A Gorge mini-crag

slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
One thing I'd really like to see for the Gorge is for them to have the ability to place a mini-Crag. The Alien Commander doesn't always place Crags or Whips in places where the Aliens are trying to defend, which really bothers me. Fades and Lerks always have to run back to the hive just to get healed.

If Gorges were able to place these mini-Crags, it could help keep Aliens up in the battle where they need to be, instead of having to run all the way back to the Hive, allowing Marines to push forward.

One big reason I'm suggesting this is because I find that not a single person tends to stay in the Hive as Commander for an entire round. People seem to jump in, do what they need, then jump out. I try to stay in for as long as I can, because I like the Alien Commander.

Comments

  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    I think this is a problem more with the alien commander itself, rather than the gorge needing additional abilities. When you start giving the gorge the ability to create very many structures, you've pretty much gone back to NS1 where the gorge built everthing and there was no commander.

    So I think rather than add in a whole new ability to the gorge, it would be better to just communicate with your commander, and let him or her know that you desperately need a crag/whip/whatever in the room you are defending. Or, if no one is currently commander, then just tell your team that someone needs to hop in the hive and drop a crag.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I think this issue is a player-based one, not a game-based one. You and many other players (including me) are occasionally facing frustration because you're not getting support from your commander, but the mechanism for support is functioning fine in-game. There's nothing stopping your com from dropping a crag near your current beachhead, or even a little farther back if you want to keep it secure; the fact that he doesn't do so is an issue with him or with his resource management.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    There is also the issue that the gorge is less important than it was back in NS1. Its role could be expanded if it had a greater variety of structure to build. Instead of miniature version of the chambers that the commander drops, the gorge should have structures that have completely different functions. This will give it a more defined role distinct from that of the commander.

    (Though as to what functions these structures should have, I have no idea. I am just throwing some ideas out there).
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1881314:date=Oct 22 2011, 09:42 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 22 2011, 09:42 PM) <a href="index.php?act=findpost&pid=1881314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is also the issue that the gorge is less important than it was back in NS1. Its role could be expanded if it had a greater variety of structure to build. Instead of miniature version of the chambers that the commander drops, the gorge should have structures that have completely different functions. This will give it a more defined role distinct from that of the commander.

    (Though as to what functions these structures should have, I have no idea. I am just throwing some ideas out there).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would argue that as the combat medic and the only source of hydras, the Gorge is second in importance only to the Fade in the current build. Even then, T2 units won't last anywhere near as long in combat solo as they will with a Gorge keeping their health up.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Commander assistance takes too long for it to be viable. As a commander would need to get a drifter or two from spawn to where-ever the fighting is with a cyst network ready, and by then the fades are usually flying back to spawn or some other part of the map.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    edited October 2011
    <!--quoteo(post=1881316:date=Oct 22 2011, 10:45 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 22 2011, 10:45 PM) <a href="index.php?act=findpost&pid=1881316"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would argue that as the combat medic and the only source of hydras, the Gorge is second in importance only to the Fade in the current build. Even then, T2 units won't last anywhere near as long in combat solo as they will with a Gorge keeping their health up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It is true that the Gorge is an important member of the alien team in NS2. But in NS1 they had a much larger role. They were the building class. Not only were they capable of supporting the aliens but they were absolutely essential for keeping up with marine tech.

    In NS2 the role of the gorge has been changed to a supporting class. The aliens already have the Lerk to fill that role. The Gorge needs to be given a wider variety of structures to turn it back into a building class. However, simply giving the Gorge miniature versions of the Craig, Shade, Shift, ect. would be redundant.

    Bottom line:
    The NS2 Gorge is not as important as the NS1 Gorge.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    I liked what the now defunct Prototype mod had done, it had a mini-Crag/shade/shift that the gorge could place and the commander could spend a smaller fee to upgrade to a regular one, it added a closer connection to the gorge and commander that I thought was nice. The mini structure had only a weaker version of the normal's passive til it was upgraded to a regular structure. This also allowed for wall/ceiling Structures which left more room for creatively placed builds.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    How about if gorges could drop some kind of thing, which the commander could use to build structures? Possibly only allow stuff like whips and crags, but not necessarily. If it could move on the commanders orders (slowly I would assume), it could be used for extractor and possibly even hive creation.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1881444:date=Oct 23 2011, 02:48 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Oct 23 2011, 02:48 PM) <a href="index.php?act=findpost&pid=1881444"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about if gorges could drop some kind of thing, which the commander could use to build structures? Possibly only allow stuff like whips and crags, but not necessarily. If it could move on the commanders orders (slowly I would assume), it could be used for extractor and possibly even hive creation.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Instead of “some kind of thing,” the Gorge could spawn a drifter.

