Cyst upgrade : Parasite/Hive sight?

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
edited May 2012 in NS2 General Discussion
<div class="IPBDescription">hive sight on cyst again! but as upgrade, not overall</div>Why not let khammander upgrade cyst with some tres and let them give hive-sight when marine steps its own infestation? Gonna be cool.
Some cysts at some junctions and some important entrance could be upgraded and therefore give hive-sight to khammander and to the alien players, then they can predict what the marines are gonna do, and prevent or prepare against them.

Or contradictionally, marines can trick aliens if they know whether that cyst is upgraded for automatic hive-sight

Comments

  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Currently, this is the role that the drifter is supposed to fulfil. Though I haven't seen anybody build them lately. The energy cost may be too big a trade-off.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    I think they cost too much energy, lower it to 10
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    Still wouldn't use them even if they cost 5 energy. That's 2 1/2 cysts that could have been built instead.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Drifters shouldn't cost Energy.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    if drifters shouldnt cost energy, then why should scan?

    op: idk.. after being so much against infestation hivesight, and seeing all the arguments against it/asking for removal.. i kind of dont ever want to see it again. lol.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1938281:date=May 23 2012, 09:44 AM:name=Classic319)--><div class='quotetop'>QUOTE (Classic319 @ May 23 2012, 09:44 AM) <a href="index.php?act=findpost&pid=1938281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not let khammander upgrade cyst with some tres and let them give hive-sight when marine steps its own infestation? Gonna be cool.
    Some cysts at some junctions and some important entrance could be upgraded and therefore give hive-sight to khammander and to the alien players, then they can predict what the marines are gonna do, and prevent or prepare against them.

    Or contradictionally, marines can trick aliens if they know whether that cyst is upgraded for automatic hive-sight<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that this has some merit, makes more sense than drifters and I always thought that infestation should give hive sight....would help aliens be better ambushers when on their own turf. Not dissimilar to marines building obs all over the map which creates pockets of localised MT.

    Drifters take time to get to an area and they dont make as much sense as infestation for hive sight.
    Marines build an obs and can then scan any part of the map, they dont have to then send a mac to the area to get a scan to work.

    Making it something that the kham could spend P-res on could create a res sink for the alien comm (maybe 5 P-res to upgrade a cyst) that will then mean that that section of infestation between the cyst and the nearest hive are all "hive sighted" and marines show up when standing/flying through the area.
    Like any infestation it only works whilst connected to the hive so marines have an added element of fear when simply running over an area of infestation and not making any attempts to clear it, they would have to wonder if it had been sight upgraded.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited May 2012
    <!--quoteo(post=1938380:date=May 23 2012, 05:23 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ May 23 2012, 05:23 PM) <a href="index.php?act=findpost&pid=1938380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if drifters shouldnt cost energy, then why should scan?

    op: idk.. after being so much against infestation hivesight, and seeing all the arguments against it/asking for removal.. i kind of dont ever want to see it again. lol.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because the drifter is more of a permanent support unit similar to the Mac for marines(though obviously with different abilities).
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    Playing as aliens: I really wish hive-sight on cysts was back.

    Playing as marines: oh god it's so nice to be able to run around the map and not have a target on my back whenever I step on infestation.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    If we see it, I would like it to be a late-game tech or, at the very least, have a significant tradeoff.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The best idea imo is to make it a shade ability, sending detection wave through the infestation. So it works a bit like scan instead of boring passive detection.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    I prefer it on the drifter. You can move it around and it can also be countered easier.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited May 2012
    <!--quoteo(post=1938390:date=May 23 2012, 03:12 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ May 23 2012, 03:12 AM) <a href="index.php?act=findpost&pid=1938390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because the drifter is more of a permanent support unit similar to the Mac for marines<u>(though obviously with different abilities).</u><!--QuoteEnd--></div><!--QuoteEEnd-->
    the part i underlined is the take away argument.
    the parity to scan/obs is drifters. if they accomplish the<b> same function </b>and both sides use the same economical source (energy) then it makes complete sense to do this.
    If your point is because its <i>permanent</i>, then i wouldnt worry too much about that considering once transparency goes in, you'll be able to notice it / pick it out from the environment easier so my theory is it will become more of a temporary thing. *drifter reports enemies approaching* *drifter is spotted and killed* *team reacts*

    edit: <!--quoteo(post=1938402:date=May 23 2012, 03:55 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ May 23 2012, 03:55 AM) <a href="index.php?act=findpost&pid=1938402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I prefer it on the drifter. You can move it around and it can also be countered easier.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i always secretly hoped that scan could be countered or avoided somehow for a cost.
  • -Azona--Azona- Join Date: 2012-04-07 Member: 150074Members
    whel I find it stupid hive sight got removed, very unlogical, I mean hole alien race exsist out of little biothingies all connected together, so invested ground is part of there nerve system there for should sense back when stepped on.

    find kinda unlogical with dump drifters, of drifsters failed for building ohhh we make them stupid scout units no one realy needs. yet fails again.

    should sticked with 205 idea after that it all went worse way for the game.
  • RyneRyne Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
    After trying it out, I don't really like the drifter mechanic. However, I also didn't like the complete hive sight mechanic.

