Active Infestation
NoEggs
Join Date: 2007-06-08 Member: 61171Members
<div class="IPBDescription">Upgradable Infestation</div>Heres an idea to chew on; how bout infestation can be customized/upgraded to have a certain function for a certain area.
Heres a simple idea: A room is dynamically infested, theres infestation all along the floors and walls, a gorge (or whatever builder unit the Kharaa will have) can morph the infestation in the room to exude a sticky substance which slows down marine movement over any infestation.
Another few ideas for what infestation could do are: Emit a sort of fog similar to umbra, or maybe simply a thick fog that reduces marine visibility but aliens can see through perfectly. Maybe the infestation could be corrosive so that standing on it for too long would damage your armour. Infestation could also have effects to heal or speed up Kharaa units within its area of influence.
I don't think that the the infestation should be upgraded on a whole-level basis, but more on a room-to-room kind of thing. Where each room can have different attributes if its infested. The rooms should be able to be upgraded by the Kharaa build unit and cost res and everything. The more heavily infested the room, the greater the effect of the upgrade.
In a way, this is all similar to movement, defense and sensory chambers, as placing one down will have certain effects and bonuses. This will just go a bit further with the types of things infestations can do, and allow aliens to have advantages on their home ground.
Maybe the same thing could go for marine rooms? Maybe rooms with marine consoles could be upgraded to have a turret system or or traps or something like that. On second thought, the marines don't really need all that.
Heres a simple idea: A room is dynamically infested, theres infestation all along the floors and walls, a gorge (or whatever builder unit the Kharaa will have) can morph the infestation in the room to exude a sticky substance which slows down marine movement over any infestation.
Another few ideas for what infestation could do are: Emit a sort of fog similar to umbra, or maybe simply a thick fog that reduces marine visibility but aliens can see through perfectly. Maybe the infestation could be corrosive so that standing on it for too long would damage your armour. Infestation could also have effects to heal or speed up Kharaa units within its area of influence.
I don't think that the the infestation should be upgraded on a whole-level basis, but more on a room-to-room kind of thing. Where each room can have different attributes if its infested. The rooms should be able to be upgraded by the Kharaa build unit and cost res and everything. The more heavily infested the room, the greater the effect of the upgrade.
In a way, this is all similar to movement, defense and sensory chambers, as placing one down will have certain effects and bonuses. This will just go a bit further with the types of things infestations can do, and allow aliens to have advantages on their home ground.
Maybe the same thing could go for marine rooms? Maybe rooms with marine consoles could be upgraded to have a turret system or or traps or something like that. On second thought, the marines don't really need all that.
Comments
edit: I'm not trying to start an argument about whether or not there is such a thing as a well-used OC, save it for another forum.
good idea tho
That, or you could "seed" a point in the infestation and have the chosen effect slowly grow from the seed, transforming the infestation as it moved outward radially.
While this is cool, I think it MIGHT (hey just suggesting, fantasizing) be cool to have 'random' spawns, where the marines and aliens both spawn on one in five? four? points, and that the spawnpoints would create the atmosphere; dynamic infestation would make it sure that it gets more infested along the road, and the aliens would have to search for the marines and the other way around.
Mappers could create 'two' rooms for each; one for the marine and one for the hyve (same but infested) and make all infestation except for the hyve room dynamic, and the infestation in the hyve room 'toggable' (if hyve -> infestation as mapper had planned, if not normally as planned)
While this would remove some power the mapper has over balance (or it might be harder to balance) and some of the 'cinematicity' or story (because the mapper cannot map with an already-infested part in his head and balance the map to this, or have an Marine-only entrance room (f.i. shipping dock where marines enter to clean structure of alien presence)) I think this <i>could</i> add to the gameplay and replayability.
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Also, I think giving mappers control over DI (like non-infestable areas or pre-mapped infestation that just 'appears' through DI to the end-mapped state) is a good idea anyway. However, I shouldnt make it to powerfull.
But I do like the idea that marines are not able to build on infestation, so they have to make a 'checkpoint' (turret base) before the infestation, then go in (where they are at a disadvantage), remove infestation and slowly advance towards the hive, instead of sneaking in and building a turret base just outside the hive room...
whaddayathink?
itd probably be enough to drop structures that alter the infestation in its radius, making it more fair for the marines, cause they can remove the effect
good idea tho
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Well isn't dynamic infestation removable, as in, the marines take control of the room and all the infestation recedes. We dont really know how dynamic infestation will work, but it all can be tweaked later on for balance.