Infestation model idea

JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
<div class="IPBDescription">Expanding on the current design</div>The introduction of infestation has restricted the strategies available for the alien team. Specifically, aliens cannot expand farther than infestation lets them. It ensures that alien territory will remain confined to a small part of the map during the first several minutes of a round. The alien commander cannot invest early into economy, and alien structures rarely support players outside of a hive room (this affects whips especially). My idea is to lower the dependency of structures on infestation (cyst) networks.

* Infestation shouldn't be required for structure placement.

This change alone would fix all of the mentioned gameplay problems. However, I'd like to develop the idea of cyst chains and how they affect alien strategy.

* The cyst chain would provide structures with health and energy regeneration. Any structures not within range of the cyst chain will not receive these bonuses.

This would limit the functions of a disconnected structure to a very basic level because it won't have enough energy to use active abilities.

* DI would grow out from all structures regardless of whether they're connected to the cyst chain.


With this model, the commander would have many more options available. Let's say a commander wants to start off a game by building 3 harvesters on the west side of the map in Tram. He might choose to build a shade near that area, then build a cyst chain to it as energy allows. Since the connected shade would regenerate energy, he could actively cloak that area so that aliens can defend that point easily. Alternatively, he could choose to spread the cyst chain to the door east of alien start so that it stays unlocked for when he drops a hive in server room. I'm not sure if either of these strategies would work, but at least there would be an option to try them. It would open the door for crazier Starcraft-esque gameplay.

Comments

  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    There seems to be three possible solutions to the problem of slow alien expansion:
    1) This idea
    2) The costs of cysts should be drastically reduced
    3) A new structure which keeps infestation not connected to hives alive

    As of right now, aliens are slow in expanding their territory. Although it may not seem like it now, once larger maps are released the problem will become more apparent.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Removing the infestation structure requirement would grossly over power aliens. I would quad drop res towers at the beginning of the game and just tech/hive/lerk/fade/onos rush so fast marines would barely have any tech or advanced weaponry.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    It is true that the removing the infestation requirement would allow the aliens to drop harvesters faster, however, in NS1 aliens can drop many res towers in the beginning and that did not mean that the marines would be flooded with higher level life forms.

    Not to mention that in the earlier builds infestation was not required for harvesters either and marines were still able to put up a good fight.

    As of right now, marines have an easier time turning the table on a losing game than do aliens, much of which seems to be due to the alien dependency on infestation.

    However, at this point in development, it would be hard to say exactly how removing the infestation dependency would affect gameplay. The only way to know for sure is if a build is released where the aliens are not as dependent on infestation and the win: lose statistics were collected.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    There was no team res in ns1 either.
  • jergodzjergodz Join Date: 2011-05-20 Member: 99745Members
    I wouldn't mind if they completely reworked it, never did like the current infestation system much anyways. Cysts being essential for alien expansion is just a pain in the ass tbh..
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877545:date=Sep 30 2011, 03:22 PM:name=jergodz)--><div class='quotetop'>QUOTE (jergodz @ Sep 30 2011, 03:22 PM) <a href="index.php?act=findpost&pid=1877545"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't mind if they completely reworked it, never did like the current infestation system much anyways. Cysts being essential for alien expansion is just a pain in the ass tbh..<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's just a placeholder for further infestation development that allows Marines to fight growth without flamethrowers.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    infestation generally have been nerfed pretty badly since cysts been added into the game. before infestation had to be dealt with flamethrowers, and it would actually require work killing infestation. now infestation can easily be killed since infestation is controlled by cysts, in fact its so easy to kill infestation it actually became one of the weakness of aliens because they can't expand beyond it.

    I like this idea. Infestation must be more easily spread since its so easily killed, by any marine with ANY weapon.

    In the past I've said gorges should be dropping cysts that cost ENERGY, this would mean they can spam them at any location, helping spread infestation much quicker, and easier.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited September 2011
    Im fine with that if they remove the motion tracker(auto parasite effect) if you stand on it.
  • CannonFodder100CannonFodder100 Join Date: 2011-09-14 Member: 121355Members
    edited September 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->cysts that cost ENERGY<!--QuoteEnd--></div><!--QuoteEEnd-->
    Problem here is that you'll have cysts EVERYWHERE. If it only costs energy, the first gorge that pops out will push every extractor on the map.

    As it stands, the marines cannot realistically handle more than their adjacent res nodes; a change like that will cause a huge economic boost for the aliens and make a second hive much easier to grab.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1877629:date=Oct 1 2011, 03:28 AM:name=CannonFodder100)--><div class='quotetop'>QUOTE (CannonFodder100 @ Oct 1 2011, 03:28 AM) <a href="index.php?act=findpost&pid=1877629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Problem here is that you'll have cysts EVERYWHERE. If it only costs energy, the first gorge that pops out will push every extractor on the map.