    My current idea would be having a cyst flash on the mini map if a marine is walking in its infestation. This wouldn't reveal a marines exact position, and would take more khamm / alien interaction to react to marine pushes.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Wait until next patch.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    Hive sight doesn't need to be back in the game in any form except in the way that marines have building sight; that is the sight you get when an alien is chomping on your RT. One way I could see a form of hive sight would be to have a line of cysts to spot anyone coming into the room or through a choke point which would make for interesting cyst placement, dare I say, alarm cystem?
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    I'll just pitch this suggestion.

    drifters traveling on infestation stay cloaked.
  • weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
    <!--quoteo(post=1938281:date=May 23 2012, 12:44 AM:name=Classic319)--><div class='quotetop'>QUOTE (Classic319 @ May 23 2012, 12:44 AM) <a href="index.php?act=findpost&pid=1938281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not let khammander upgrade cyst with some tres and let them give hive-sight when marine steps its own infestation? Gonna be cool.
    Some cysts at some junctions and some important entrance could be upgraded and therefore give hive-sight to khammander and to the alien players, then they can predict what the marines are gonna do, and prevent or prepare against them.

    Or contradictionally, marines can trick aliens if they know whether that cyst is upgraded for automatic hive-sight<!--QuoteEnd--></div><!--QuoteEEnd-->
    Terrific idea!
    The previous system with infestation hivesight was imba, this new one takes that idea completely out and makes infestation tame and completely nonthreatening.
    This idea would create a TR tradeoff for kham, it would keep infestation hivesight in the game, and it would be an interesting mechanic.
    Now the question is, should the upgraded cysts be discernible from the vanilla ones?
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Very much disappointed when I learned hivesight was gone.

    Marine: "Oh! It's the lava-floor-game! Don't touch the infestation! Run around it! Aaah! It's spreading!"

    Khammander: "Bua-ha-ha-haa! I shall cover every corner to provide maximum vision! None shall slip past!"

    ...and so much merriment was had by all.

    Now?

    Marine: "Fking sludge slowing me down grumble grumble..."

    Khammander: "Spaaaaamm cyyysts take the direct route CUT DOSE CORNERS rararar"
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=1938785:date=May 24 2012, 08:24 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ May 24 2012, 08:24 PM) <a href="index.php?act=findpost&pid=1938785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very much disappointed when I learned hivesight was gone.

    Marine: "Oh! It's the lava-floor-game! Don't touch the infestation! Run around it! Aaah! It's spreading!"

    Khammander: "Bua-ha-ha-haa! I shall cover every corner to provide maximum vision! None shall slip past!"

    ...and so much merriment was had by all.

    Now?

    Marine: "Fking sludge slowing me down grumble grumble..."

    Khammander: "Spaaaaamm cyyysts take the direct route CUT DOSE CORNERS rararar"<!--QuoteEnd--></div><!--QuoteEEnd-->
    Some people on these boards should learn a thing from how hard this guy is trolling
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    fact: marines are not slowed by infestation anymore.
    :-)
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited May 2012
    <!--quoteo(post=1938492:date=May 24 2012, 05:50 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ May 24 2012, 05:50 AM) <a href="index.php?act=findpost&pid=1938492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the part i underlined is the take away argument.
    the parity to scan/obs is drifters. if they accomplish the<b> same function </b>and both sides use the same economical source (energy) then it makes complete sense to do this.
    If your point is because its <i>permanent</i>, then i wouldnt worry too much about that considering once transparency goes in, you'll be able to notice it / pick it out from the environment easier so my theory is it will become more of a temporary thing. *drifter reports enemies approaching* *drifter is spotted and killed* *team reacts*<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was referring to Enzyme mist, which is actually incredibly powerful. The Drifter is a team support unit, not a single use ability and thus should cost TRES.


    <!--quoteo(post=1938492:date=May 24 2012, 05:50 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ May 24 2012, 05:50 AM) <a href="index.php?act=findpost&pid=1938492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If your point is because its <i>permanent</i>, then i wouldnt worry too much about that considering once transparency goes in, you'll be able to notice it / pick it out from the environment easier so my theory is it will become more of a temporary thing. *drifter reports enemies approaching* *drifter is spotted and killed* *team reacts*<!--QuoteEnd--></div><!--QuoteEEnd-->

    If the implementation of transparency makes it so that camouflaged/cloaked units are so noticeable that drifters getting picked off is more likely than not, then that would put into question the usefulness of it being cloaked to begin with. Doubly so the case for Shade's cloaking structures, which I would assume to use the same effect.
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