Creeping Goo and OC's
Gullanian
Join Date: 2006-12-05 Member: 58910Members
Hi there, long time player first time poster!
I loved the creeping goo video, and had some great ideas about it.
1) Any structure connected to the goo are 'linked' together, for example a DC on a lump of goo and then in another room some OC's linked to the same goo can be healed by that DC, but the further away they are from the DC the less they get healed.
2) OC's should get stronger the longer you leave them. Maybe they can get larger, stronger and more powerful. So any room that's had an OC built in it will get harder and harder to attack the longer it is left
I loved the creeping goo video, and had some great ideas about it.
1) Any structure connected to the goo are 'linked' together, for example a DC on a lump of goo and then in another room some OC's linked to the same goo can be healed by that DC, but the further away they are from the DC the less they get healed.
2) OC's should get stronger the longer you leave them. Maybe they can get larger, stronger and more powerful. So any room that's had an OC built in it will get harder and harder to attack the longer it is left
Comments
DC + OC = More Armor
SC + OC = More Accurate
MC + OC = Faster Rate of Fire
Maybe other effects for other chambers.
Some ideas:
--For each DC on a contiguous section of creep, aliens and chambers standing on that creep get x%/sec regeneration (no matter the distance), with diminishing returns.
--For each MC on a contiguous section of creep, aliens standing on that creep get x%/sec more adrenaline, and buildings build x% faster. For every high-tier alien that dies on creep, the alien resource pool (split among the team) gets an x% refund on the price of the dead alien.
--For each SC on a contiguous section of creep, aliens and chambers randomly fade in and out, with the percentage of time spent invisible proportional to the number of SC's. Observatory scan duration is reduced by a percentage based on the number of SC's.
--For each OC on a contiguous section of creep, ALL alien buildings have a small chance (every five seconds, say) of using spores/OC spikes. (Heavily infested areas are dangerous! Marines will have to clean them out, room by room, with GL fire/siege.)
--These benefits are reduced toward the edges of a creep section, as the nanites and bacterium struggle for control on the nanoscale.
Perhaps if the Dynamic Infestation between a two structures is destroyed, they are considered 'cut off' and do not effect each other. If the marines were smart, they could cut off a defense chamber so that the other structures would stop being healed. Same with sensory and movement.
Cutting off chambers resources. Its like the game company of heros.
Is a great idea would add a real dynamic realism that wasnt just eye candy to the game.
The point is, the more aliens rely on the creep to fight, the less effective you make lone units running behind enemy lines.
Well considering the Infestation will continually grow back, I wouldn't really be that easy. It's more like a short term solution for removing a structure from the game. Like you want to kill some offense chambers which are connected to defense and sensory chambers, you would destroy the Infestation between them so the offense chambers are in plain sight and don't regenerate health.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The point is, the more aliens rely on the creep to fight, the less effective you make lone units running behind enemy lines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, if the aliens only require Infestation to build, not fight, then it shouldn't effect aliens ability to fight marines off their turf. Same with marines, if Infestation only inhibits their ability to build than fighting.
Although I don't see whats so bad about fighting at the border, as the border itself can move as each team wins/loses. I think It could create awesome fights as each team tries to extend their side border.
Say, the aliens and marines are fighting at a choke point: one infested room and a infestation-free hallway. The aliens have set up OCs on their side, and marines Turrets on the other. The Marines Suddenly Make a push for the room, with a few LMGs, a GL man and (hopefully) a flamethrower man <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />. However Resistance is greater than thought and they are torn to shreds by <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />s and an <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />. With the absence of marines, the aliens make a push for the turrets, destroying them and spreading the Infestation before the marines can get back. By the time the Marines have got back, the hallway and the room beyond are infested and wall-o-lame'd .
Referring to your above post, while these battles are happening some unit from both sides could sneak a different route and attack from behind or attack the base/hive.
Alternatively if you had a chamber geared toward connecting creep, generating creep to reach out and connect things there would be lots of interesting applications. You could even sort of control where the creep goes by placing the structures certain ways.
It's a shame though that any attempt to connect creep and structures will result in a trail of bread crumbs to everything the aliens build.