    As it stands, the marines cannot realistically handle more than their adjacent res nodes; a change like that will cause a huge economic boost for the aliens and make a second hive much easier to grab.<!--QuoteEnd--></div><!--QuoteEEnd-->

    actually is the real problem, infestation is easily killed and once its unconnected to the rest of the infestation it dies. So marines can kill infestation without required to have flamethrowers, and once infestation becomes unconnected, everything falls apart. So infestation right now is easily killed with any weapon.

    IF cysts that gorges drop would cost energy only, it would ensure that gorges would actually spread infestation throughout the map much quicker, making infestation easy to kill but also easy to build. Since its easy to kill infestation, it should be easy to rebuild it.

    But the OP of this thread has good ideas, and needs to be seriously reviewed by the developers since the way infestation works/spreads seriously nerfed and doesn't work as it needs to be.
  • MrGreenMrGreen Join Date: 2010-12-10 Member: 75602Members
    I much prefer the idea discussed in another thread about infestation naturally growing outwards and spreading across the map.
    This could naturally be helped along by the commander or gorges.
    There are downsides to that but at least it will take some of the micromanagement away.
  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    <!--quoteo(post=1877150:date=Sep 27 2011, 04:00 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 27 2011, 04:00 PM) <a href="index.php?act=findpost&pid=1877150"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Removing the infestation structure requirement would grossly over power aliens. I would quad drop res towers at the beginning of the game and just tech/hive/lerk/fade/onos rush so fast marines would barely have any tech or advanced weaponry.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Spot on +1
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    Try to look at this idea from a broader design perspective. Aliens would receive a boost from this change in the short term, but it would also solve a more fundamental problem. Costs and timings can be adjusted easily.

    It doesn't feel right for marines to have so much more strategic flexibility than aliens, and that is what my suggestion is trying to fix.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1877906:date=Oct 3 2011, 12:04 PM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Oct 3 2011, 12:04 PM) <a href="index.php?act=findpost&pid=1877906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try to look at this idea from a broader design perspective. Aliens would receive a boost from this change in the short term, but it would also solve a more fundamental problem. Costs and timings can be adjusted easily.

    It doesn't feel right for marines to have so much more strategic flexibility than aliens, and that is what my suggestion is trying to fix.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The entire game would need to be re-balanced. Changing the game in this manner would imbalance it severely. It will not happen.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877906:date=Oct 3 2011, 11:04 AM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Oct 3 2011, 11:04 AM) <a href="index.php?act=findpost&pid=1877906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try to look at this idea from a broader design perspective. Aliens would receive a boost from this change in the short term, but it would also solve a more fundamental problem. Costs and timings can be adjusted easily.

    It doesn't feel right for marines to have so much more strategic flexibility than aliens, and that is what my suggestion is trying to fix.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it feels right. The Marines are fighting on their home turf; they start with the ability to move freely and pick which territories to hold. By contrast, the aliens have to take area slowly, but as they expand they become harder and harder to take out (due to things like hive sight Hydra beacheads).

    In my opinion, Alien units should be flexible, but alien structures slower and tougher to move. The opposite is already true for Marines; it takes them a while to go from point A to point B, but once they get there they're one popped cyst away from dropping a power pack and a PG.
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    <!--quoteo(post=1877150:date=Sep 27 2011, 11:00 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 27 2011, 11:00 AM) <a href="index.php?act=findpost&pid=1877150"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Removing the infestation structure requirement would grossly over power aliens. I would quad drop res towers at the beginning of the game and just tech/hive/lerk/fade/onos rush so fast marines would barely have any tech or advanced weaponry.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There are plenty of risks in early economy rush. No early upgrades - 3 bite kills instead of 2. It would put aliens on the defensive, giving marines an easier time building up their territory as well. Plus, I would expect at least 1-2 of those harvesters to die before they can pay for themselves. It's a high risk, high reward strategy that is counterable by aggressive marine play. There would only need to be minor changes, if any.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877917:date=Oct 3 2011, 12:05 PM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Oct 3 2011, 12:05 PM) <a href="index.php?act=findpost&pid=1877917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are plenty of risks in early economy rush. No early upgrades - 3 bite kills instead of 2. It would put aliens on the defensive, giving marines an easier time building up their territory as well. Plus, I would expect at least 1-2 of those harvesters to die before they can pay for themselves. It's a high risk, high reward strategy that is counterable by aggressive marine play. There would only need to be minor changes, if any.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A minor change like forcing the marines to aggro at the start of every round instead of focusing on defense, in order to counter a possible Kharaa rush?

