Hive upgrades to inherit their own innate abilities?
Yojimbo
England Join Date: 2009-03-19 Member: 66806Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
Hi guys,
Whilst laying in bed one night I came up with the idea of why doesn't hive upgrades have their own innate abilities? We all know how easy it is to destroy hive upgrades to one single marine if they're smart enough, for example ;-
Shells naturally being able to research carapace and regen would have the ability to either use carapace on the shell itself making it slightly harder to destroy (after all it does have the appearance of being armoured) or to be able slowly regenerate its health over a period of time.
Veil would be able to cloak itself upon being built or have its own aura AOE effect within its radius.
I had a hard time thinking what Spurs would inherit as having the ability for the structure to move would reduce reliance on using a Shift to echo the upgrade to another place... maybe have energy regeneration similar to Shift but at a greater reduced radius?
What do you guys think? Remember we don't have to go from one extreme to the other on its innate abilities, maybe have the effects similar to having 1 or 2 or 3 levels of said upgrade for example, the shells Carapace would have the same affect of having the number of shells placed, 1 shell = 1 carapace level on said shell.
Please post what you think!
Whilst laying in bed one night I came up with the idea of why doesn't hive upgrades have their own innate abilities? We all know how easy it is to destroy hive upgrades to one single marine if they're smart enough, for example ;-
Shells naturally being able to research carapace and regen would have the ability to either use carapace on the shell itself making it slightly harder to destroy (after all it does have the appearance of being armoured) or to be able slowly regenerate its health over a period of time.
Veil would be able to cloak itself upon being built or have its own aura AOE effect within its radius.
I had a hard time thinking what Spurs would inherit as having the ability for the structure to move would reduce reliance on using a Shift to echo the upgrade to another place... maybe have energy regeneration similar to Shift but at a greater reduced radius?
What do you guys think? Remember we don't have to go from one extreme to the other on its innate abilities, maybe have the effects similar to having 1 or 2 or 3 levels of said upgrade for example, the shells Carapace would have the same affect of having the number of shells placed, 1 shell = 1 carapace level on said shell.
Please post what you think!
Comments
I don't see what difference it makes to be honest.
True but this costs precious res and you need every bit you can get, it adds viability in a very subtle way, the innate upgrades wouldn't cost anything themselves as they would be considered passive
And for 0 res cost? That's a pretty huge buff.
With that out of the way, here are my ideas.
How about the abilities are activated for a res cost, with cooldown:
Shells - Extra Armour, duh
Veils - Hallucinate themselves, so all of a sudden BOOM 8 veils?
Spurs - They grow legs and walk away )
One way to punish aliens is to kill their upgrade chambers if you sneak or push into their hive. First off it is a res lost for aliens, but also nerfs aliens to an extent depending on how many upgrades got killed.
If shells had extra armor, or to a lesser extent, regenerated hp they would be harder to kill. Even more of a buff if it stacked with a crag.
If veils were auto cloaked or hallucinated themselves it would be harder to kill them.
If spurs could move on their own you wouldn't need to spend res to shift them out of a room, although this is hardly a buff.
On top of all of the buffed effects, it would make it so aliens might not find it worth it to spend res on a crag, shade, or shift in base. That res could then could be spent elsewhere.
No that would just be ridiculous.