New chambers and mechanics.

badmoonbadmoon 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?

Comments

  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Devouring chamber would just...meh. No. I can see that leading to annoyance and trouble, especially if they're invisible from a nearby sensory chamber.

    How about a chamber that holds marines in place instead, kind of like a web chamber?
  • usererrorusererror Join Date: 2007-02-19 Member: 60016Members, Constellation, Reinforced - Shadow
    I like the idea of spore chambers, like the mod that was around for awhile, but not as a standalone chamber type. Maybe a new way to spend gorge res, much like electrifying?
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Yes! gorges could press <button> on a structure and give it sporing abilities, it would obviously cost res. And the more the structure costs (i.e. 10 res, 15 res, or 40 res) the more res must be spent to make it "sporable".
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I was going to post here, but it evolved into its own, full idea, so i'll just link it.

    <a href="http://www.unknownworlds.com/forums/index.php?s=1407049455191678976&showtopic=101107" target="_blank"><u>The Agility Chamber</u></a>
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Web Chamber
    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.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I like the idea of defensive chambers being able to create umbra and spores around themselves. Moreover, I'd like to see it as (said before) an option for gorges to use as an upgrade on ALL chamber types, reguardless of whether or not they are movements, offense or defense, that would cost five to ten res, and allow the gorge to select the chamber to deploy umbra or spores on itself or surrounding locations.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Lot's of chamber suggestion in <a href="http://www.unknownworlds.com/forums/index.php?s=5944334575419921408&showtopic=100489&st=0" target="_blank">here.</a>

    By me and others.
  • HAMMER22HAMMER22 Join Date: 2003-06-18 Member: 17476Members
    I liked the idea of sensory chambers being like hairs, as a purely consemetic idea perhaps chambers could not just look like stalks sticking out of the slim but they could be totally different. The gorge for sensories could just plant a sort of goo which he builds and it sprouts some hairs, but over time will grow more hairy... By hairs Im thinking of something like what you'd expect to see at the bottom of the sea.

    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" />
  • spysnipedisspysnipedis Join Date: 2004-09-04 Member: 31356Members
    I was thinking something like this.

    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
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