Gorge Commander

RisingSunRisingSun RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
edited November 2011 in Ideas and Suggestions
<div class="IPBDescription">Unfinished and need input =)</div>Simply put my idea is to combined the commander roll and the gorge. How you say? Read on:

<u><b>Overview</b></u>

- 1 Gorge per hive.
- Gorge life form requires no res.
- When Gorge is in Comm Mode he is encased in his spiney armor. Health and Armor is close to a comm chair. (Health could regen when Infestation is present? but not armor.) Would it need to be in Infestation only to prevent griefing?


Abilities would be split up again as follows:

<u><b>Gorge Mode</b></u>

- Have all gorge abilities (spit, heal, and bile bomb.)
- Will be able to drop structures again.
- Spread Infestation through regurgitation.
- Comm Mode Ability (insert cool name here)
- It takes some time to shield. 1-2 seconds?
- I would like the see the gorge shield its head first, shielding the gorge from what aggressors are ahead but leaving them squishy from the sides and back until the full "armoring" time.
- Comm mode on Infestation only?

<u><b>Comm Mode</b></u>

- All comm abilities minus structure drops.
- Gorge mode. (.25 - .5 seconds)

<u><b>Conflicts</b></u>

- Whip/Hydra
Solution: Combining them into one offensive chamber. Maybe even allow a click/follow ability for the gorge to use while in infested areas.

<u><b>Lore</b></u>

The alien team is of one mind. The gorge is the one alien who can interpret this and coordinate other aliens to their mutual gain.

A random alien wouldn't have to jump in and out out the hive (a plus for you realism fans).

<u><b>Misc</b></u>

You could play the comm as you saw fit. Pop into Comm Mode and run your upgrades/ order your drifters to complete tasks. While waiting venture round the map spreading Infestation and chambers. Once you are happy go hide in a vent or jump on the front lines. Gorges costing no res makes it a momentary lose and without any serious abilities for the alien comm that need to be watched and timed such as Beacon, Med/ammo packs, and Scans it allows you to be wreckless if you chose.

Bottom line, it makes aliens different again without sacrificing everything UWE has worked towards up until now.

Help me polish this idea some. I spent all of one hour thinking this up and could use some expertise.

Comments

  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    edited November 2011
    This would be interesting.. Nice idea!
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    But help me refine it. Think of the negatives we can improve on =) A polished idea will catch UWEs attention better than a half thought out one. I wonder if schimmel is still lurking around :P
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm not keen on the having to switch between gorge and comm mode. I could see that becoming very tedious, especially since the gorge will have to spend a lot of time running around the map placing structures. That sort of worked in NS1 because you had multiple gorges, but one per hive is simply too few to carry out the tasks.

    I think this would work better if you could still do everything in comm view (i.e. upgrades, place structures, activate chamber effects), but had the option of jumping out and doing some finely placed structure placement.

    Also, I have concerns about comm designation. For example, say you leave the gorge comm view to place structures and another gorge goes into comm view. Are you still the comm and able to place structures? I could see a lot of accidental griefing (i.e. newb gorges jumping into comm view while your dropping structures) as a big problem with this approach.

    Frankly, I think NS2 should switch to a pre-game comm vote, where the person who gets voted comm is the comm whether in comm view or not.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1885590:date=Nov 18 2011, 11:32 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Nov 18 2011, 11:32 PM) <a href="index.php?act=findpost&pid=1885590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not keen on the having to switch between gorge and comm mode. I could see that becoming very tedious, especially since the gorge will have to spend a lot of time running around the map placing structures. That sort of worked in NS1 because you had multiple gorges, but one per hive is simply too few to carry out the tasks.

    I think this would work better if you could still do everything in comm view (i.e. upgrades, place structures, activate chamber effects), but had the option of jumping out and doing some finely placed structure placement.

    Also, I have concerns about comm designation. For example, say you leave the gorge comm view to place structures and another gorge goes into comm view. Are you still the comm and able to place structures? I could see a lot of accidental griefing (i.e. newb gorges jumping into comm view while your dropping structures) as a big problem with this approach.

    Frankly, I think NS2 should switch to a pre-game comm vote, where the person who gets voted comm is the comm whether in comm view or not.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This can also be said for NS1 Marine Comm. Griefing will always happen. Cant be avoided, but maybe limited.

    As for placing structures, you can in my idea. Just chambers get placed by the gorge, everything else is Comm mode. Alien comm is very boring and there isnt much to do. Giving the gorge a possible belly slide drift or fast moving ability on infestation would help mobility. I dont see this as a down side though. Chambers will still be dropped in hives or vents for protection. Once the required amount have been dropped they then can be placed in forward locations. By that time there are 2-3 hives and more gorges.

    Maybe the first Gorge would be the comm and lock in the "Hive Mind" to that player. They can release it much like the marine comm ejects. Not sure if this would be needed with the gorge limit. If there were two gorges you could easily have one be perma comm and hide somewhere. I dont really see griefing coming into play really.

    Bottom line is both the alien comm and the gorge need better defined roles that do blur the lines between each. or combined them =)
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Your idea for free gorging. Tweak.

    Entering a hive as a skulk instantly turned you into a gorge once you exited it. As a lower life form being in the hive changes you.

    Doing so would chew up say 20 hive energy instead of personal res.

    Would make multiple hives more usefull.

    Entice people to gorge.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1885667:date=Nov 19 2011, 09:42 AM:name=WorthyRival)--><div class='quotetop'>QUOTE (WorthyRival @ Nov 19 2011, 09:42 AM) <a href="index.php?act=findpost&pid=1885667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your idea for free gorging. Tweak.

    Entering a hive as a skulk instantly turned you into a gorge once you exited it. As a lower life form being in the hive changes you.

    Doing so would chew up say 20 hive energy instead of personal res.

    Would make multiple hives more usefull.

    Entice people to gorge.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There isnt a problem enticing people to gorge when it is an actual useful class. The problem is with the division of responsibilities between the comm and gorge.
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