[NS:S] A new chamber/tech system
Petco
Join Date: 2003-07-27 Member: 18478Members, Constellation
<div class="IPBDescription">Though this may complicated</div>Anyway, I'll get to the point (make some background story, info, whatever later). Also, this could be another mode if people don't like the changes. Here's the new idea:
At the first hive, you can build ANY and as many chambers (SCs, MCs, DCs) as you want. But they haven't "grown" yet. I'll be refering to the level of growth as "growth level".
All chambers start at growth level 1. Also, the second a chamber is built, it will start growing (or leveling). For example, with one sensory chamber it will take about 10 minutes to reach level 2. The thing is, building more SCs doesn't necessary mean that they will level faster. You have to build them in a certain way. It'll be explained below.
<!--coloro:blue--><span style="color:blue"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Sensory Chambers: </b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<b>Way of growing</b> - To level up the chambers, you must plant a sensory chamber where every resource tower is at.
Ok, the first sensory chamber you build(has to be near a res tower, remember) will start gaining experience. Lets say the sensory chamber gains 10 experience points per minute, and you need 100 experience points to reach the next level.
When you build a SC near a res tower, it will start gaining 10 experience per minute. When you have two SCs near any res tower, you'll start gaining 20 experience per minute. And so on. <b>Also you can only plant two SCs near a res node, any more won't gain any extra experience points.</b> Building sensory chambers that are no where near res towers won't yield experience points.
<b>Growth level 1</b> - They're cloaked(and that's it), so that way marines won't easily kill each SC.
<b>Growth level 2, Requires 100 experience points</b> - Cloaks all nearby aliens/structures in a very small range, requires 5 seconds to cloak. Also provides level 1 of sensory upgrades.
<b>Growth level 3, Requires 175 MORE experience points</b> - Cloaks all near by aliens/structures in a small range, requires 4 seconds to cloak. Provides level 2 of sensory upgrades. Gives a small scent of fear range.
<b>Growth level 4, Requires 250 MORE experience points</b> - Cloaks all near by aliens/structures in a moderate range, requires 3 seconds to cloak. Provides level 3 sensory upgrades. Gives a moderate scent of fear range. Also enhances the range of (health and energy)regeneration from MCs and DCs, and increase the range of offense chambers.
<b>[Final]Growth level 5, Requires 325 MORE experience points</b> - Cloaks all near by aliens/structures in a large range, requires 2 seconds to cloak. Provides level 4 sensory upgrades. Gives a large scent of fear range. Further enhances the range of (health and energy)regeneration from MCs and DCs, and increase the range of offense chambers.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:blue--><span style="color:blue"><!--/coloro--><b>Defense Chambers:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<b>Way of growing</b> - Plant them near hives, they'll increase 5 experience per minute (half than SCs) since they're "easier" to level.
<b>Growth level 1</b> - They'll heal themselves a small amount.
<b>Growth level 2, Requires 100 experience points</b> - Heals 10 health (+1% of max hp) in a very small range(max 1 alien). Provides level 1 of defense upgrades.
<b>Growth level 3, Requires 175 MORE experience points</b> - Heals 10 health (+1% of max hp) in a small range(max 2 aliens). Provides level 2 of defense upgrades.
<b>Growth level 4, Requires 250 MORE experience points</b> - Heals 10 health (+1% of max hp) in a moderate range(max 3 aliens). Provides level 3 of defense upgrades. Also enhances nearby structures damage reduction (by 5%, stacks up to 10%).
<b>[Final]Growth level 5, Requires 325 MORE experience points</b> - Heals 10 health (+1% of max hp) in a moderate range(max 4 aliens). Provides level 4 of defense upgrades. Also enhances nearby structures damage reduction (by 10%, stacks up to 20%).
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:blue--><span style="color:blue"><!--/coloro--><b>Movement Chamber:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<b>Way of growing</b> - They can be plant anywhere. MCs gain experience for every chamber built built(excludes other MCs). One MC gains 1 experience every minute for every chamber that is built.
