Remove cysts and power nodes.
CommunistWithAGun
Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
I won't make this lengthy, but I will state my idea, reasoning, and why it's a better option.
Remove cysts, and enable shifts, shades, whips, crags, and res nodes to expand the infestation/Creep
Dynamic infestation now provides a bonus to nearby lifeforms based on the infestations source. IE: Crag creep will provide a slight health regeneration increase, shift will provide slight attack speed or movement speed, etc. Resource node creep provides no bonus but spreads infestation FASTER.
Remove power nodes as they are. Introduce generators. Generators are cumbersome and function the same as power nodes. Marine RTs no longer require power nodes to function.
Generators provide an innate regeneration of armor at a slow rate, and power phase gates, turrets, and armories. Sentry battery is removed. Generators can be carried by a single marine, however his movement speed is reduced, and can still fire as normally. There is a visual indication of a generator being carried, so the aliens may react.
I feel this better fosters the design choice of having borders that are clearly present for players, but also provides a fun factor that cysts and power nodes do not currently have. Resource costs and specifics are not provided due to balancing. This would enable much more strategic options for play, and it would also more clearly define borders. They would also encourage the aliens to defend objects spreading the creep, and it would also promote the marines to protect the generator for establishing outposts.
Remove cysts, and enable shifts, shades, whips, crags, and res nodes to expand the infestation/Creep
Dynamic infestation now provides a bonus to nearby lifeforms based on the infestations source. IE: Crag creep will provide a slight health regeneration increase, shift will provide slight attack speed or movement speed, etc. Resource node creep provides no bonus but spreads infestation FASTER.
Remove power nodes as they are. Introduce generators. Generators are cumbersome and function the same as power nodes. Marine RTs no longer require power nodes to function.
Generators provide an innate regeneration of armor at a slow rate, and power phase gates, turrets, and armories. Sentry battery is removed. Generators can be carried by a single marine, however his movement speed is reduced, and can still fire as normally. There is a visual indication of a generator being carried, so the aliens may react.
I feel this better fosters the design choice of having borders that are clearly present for players, but also provides a fun factor that cysts and power nodes do not currently have. Resource costs and specifics are not provided due to balancing. This would enable much more strategic options for play, and it would also more clearly define borders. They would also encourage the aliens to defend objects spreading the creep, and it would also promote the marines to protect the generator for establishing outposts.
Comments
Thanks for your "opinion"
1. Infestation is required for RT's/Hives. How do you make sure aliens have a means to spread the infestation far/fast enough to expand? Normal structures are quite an investment.
2. What is a structure is destroyed? The infestation chain will be broken. Do all structures along the line just slowly die, as it currently works with cysts? Again, a huge problem to solve if a team is low on resources.
Generator related:
1. What about the lights? When do they go on/off?
2. How will the generator be balanced? What radius, health etc. - since it can be placed anywhere in a room, it could be hidden in tough spots. Do you want to impse a max. number per room/radius?
your welcome
Sorry but cysts and power nodes completely changed the game mechanics of NS1. lolz
I'm with you on getting rid of it. It seriously limits competitive strategy and hinders gameplay. It's a bother more than anything.
Because short of every single alien going onos it's the only thing that CAN end the game later on. There should not be ANY change that encourages even longer marine turtles.
I am all for reducing the impact of power nodes (down to just affecting lights), and cysts (down to cysts only giving bonuses when connected, but everything produces creep), but I do like their presence.
The goal is to win the game, killing the power node is part of the strategy for doing so. Killing the power node is not the goal, it is not the win condition by itself.