That is my two cents anyway, I think that projectile infestation at least should be implemented definitely(have you ever tried to re-infest on a dying hydra that you put high on a wall? It is way too hard. DI will probably fix it anyway but...)
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    edited June 2011
    I'm a big fan of spitting pustule and hydra seeds. I don't see this as being an overly offensively oriented thing... as long as the Croach takes time to grow out from the pustule, and the hydra takes time to spawn from it's seed, then they're not something a gorge can turn into a sudden offensive turret drop (<i>on the ceiling</i>) with no chance for the marines to respond. It does let the gorge spend a minute in the backfield reinforcing a room so that it can at least slow down a marine advance or give the aliens some warning of it. I'd suggest making them short ranged but direct flight (no lobbing) because, unlike a bilebomb and it's area of effect, there's a significant difference between that hydra ending up on the wall and it ending up on the leading edge of the crate you were trying to lob it over. And seeds are small, and something as fat as a gorge can work with it's diaphragm and spit pretty far :)

    What this might also allow for is some of the sneaky vent tactics from NS1 (that's a good thing, IMO). An alien player could put some time and effort into spreading a pustule network throughout the map's ventilation system, making Croach only a short distance from tactically significant points despite the marines thinking the hallways between them are clear. When that weird alien goo starts coming out of the walls, the marines really ought to start paying attention...
  • WiltdogWiltdog Join Date: 2011-05-26 Member: 100980Members
    Shrike30:

    Love the image of that!

    Also, the image of pustles and infestation on the ceilings would really make the khaara base feel alive and growing. I would love to see hanging pustles with their orange light glowing everywhere. /drooool
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