Cyst upgrade : Parasite/Hive sight?
Classic319
Join Date: 2010-11-06 Member: 74789Members
<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
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
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.
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.
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).
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.
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.
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.
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.
drifters traveling on infestation stay cloaked.
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?
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"
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
:-)
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.