Two Hives, One Comm

RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
<div class="IPBDescription">Commanding over multiple hives</div><!--quoteo(post=1853956:date=Jun 17 2011, 05:23 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jun 17 2011, 05:23 PM) <a href="index.php?act=findpost&pid=1853956"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- I like the idea of infestation and drifters costing personal res and would fulfill my goals of having multiple commanders change the game. 2-3 commanders could spread infestation 2-3x (at a cost of less offense) and that would really change the game in a cool way. <b>Update:</b> Although the current Hive/energy system planned for this in that you're not supposed to be able to use a Hive's energy-abilities if you're not in it (but it's a bit clunky).<!--QuoteEnd--></div><!--QuoteEEnd-->
When I am commander, I often use more then one hive because I really can't afford to have three teammates out of the game while I'm commanding.

Here's what I would suggest. A commander can use everything in any hive other then his own as long as it's (1) connected through infestation and (2) not inhabited by another comm (no energy stealing!)

Comments

  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited June 2011
    I agree.

    I think connecting hives via infestation should be encouraged, as it's a good idea anyway because it prevents the hive room dying when the hive does, so adding another reason to do it would be nice, and would reinforce the idea of infestation being the alien supply network.

    I really don't agree with the idea that you need to be in a hive to use it, that just means I'm going to spend half my time running between hives, I don't want to have gimmicky reasons to use multiple commanders. It isn't generally desirable to have more than one. Hopping in for a second to do some quick task is fine, like if you see a res node that's down and you are near the hive to replace it, do it. Otherwise however the team does not benefit from having multiple commanders all with their own idea of what needs doing, it ruins team cohesion and makes commanding far less fun for all concerned. I don't want some other bugger getting in the way when I have a plan for what to do.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    My idea: As soon as hives are connected with infestation the energy is pooled, both in maximum stored and amount generated
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1855673:date=Jun 23 2011, 09:21 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jun 23 2011, 09:21 AM) <a href="index.php?act=findpost&pid=1855673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My idea: As soon as hives are connected with infestation the energy is pooled, both in maximum stored and amount generated<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was thinking this as well, with the addition that only unoccupied hives gives away energy/regen.
    so if you want multiple commanders for any reason they cant "steal" from each other. any extra hives energy can be a backup for both (1st come 1st served), or simply split.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    Instead of hives with other commanders not "pooling" their energy, just spilt the pool between commanders.

    3 hives, 1 commander = 150E
    3 hives, 2 commanders = 75E
    3 hives, 3 commanders = 50E

    I doubt you'll get more than 3 hives usually... if you did the only issue is rounding, but it's not really an issue at all.
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