Creeping Goo and OC's

GullanianGullanian 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

Comments

  • N_3N_3 \o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    not a bad idea, untouched alien places get slowly stronger and more built in. This would possibly be incompatible with the single large creep and can only build on creep idea.
  • ScribblesScribbles Join Date: 2003-11-05 Member: 22323Members
    Personally, I don't think structures should be forced to be put on creep, but when done they should be more effective. OC's shoot faster, DC's heal more, etc. A synergy between structures on the same creep may be a tad complicated, but would be interesting to see in action.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Have OC's on creep co-ordinate their spike fire to take down targets faster.

    DC + OC = More Armor
    SC + OC = More Accurate
    MC + OC = Faster Rate of Fire

    Maybe other effects for other chambers.
  • EntropiuaEntropiua Join Date: 2003-04-21 Member: 15736Members
    I never got the impression of infestation, really, in NS1. It'd be great to have a system where fighting on the creep becomes nearly impossible for marines until they push it back. The marines aren't really fighting just the aliens, they're fighting the *infestation*, and gorges/skulks/etc. are just one manifestation of that infestation.

    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.
  • GoUrAnGGoUrAnG Join Date: 2006-12-03 Member: 58873Members
    Entroupia's idea is most friendly to me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> it will make the game possibly more team as it was designed for <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> cree = stronger aliens, so marines will have to "kill" push back the creep before rushing some important places <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    dc/mc/sc already affect oc's afaik. The creep could be a good and extending aoe indicator. as for mc, what about making structures build faster or aliens evolve faster. if you had enough mc's, you get upgrades virtually instantly (important for skulks defending thier hives when they have 2).
  • MattoMatto Join Date: 2006-12-08 Member: 58952Members
    I like the idea of having structures only effect other structures while on Dynamic Infestation. It adds a bit of realism, and makes the players place their structures in smarter positions.

    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.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Id love to see all these ideas <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    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.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    you dont want it to be too easy to cut stuff off though, compare it to nowadays killing the structure
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Be careful with adding too many benefits to fighting on the Creep though, or you'll force the game to revolve around battles at the Creep/Nanite border. Sure, they're atmospheric, and probably damn cool to watch, but one of the good things about NS1 is how Dynamic it is. Aliens could be winning, pushing on a marine stronghold...and then a stealth PG goes up under an alien Hive, and suddenly marines are back in the game. Or whatever.

    The point is, the more aliens rely on the creep to fight, the less effective you make lone units running behind enemy lines.
  • MattoMatto Join Date: 2006-12-08 Member: 58952Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->you dont want it to be too easy to cut stuff off though, compare it to nowadays killing the structure<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • Irish_PirateIrish_Pirate Join Date: 2005-07-24 Member: 56700Members
    I would not want to lose options or creativity in finding locations to place structures. Perhaps structures should produce thier own creep with time or the creep could be attracted to structures that are not connected.

    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.
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