Gorge - Couple of Babbler ideas
jeflax
Join Date: 2009-08-20 Member: 68540Members
I'll start out by saying that I really love to play battle gorge in ns2, and I did in ns1. However, the babblers at this point are a little... lackluster. Here are some idea's I have been thinking about on making them a bit more useful
idea 1: Let the gorge carry all 9 of their babblers. Doing this would increase gorge survivability a bit, but would take away some of the babblers pathing problems by simply letting the gorge carry them around when they move around rooms. You could still keep the limit on other aliens limited to 6 if you are worried about some sort of balance problem.
Idea2: After the gorge finishes building the babbler eggs the eggs wouldn't hatch. They would either take on the look of a clog, infestation, or just cloak (cloaking would probably be best if only available on infestation). From that point they would either hatch on a marine as a landmine type effect, or can be force hatched by the gorge "using" the egg, and from there babblers would work as normal.
Idea3: Change the babbler catnip ball to be more of a babbler capsule. Instead of dropping the eggs on the ground to build the gorge would just do a short gestation for each babbler egg purchased. For each egg purchased you get a loaded egg you can shoot to your target location and they would hatch on contact.
Idea4: Give the babblers some form of snare on marines that they hit, something similar to the old webs without being so disabling or long lasting.
I'd love to see the gorges play more of a role in the late game beyond holding down right click for heal spray, but I think idea#1 would be the easiest to implement and also have an immediate effect on gorges effectiveness with babblers.
~jeflax
idea 1: Let the gorge carry all 9 of their babblers. Doing this would increase gorge survivability a bit, but would take away some of the babblers pathing problems by simply letting the gorge carry them around when they move around rooms. You could still keep the limit on other aliens limited to 6 if you are worried about some sort of balance problem.
Idea2: After the gorge finishes building the babbler eggs the eggs wouldn't hatch. They would either take on the look of a clog, infestation, or just cloak (cloaking would probably be best if only available on infestation). From that point they would either hatch on a marine as a landmine type effect, or can be force hatched by the gorge "using" the egg, and from there babblers would work as normal.
Idea3: Change the babbler catnip ball to be more of a babbler capsule. Instead of dropping the eggs on the ground to build the gorge would just do a short gestation for each babbler egg purchased. For each egg purchased you get a loaded egg you can shoot to your target location and they would hatch on contact.
Idea4: Give the babblers some form of snare on marines that they hit, something similar to the old webs without being so disabling or long lasting.
I'd love to see the gorges play more of a role in the late game beyond holding down right click for heal spray, but I think idea#1 would be the easiest to implement and also have an immediate effect on gorges effectiveness with babblers.
~jeflax
Comments
It should be 10 or 15 hp and +2 each biomass.
Babblers are little more than an annoyance for marines...?
I never hatch them. Just a waste of pres^^
1. Go gorge as soon as the game starts
2. Hatch babblers
3. Put babblers on a mildly competent skulk
4. ???
5. Profit as that skulk kills everything
Remember, gorges are support classes and nothing more. They are not suppose to effectively kill marines (even though they can.)
Marine walks over a babbler egg, and it pops, covering the marine with 3 babblers that attack it.
To make it more team oriented, these babblers will damage the marine for X seconds, but can easily be shot off by a team mate/welded off
It'd give Gorge another tool in blocking off areas, and require marine co-operation.
Ive done that. No medspam though. Best feeling ever.