New chambers and mechanics.
badmoon
Join Date: 2002-11-05 Member: 7212Members, Reinforced - Shadow
<div class="IPBDescription">Do you have an idea or part of an idea?</div>This is just an idea thread for anything chambers related. Just thinking about it for a minute I came up with several ideas for chambers. Not all of them may be viable, or useful, but it's always fun to share new ideas. You never know, maybe one idea leads to another and sparks something great.
-Chambers on the sides of walls or ceilings. Just the idea of seeing some chambers hanging from the ceiling seems like a cool environmental effect that keeps with the atmosphere of the game.
-Devouring chamber. A new kind of offensive chamber that devours marines.
-Spore chambers. When disturbed or used they spit out clouds of umbra or spores. Perhaps this would be a subset of defense.
-Smaller sensory chambers. Sometimes I imagine them almost as if they were a single hair or stem.
So, do you have a new chamber ideas?
-Chambers on the sides of walls or ceilings. Just the idea of seeing some chambers hanging from the ceiling seems like a cool environmental effect that keeps with the atmosphere of the game.
-Devouring chamber. A new kind of offensive chamber that devours marines.
-Spore chambers. When disturbed or used they spit out clouds of umbra or spores. Perhaps this would be a subset of defense.
-Smaller sensory chambers. Sometimes I imagine them almost as if they were a single hair or stem.
So, do you have a new chamber ideas?
Comments
How about a chamber that holds marines in place instead, kind of like a web chamber?
<a href="http://www.unknownworlds.com/forums/index.php?s=1407049455191678976&showtopic=101107" target="_blank"><u>The Agility Chamber</u></a>
25 res
Creates a circular "spider web" within 30 feet of it on all surfacs (it hangs like a real web in, say, a hallway)
Webs are a little thicker and sturdier than normal webs, so a single GL wouldn't clear all of them at once. Takes 10 seconds to redeploy and another 5 for the webs to harden.
By me and others.
I can't really find what I mean, but I dunno something vaguely like this:
<img src="http://www.njscuba.net/images-uw/segars/reef_hydroids.jpg" border="0" alt="IPB Image" />
It'd be cool to see a lot more of organic things going on too, I've recently seen this video:
<a href="http://www.youtube.com/watch?v=_H1S9d5h-Ps" target="_blank">The Inner Life of a Cell</a>
You could have roots (that don't interfer with movement) moving across the DI from the chambers, and on the defense chamber why not have the roots sort of connecting to the roof and walls (again not clipping at all). I'd also like to see things like ripperling across the DI as the chambers move or wriggle.
As a feature, perhaps things like roots would be a sign that a chamber has been upgraded with the spores feature. Or perhaps the roots that a defense chamber produces does clip, but only with marines, sort giving the alien parts of the map a jungle feel as you have to duck and jump over them. (This also promotes the marines actually having to clear them out the way. Also let me stress that alien movement wouldn't be affected by the roots!) Something like that would be handy though where you could have offense chambers backed up by a web of defense chambers. To stop marines just jumping wildly over, well without more severe consequences <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Illusion Chamber or something:
They spawn like a Hologram of a Skulk.. and it would just be a hologram like with in 15 meters of the CHamber.
This would be if you have 1 Chamber up.
If you have 2 chambers Up it would be a Hologram skulk but It could take damage and it would act as if it was A real skulk MOving etc...
If you have 3 chambers, It would be half the hp of a skulk it would be able to bite and attack etc..
It would cost res to summon the skulk like 2 res for the first hologram, 4 for the 2nd and 7 for the 3rd hologram