<b>Limits</b>, one MC can only gain experience from two OTHER chambers. Lets say you have two MCs, that means for every chamber(excludes MCs) you have, you will gain 2 experience points from them. This means the max possible experience gain per minute is 8, since you only have two MCs. <b>Ask me if this is confusing, I'll try to reword it.</b>
For example, if you have three MCs, and five offense chambers (that's 8 chambers total) they'll gain 15 experience per minute.
<b>Growth level 1</b> - They'll speed up the build time of nearby structures being built. Example, if you build an offesne chamber next to a built MC, you'll build faster than before (slightly).
<b>Growth level 2, Requires 100 experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 8% in a very small range. Provides level 1 of movement upgrades. Allows teleportation to a hive.
<b>Growth level 3, Requires 175 MORE experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 16% in a small range. Provides level 2 of movement upgrades. Allows teleportation to a hive.
<b>Growth level 4, Requires 250 MORE experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 24% in a moderate range. Provides level 3 of movement upgrades. Also increases the rate of health regeneration for DCs, the rate of cloaking for SCs, and the rate of fire for OCs. Allows teleportation to a hive.
<b>[Final]Growth level 5, Requires 325 MORE experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 32% in a large range. Provides level 4 of movement upgrades. Further increases the rate of health regeneration for DCs, the rate of cloaking for SCs, and the rate of fire for OCs. Allows teleportation to a <b>SELECTED</b> hive. Selected means you can select which hive you want to teleport to.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:blue--><span style="color:blue"><!--/coloro--><b>Notes/Conclusion:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> Now this will change the gameplay for aliens(obviously), and this is a way of <b>"unchaining" the chambers</b>. The aliens can focus on upgrading one chamber at a time, for faster process, or try to upgrade all chambers at once (which can be well also, because of the way MCs work).
Hives will still provide second/third(maybe fourth also) hive abilities, and also increase the hit points of armor. Like one hive allows armor to absorb 2 points of damage, 2 hives is 2.5, 3 hives is 3 points of damage per armor. Also hives allow faster respawning. Hives will still be valued, and it's harder to control other areas without hives.
Also, level 4 upgrades are basicly the level 3 upgrades currently(maybe a little stronger), we just need to have a way of spliting them to four levels.
There can be still tweaks and stuff, but what do you guys think?
At the first hive, you can build ANY and as many chambers (SCs, MCs, DCs) as you want. But they haven't "grown" yet. I'll be refering to the level of growth as "growth level".
All chambers start at growth level 1. Also, the second a chamber is built, it will start growing (or leveling). For example, with one sensory chamber it will take about 10 minutes to reach level 2. The thing is, building more SCs doesn't necessary mean that they will level faster. You have to build them in a certain way. It'll be explained below.
<!--coloro:blue--><span style="color:blue"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Sensory Chambers: </b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<b>Way of growing</b> - To level up the chambers, you must plant a sensory chamber where every resource tower is at.
Ok, the first sensory chamber you build(has to be near a res tower, remember) will start gaining experience. Lets say the sensory chamber gains 10 experience points per minute, and you need 100 experience points to reach the next level.
When you build a SC near a res tower, it will start gaining 10 experience per minute. When you have two SCs near any res tower, you'll start gaining 20 experience per minute. And so on. <b>Also you can only plant two SCs near a res node, any more won't gain any extra experience points.</b> Building sensory chambers that are no where near res towers won't yield experience points.
<b>Growth level 1</b> - They're cloaked(and that's it), so that way marines won't easily kill each SC.
<b>Growth level 2, Requires 100 experience points</b> - Cloaks all nearby aliens/structures in a very small range, requires 5 seconds to cloak. Also provides level 1 of sensory upgrades.
<b>Growth level 3, Requires 175 MORE experience points</b> - Cloaks all near by aliens/structures in a small range, requires 4 seconds to cloak. Provides level 2 of sensory upgrades. Gives a small scent of fear range.
<b>Growth level 4, Requires 250 MORE experience points</b> - Cloaks all near by aliens/structures in a moderate range, requires 3 seconds to cloak. Provides level 3 sensory upgrades. Gives a moderate scent of fear range. Also enhances the range of (health and energy)regeneration from MCs and DCs, and increase the range of offense chambers.