    (Kind of like back in NS 1.04 when the Gorge could spawn babblers).
  • fsfodfsfod uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    <!--quoteo(post=1881444:date=Oct 23 2011, 07:48 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Oct 23 2011, 07:48 PM) <a href="index.php?act=findpost&pid=1881444"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about if gorges could drop some kind of thing, which the commander could use to build structures? Possibly only allow stuff like whips and crags, but not necessarily. If it could move on the commanders orders (slowly I would assume), it could be used for extractor and possibly even hive creation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The way i always envisioned it was the commander could drop a ghost structure that gorges could build but also have the Prototype mod was as well. I also kinda wanted some way for gorges to request a structure at some spot without it being annoying for commanders
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1881364:date=Oct 23 2011, 08:21 AM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 23 2011, 08:21 AM) <a href="index.php?act=findpost&pid=1881364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bottom line:
    The NS2 Gorge is not as important as the NS1 Gorge.<!--QuoteEnd--></div><!--QuoteEEnd-->
    But is that really such a terrible thing?

    I get the feeling that some of the NS1 Gorge utility has been offloaded onto Kharaa Com by design.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    Yes it is a bad thing.

    Delegate its attacks to other aliens and give hydras to the commander and the Gorge can be removed from the game.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    <!--quoteo(post=1881465:date=Oct 24 2011, 12:22 AM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 24 2011, 12:22 AM) <a href="index.php?act=findpost&pid=1881465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Instead of “some kind of thing,” the Gorge could spawn a drifter.

    (Kind of like back in NS 1.04 when the Gorge could spawn babblers).<!--QuoteEnd--></div><!--QuoteEEnd-->

    THAT'S GENIUS!

    if the gorge could puke out a drifter, It might use all his energy, but it could create a partnership with the commanders, the more gorges there are, the faster structures can be built?

    and you could build stealthy structures, the gorge creates the drifter, saving the commander some energy resources, and then the commander commands the drifter what to turn into.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1881878:date=Oct 25 2011, 07:33 AM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 25 2011, 07:33 AM) <a href="index.php?act=findpost&pid=1881878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->THAT'S GENIUS!

    if the gorge could puke out a drifter, It might use all his energy, but it could create a partnership with the commanders, the more gorges there are, the faster structures can be built?

    and you could build stealthy structures, the gorge creates the drifter, saving the commander some energy resources, and then the commander commands the drifter what to turn into.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's almost the same as you drop a "mini structure" (that idea was already tested in my PT mod some time ago). you are saving hive energy which would be required to create a drifter. but instead spawning a drifter, you spawn a mini structure that can get upgraded to a normal one. that's basically the same idea (saving hive energy)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    How about "buff banner" type of temporary structures, like totems in WoW?

    Temporary buffs abilities would keep Gorges busy, which would be more fun than "plant one and wait two minutes" type of game play. The commander is responsible for establishing the overall game plan now.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited October 2011
    <!--quoteo(post=1881874:date=Oct 25 2011, 07:22 AM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 25 2011, 07:22 AM) <a href="index.php?act=findpost&pid=1881874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes it is a bad thing.

    Delegate its attacks to other aliens and give hydras to the commander and the Gorge can be removed from the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Give its blink, attack, and armor to the skulk, and the fade can be removed from the game too. Give the gorge spikes and make spores a com-drop ability, and the lurk can be removed as well.

    Anything can be removed if you strip away everything that makes its class unique and give it to other people; that's not really a good reason to call the Gorge underdeveloped.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1882319:date=Oct 27 2011, 07:39 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 27 2011, 07:39 AM) <a href="index.php?act=findpost&pid=1882319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about "buff banner" type of temporary structures, like totems in WoW?

    Temporary buffs abilities would keep Gorges busy, which would be more fun than "plant one and wait two minutes" type of game play. The commander is responsible for establishing the overall game plan now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's not a bad idea. there was also a discussion about making hydras temporary structures (which caused a lot of complains and got rejected in the end). i would like to see some more tools, and also make heal spray much stronger on structures. grenade launchers are ok, but you should not be able to vaporize hydras being healed, only if they are not guarded by a gorge (making the gorge a requirement for strong defense, and also a primary target. it was fun in ns1 1.4 being the primary target :D )
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1882311:date=Oct 27 2011, 12:44 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 27 2011, 12:44 PM) <a href="index.php?act=findpost&pid=1882311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's almost the same as you drop a "mini structure" (that idea was already tested in my PT mod some time ago).<!--QuoteEnd--></div><!--QuoteEEnd-->
    How did that work out anyway?
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    <!--quoteo(post=1882311:date=Oct 27 2011, 03:14 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 27 2011, 03:14 PM) <a href="index.php?act=findpost&pid=1882311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's almost the same as you drop a "mini structure" (that idea was already tested in my PT mod some time ago). you are saving hive energy which would be required to create a drifter. but instead spawning a drifter, you spawn a mini structure that can get upgraded to a normal one. that's basically the same idea (saving hive energy)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I see.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1882354:date=Oct 27 2011, 12:30 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Oct 27 2011, 12:30 PM) <a href="index.php?act=findpost&pid=1882354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did that work out anyway?<!--QuoteEnd--></div><!--QuoteEEnd-->

    the gorge had no structure limit per area (i forgot about that) so in the one public test we made it resulted in massive spam :D but it gave great atmosphere. we had shades / crags on the walls and ceilings and the comm had much more hive energy available
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