Gorge Ability
yoda
Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Allow gorge to pick up support structures and put them on his back.</div>Many situations when aliens are on the offensive commanders need to put infestation out next marine base and build crags there. It would be cool if a gorge could act like either a hermit crab and attach the crag to a slot on his back so he can kinda follow the alien advance and support as required. Also allow him to put it down on the ground as a way to relocate structures.
Gorge has initally no slots on his back with ability with 1 hive to upgrade for 50 res to gain a slot on his back where he can carry a building.
2 and 3 hives gains an extra slot for another 50 res. Resulting in a 3 slot gorge.
Maybe armor bonus's for having a building on ones back. But the building should still have the same passive abilities it did before. Except the whip which would just be retarded.
Building should probably be smaller in a kind of bud like state while on his back and when put down grow back into their full state.
This would make the gorge a more central entity of the game as he has currently been sidelined. Gaining him his old support role and the right hand man of the commander.
In summary:
Gorge has slots on back (3).
Gorge can pick up alien buildings and attach them to his back like a hermit crab attaches anemones.
Buildings are in a bud like state when on his back with similar capability to when they are not on his back.
Possibly allowing the gorge to do active abilities like cloak area, heal area, umbra area, frenzy area etc...
Gorge has initally no slots on his back with ability with 1 hive to upgrade for 50 res to gain a slot on his back where he can carry a building.
2 and 3 hives gains an extra slot for another 50 res. Resulting in a 3 slot gorge.
Maybe armor bonus's for having a building on ones back. But the building should still have the same passive abilities it did before. Except the whip which would just be retarded.
Building should probably be smaller in a kind of bud like state while on his back and when put down grow back into their full state.
This would make the gorge a more central entity of the game as he has currently been sidelined. Gaining him his old support role and the right hand man of the commander.
In summary:
Gorge has slots on back (3).
Gorge can pick up alien buildings and attach them to his back like a hermit crab attaches anemones.
Buildings are in a bud like state when on his back with similar capability to when they are not on his back.
Possibly allowing the gorge to do active abilities like cloak area, heal area, umbra area, frenzy area etc...
Comments
here:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=114375" target="_blank">Link</a>
Would be useful moving structures back in forth for keeping a strong forward presence like the gorge used to have back in the ns1 days, moving commander placed crags up to the conflict. You could also move hydras around without having to spam the facility with them, or to fix an erroneous placement on yours or the commander's part.
Overall +1 to the idea, +10 if it included the ability to spit whips onto walls.
here:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=114375" target="_blank">Link</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah sorry its a repost then its an awesome idea!!
I think it should be researched by the Khamm first (10-15 TRes), then as a lifeform upgrade from the Shell to make it a choice for the Gorge.
Maybe only 1 building at a time, so it hurts the team less when a griefer picks up 30+ TRes investment in those chambers.
Unlike the whip, who clearly has "legs" to get around, those 3 structures do not have them and thus can't move on their own. The gorge is able to "use" unrooted structures, wich will bind to his back. When at the right spot, he can drop the structure.
Example:
You have a crag at main hive that should be better supporting hydras at a rt nearby.
The commander unroots the crag: It becomes unactive and shrinks (to the size like it's just been dropped) [maybe this costs 2 res?]
A gorge can use this smaller structure (some animation of him wiggling himself through/under the structure) wich will attach to his back. While carrying his speed is slowed by 20%.
When the gorge arrives at his hydra-farm he can choose to drop the crag just like he drops a hydra (preview of placement). The crag will grow like a normal crag. (Maybe even placement on infested walls and ceilings?)
I got this idea from the following pictures :)
<img src="http://www.hermitcrabshome.com/wp-content/themes/NicheProfitPressV2/images/hermit-crab-cove-b1.gif" border="0" class="linked-image" />
<img src="http://www.wallpaperbase.com/wallpapers/animals/snail/snail_1.jpg" border="0" class="linked-image" />
Of course it will require more models of the gorge being made, but I believe this could lead to interesting strategies.
For example, a gorge could push forward with hydras, run back while asking the comm if he can borrow one of his crags at the hive. Running forward again to drop it off, going back for a shade,...
Or even think further outside the box :
- While a gorge is carrying tech structures, the structure still stays active (the passive ability) or the triggarable ability can also be triggered
- The structure can still have it's own health, functioning as armor that can be "shot off".<!--QuoteEnd--></div><!--QuoteEEnd-->
Just sharing my ideas with this thread ;)
Further this would mean you would have to permagorge as well, after all, it's a waste of 50 res if you aren't utilising it. The actual idea of allowing the gorge to transport things is ok, but the upgrade idea is not.
How many other upgrades, as an alien or marine (not including com) do you buy that last across your lifetimes? NONE.
Make it an evolve option that costs 2-5 res per life to use, then yes, it could work, but weapons for the marines, and abilities for the aliens are upgrade choices made each lifetime, you can't break that to shoehorn an idea in.
If the gorge wants carapace, regen and carry, thats fine, as he's losing out on another option, making it a tactical decision. Com researches it, and it's modified at 2 and 3 hives, yes it could work.
As much as I like the idea, I would have to say in all honesty, I don't think this will make it into the game though.
Just my own little addition - sorry if this has been mentioned already, I skimmed a few posts - Instead of the building on the gorges back having passive abilities (potentially being OP) why not have the gorge have the task of activating the abilities? Using them like an extra attack or something along those lines?
Just my own little addition - sorry if this has been mentioned already, I skimmed a few posts - Instead of the building on the gorges back having passive abilities (potentially being OP) why not have the gorge have the task of activating the abilities? Using them like an extra attack or something along those lines?<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea with gorges activating structures, a simple "aim and press use" to activate umbra from the regular crags would be nice.
not sure about the carrying idea, maybe if it's restricted to 1 slot och cheaper (and removes another upgrade choice). and the effect of it should be weaker, but you could have the option to drop them back on infestation. so you can help moving crags to the front to help healing, and if the attack fail, pick it up and run!