<b>[Final]Growth level 5, Requires 325 MORE experience points</b> - Cloaks all near by aliens/structures in a large range, requires 2 seconds to cloak. Provides level 4 sensory upgrades. Gives a large scent of fear range. Further enhances the range of (health and energy)regeneration from MCs and DCs, and increase the range of offense chambers.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:blue--><span style="color:blue"><!--/coloro--><b>Defense Chambers:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<b>Way of growing</b> - Plant them near hives, they'll increase 5 experience per minute (half than SCs) since they're "easier" to level.
<b>Growth level 1</b> - They'll heal themselves a small amount.
<b>Growth level 2, Requires 100 experience points</b> - Heals 10 health (+1% of max hp) in a very small range(max 1 alien). Provides level 1 of defense upgrades.
<b>Growth level 3, Requires 175 MORE experience points</b> - Heals 10 health (+1% of max hp) in a small range(max 2 aliens). Provides level 2 of defense upgrades.
<b>Growth level 4, Requires 250 MORE experience points</b> - Heals 10 health (+1% of max hp) in a moderate range(max 3 aliens). Provides level 3 of defense upgrades. Also enhances nearby structures damage reduction (by 5%, stacks up to 10%).
<b>[Final]Growth level 5, Requires 325 MORE experience points</b> - Heals 10 health (+1% of max hp) in a moderate range(max 4 aliens). Provides level 4 of defense upgrades. Also enhances nearby structures damage reduction (by 10%, stacks up to 20%).
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:blue--><span style="color:blue"><!--/coloro--><b>Movement Chamber:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<b>Way of growing</b> - They can be plant anywhere. MCs gain experience for every chamber built built(excludes other MCs). One MC gains 1 experience every minute for every chamber that is built.
<b>Limits</b>, one MC can only gain experience from two OTHER chambers. Lets say you have two MCs, that means for every chamber(excludes MCs) you have, you will gain 2 experience points from them. This means the max possible experience gain per minute is 8, since you only have two MCs. <b>Ask me if this is confusing, I'll try to reword it.</b>
For example, if you have three MCs, and five offense chambers (that's 8 chambers total) they'll gain 15 experience per minute.
<b>Growth level 1</b> - They'll speed up the build time of nearby structures being built. Example, if you build an offesne chamber next to a built MC, you'll build faster than before (slightly).
<b>Growth level 2, Requires 100 experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 8% in a very small range. Provides level 1 of movement upgrades. Allows teleportation to a hive.
<b>Growth level 3, Requires 175 MORE experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 16% in a small range. Provides level 2 of movement upgrades. Allows teleportation to a hive.
<b>Growth level 4, Requires 250 MORE experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 24% in a moderate range. Provides level 3 of movement upgrades. Also increases the rate of health regeneration for DCs, the rate of cloaking for SCs, and the rate of fire for OCs. Allows teleportation to a hive.
<b>[Final]Growth level 5, Requires 325 MORE experience points</b> - They'll speed up the build time of nearby structures being built(this doesn't upgrade from level 1). Regenerates energy by 32% in a large range. Provides level 4 of movement upgrades. Further increases the rate of health regeneration for DCs, the rate of cloaking for SCs, and the rate of fire for OCs. Allows teleportation to a <b>SELECTED</b> hive. Selected means you can select which hive you want to teleport to.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:blue--><span style="color:blue"><!--/coloro--><b>Notes/Conclusion:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> Now this will change the gameplay for aliens(obviously), and this is a way of <b>"unchaining" the chambers</b>. The aliens can focus on upgrading one chamber at a time, for faster process, or try to upgrade all chambers at once (which can be well also, because of the way MCs work).
Hives will still provide second/third(maybe fourth also) hive abilities, and also increase the hit points of armor. Like one hive allows armor to absorb 2 points of damage, 2 hives is 2.5, 3 hives is 3 points of damage per armor. Also hives allow faster respawning. Hives will still be valued, and it's harder to control other areas without hives.
Also, level 4 upgrades are basicly the level 3 upgrades currently(maybe a little stronger), we just need to have a way of spliting them to four levels.
There can be still tweaks and stuff, but what do you guys think?
Comments
I could call them resource points version B if we want.
It has levels, but so does weapons upgrade. We call weapons 3, level 3 weapons sometime. Or level 3 regeneration.