    I hardly think completely flipping the building mobility and attack/defense roles of the two teams is a minor change.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    It is not a complete flip; the marines would have to figure out what strategy aliens are planning and react accordingly.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877928:date=Oct 3 2011, 01:41 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 3 2011, 01:41 PM) <a href="index.php?act=findpost&pid=1877928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is not a complete flip; the marines would have to figure out what strategy aliens are planning and react accordingly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That, to me, is a complete flip. The Marines are supposed to be the ones marking out the territory for the Kharaa to then devise an attack plan for. Just my two cents.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1877941:date=Oct 3 2011, 08:25 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 3 2011, 08:25 PM) <a href="index.php?act=findpost&pid=1877941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That, to me, is a complete flip. The Marines are supposed to be the ones marking out the territory for the Kharaa to then devise an attack plan for. Just my two cents.<!--QuoteEnd--></div><!--QuoteEEnd-->

    the problem is how easy infestation is being countered, and the difficulty it takes to spread it only hurts aliens. If infestation grew on its own, and it wasn't so easily killed maybe you be right but infestation suppose at this point feels like bag of rocks on the aliens back.

    Making cysts that gorge drop cost energy only might help the spread of infestation much quicker, since gorges can spam them everywhere. Unless we change how infestation grows/spreads more naturally this problem won't be going away. Infestation currently is rather nerfing the aliens more then helping them. Before flamethrowers countered infestation, now its killed with such ease..if killing it is easy, rebuilding should as well.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877950:date=Oct 3 2011, 04:01 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Oct 3 2011, 04:01 PM) <a href="index.php?act=findpost&pid=1877950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the problem is how easy infestation is being countered, and the difficulty it takes to spread it only hurts aliens. If infestation grew on its own, and it wasn't so easily killed maybe you be right but infestation suppose at this point feels like bag of rocks on the aliens back.

    Making cysts that gorge drop cost energy only might help the spread of infestation much quicker, since gorges can spam them everywhere. Unless we change how infestation grows/spreads more naturally this problem won't be going away. Infestation currently is rather nerfing the aliens more then helping them. Before flamethrowers countered infestation, now its killed with such ease..if killing it is easy, rebuilding should as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
    How about a compromise then? What if the Kharaa Com could spend energy to expand "territory", an area in which Cysts can be freely placed for no PRes cost? That way, we make things like rushing DC still very costly for both the commander and gorge, but allow Kharaa to hold their own turf more effectively and bring the infestation model a bit closer to the finished product in function.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    We have Gorges that can place cysts anywhere the commander wants but the gorgie has to heal this garden. The whole game on alienside is designed around the DI. So I really don't see any profit for NS2 with this suggestion.
    The DI how it works now brings way more depth in the game because if marines can sneak in Alien territory they can disconnect whole nests. Aliens especially the Com/Gorges have to react if a cyst turns grey, that also indicates that marines are nearby.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877963:date=Oct 3 2011, 05:39 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 3 2011, 05:39 PM) <a href="index.php?act=findpost&pid=1877963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We have Gorges that can place cysts anywhere the commander wants but the gorgie has to heal this garden. The whole game on alienside is designed around the DI. So I really don't see any profit for NS2 with this suggestion.
    The DI how it works now brings way more depth in the game because if marines can sneak in Alien territory they can disconnect whole nests. Aliens especially the Com/Gorges have to react if a cyst turns grey,<b> that also indicates that marines are nearby.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, that and the constant beacon showing their exact location on the infestation.
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    <!--quoteo(post=1877963:date=Oct 3 2011, 06:39 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 3 2011, 06:39 PM) <a href="index.php?act=findpost&pid=1877963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We have Gorges that can place cysts anywhere the commander wants but the gorgie has to heal this garden. The whole game on alienside is designed around the DI. So I really don't see any profit for NS2 with this suggestion.
    The DI how it works now brings way more depth in the game because if marines can sneak in Alien territory they can disconnect whole nests. Aliens especially the Com/Gorges have to react if a cyst turns grey, that also indicates that marines are nearby.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The depth of that tactic would actually <i>increase</i> with my idea. It currently takes 85 seconds for a disconnected cyst to die , which means it could be several minutes before the disconnected structures begin to die. That gives a commander / gorge an incredibly long time to react. With my suggestion, a cyst disconnect would be felt immediately. Players would have to time their attacks on cysts with more precision. Cutting the chain while the alien team is being seiged could be a great potential play.
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