Some Drifter Ideas

PsiWarpPsiWarp Gifted GorgeRichmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
<div class="IPBDescription">More for the lovable bugger</div>1) Allow Khamm to hatch a Drifter from an egg, possibly high in cost (5-10 PRes) to reserve for emergency use only.

2) Allow Khamm to spend PRes on Drifter to modify it.

E.g. 3 PRes to turn it into an egg, must be near Hive. If Hive exceeds egg limit, extra eggs will die.

3) Let the Drifter carry an egg, which a Skulk can hatch from while on the move. Egg can be placed, but must place near Hive and egg dies if limit exceeded. Hive won't create another egg until the carried egg dies/hatches a Skulk.

4) Allow Drifter to land on a wall/ground, which camouflages it (not full cloak) and enable Khamm to see in firstperson, with Alien Vision toggle able & Hive Sight.

I think I like number 4 as it expands on the scouting role of the Drifter :D

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    I quite like number 3. The others, not so much.

    Had this discussion in a thread in General, but I think the Kham shouldn't need to build drifters for any building that requires infestation to build on. That is, drifters should only be used to build hives and harvesters - any other structures should be able to be placed on, and grow from, (CONNECTED) infestation directly.

    Except that the drifter becomes all but obsolete.

    So I think that the drifter should be the vehicle for the Kham's various abilities outside of the infestation network.

    I also think that the drifter should be required to form a cyst, but can, of course, be generated by a cyst. This allows you to generate a drifter right at the front lines for quicker major expansions (hives/RTs), but also somewhat slows down minor expansions (increasing the cyst chain). It also makes more sense than cysts magically appearing out of nowhere. <strike>Naturally, generating a drifter should use some sort of resource, possibly hive energy or P.Res. The cost of a cyst for the Kham can be removed, since it should be inherent in the cost of the drifter.</strike> OR simply have a stacking* cooldown on generating drifters, and a maximum number of drifters per hive, and have the cyst keep the cost. This makes the loss of drifters less crippling to the alien team.

    *Basically what this means is, you can have up to X number of drifters per hive, each drifter has a cooldown of Y seconds. If you generate one drifter, it takes Y seconds to cooldown the drifter-generation. However, you can generate two drifters at once, and it would take Y seconds to cooldown the first drifter-generation, then another Y seconds. You could technically generate X number of drifters, but it would take a total of X*Y drifters to cooldown all of the drifter-generation. Of course, you can only have X number of drifters per hive in the field at once.
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