Nodes and Infestation
[Deleted User]
Join Date: 2007-08-27 Member: 62018
<div class="IPBDescription">(Lengthy, but well worth it)</div>So this is something I've kind of been saying in many other threads, so i decided id put it all together.
It is all based around an idea of <u><b>NODES</b></u> that I've had.
I think it is quite a promising idea.
<b>Part ONE</b>
So my issue is, i don't like being a marine and walking into a room, then just seeing an Offense Chamber sitting there.
It seems out of place, and unrealistic.
My proposal is that chambers can ONLY be built on Infestation.
(Yes, i dont want any "Hello Starcraft" comments)
(Also, i know other threads have addressed this, but not on this level)
They will slowly grow out of it (allowing wall/roof building) in certain places.
Heres how it works. As infestation grows, it will develop certain spots that look a bit different called "Nodes".
Nodes are the ONLY place a gorge can build a chamber of any sort, besides one new one which ill get to soon.
Nodes on infestation will be invisible. (This is required for Part TWO).
Obviously this infers that chambers will only be able to built around active hive locations. Which is a bit of a downer.
So to combat this, the aliens should have a new chamber, which i will call a Infestation Chamber for now (IC).
Now, specific details about the Infestation Chamber. It is essentially the "heart" of an infestation.
It will grow infestation much slower than a Hive, and not as much of it, and in a smaller area.
It also wont have an many Nodes as a hive would. So you couldn't pack chambers around it,
Maybe 2-4 Nodes per IC. A hive on the other hand would have 15+.
In addition, Resource towers should also produce some minimal infestation so it doesn't look so out of place.
And perhaps support one node. For an easy chamber without needing IC's all around the map.
Now i hear you asking - "<i>What if the IC dies?</i>" - If you aren't, you should start to. Then read on.
My response to this, also applies for hives.
When an Infestation Source (Hive/IC/Resource) dies, the infestation also slowly dies. From the outside inwards.
As the decay approaches chambers, the will shrink/un-grow, and disappear with the infestation if the decay reaches it.
To save chambers, a new IC built anywhere around the infestation will automatically support it again.
This would create an interesting tactic for marines; take out the heart of the infestation!
And also create an enjoyable counter for aliens; quickly trying to retake the chamber location, and get a new IC.
But on this topic, an IC would have a substantial amount of of Hitpoints.
~100-150% of Resource Tower Hitpoints
Onto the topic of infestation growth, like helping buildings grow, gorges should help infestation grow.
Holding <use key> on an IC should help it grow infestation and Nodes around itself faster.
Now for...
<b>Part TWO</b>
<u>Egging and Respawning with Nodes</u>
I'll start with egging.
Ever thought egging looked a bit stupid? Out of place? Well, this will fix that.
My proposal here is, that you can ONLY egg on infestation. More specifically, on a Free Node (No Chamber).
The way this will work, a skulk will run up to a node, and push <use key> to essentially, nest in it.
This will make the skulk virtually invisible to marines, but cause it to be unable to move or attack.
Note: Only Skulks and Gorges can nest in a node. (Gorges so they can temp res)
Then the skulk can gestate into its life form.
At first it wont really be apparent. But the infestation will grow a bulge/egg of size depending on life form.
Then the egg will pop, and the alien will burst out. And the egg location will soon return to a node.
Yes, growing eggs will be able to be killed, just like a chamber.
But if you are gestating into a Lerk or Gorge, the bulge/egg will be relatively small, so the marines will need a keen eye.
Whereas an onos will need to pick its gestation Node carefully to be sure it isn't killed.
Re-spawning with Nodes will make aliens a lot happier :].
Instead of just dropping to the ground, skulks will be nested in a Free Hive Node at birth (virtually invisible).
Then they can simply push E to crawl out of the Node to kill an unsuspecting nearby marine.
During the re-spawn timer, the node that the skulk will appear in will SLOWLY grow larger, almost unnoticeable though.
In the same way, any time a Skulk is nested in a Node, it will be slightly larger. Even more so for Gorges.
Any alien in a node CAN be shot. Although it will take less damage.
Also, this means gorges an skulks can in Nodes next to a resource tower to defend it, or hide/run/heal.
Yes, heal. If you are a skulk or gorge in a node. You will heal a bit a faster.
This means that infestation, even without chambers, is a useful thing. Build ICs!
But mind you, if a marine notices an irregular bump, they can shoot the poor hiding alien.
<u><b>FAQ</b></u>
<i>"What about sensory chambers? Marines will know where they are." </i>
Yes and no. Sensory chambers will hide ICs, Nodes and Chambers.
So unless marines decide to spam their little cannons all over the walls at infestation. They wont see any of the structures.
And if they do decide to do this, reload means lunch time.
<i>"This will cost too much resources..." </i>
Yes, having to build ICs is an additional expense of 10 resources!
But if all other chambers costed 6-8 resources (Would need some balancing) then an IC with a few chambers, would cost no more.
Not to mention it is a healing/hiding place for Skulks and Gorges. If a Node had a defence chamber too, the healing power would be even greater!
All in all, i think this would be fantastic, it would really create a seemingly active and living environment.
Alien environments would look more realistic and infested.
Egging would be safer/more realistic.
No more hive camping.
And many new tactical aspects to the game.
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
If you have any questions, feel free to ask :]
Ive got it all sorted in my head.
I might've missed something in writing it down.
It is all based around an idea of <u><b>NODES</b></u> that I've had.
I think it is quite a promising idea.
<b>Part ONE</b>
So my issue is, i don't like being a marine and walking into a room, then just seeing an Offense Chamber sitting there.
It seems out of place, and unrealistic.
My proposal is that chambers can ONLY be built on Infestation.
(Yes, i dont want any "Hello Starcraft" comments)
(Also, i know other threads have addressed this, but not on this level)
They will slowly grow out of it (allowing wall/roof building) in certain places.
Heres how it works. As infestation grows, it will develop certain spots that look a bit different called "Nodes".
Nodes are the ONLY place a gorge can build a chamber of any sort, besides one new one which ill get to soon.
Nodes on infestation will be invisible. (This is required for Part TWO).
Obviously this infers that chambers will only be able to built around active hive locations. Which is a bit of a downer.
So to combat this, the aliens should have a new chamber, which i will call a Infestation Chamber for now (IC).
Now, specific details about the Infestation Chamber. It is essentially the "heart" of an infestation.
It will grow infestation much slower than a Hive, and not as much of it, and in a smaller area.
It also wont have an many Nodes as a hive would. So you couldn't pack chambers around it,
Maybe 2-4 Nodes per IC. A hive on the other hand would have 15+.
In addition, Resource towers should also produce some minimal infestation so it doesn't look so out of place.
And perhaps support one node. For an easy chamber without needing IC's all around the map.
Now i hear you asking - "<i>What if the IC dies?</i>" - If you aren't, you should start to. Then read on.
My response to this, also applies for hives.
When an Infestation Source (Hive/IC/Resource) dies, the infestation also slowly dies. From the outside inwards.
As the decay approaches chambers, the will shrink/un-grow, and disappear with the infestation if the decay reaches it.
To save chambers, a new IC built anywhere around the infestation will automatically support it again.
This would create an interesting tactic for marines; take out the heart of the infestation!
And also create an enjoyable counter for aliens; quickly trying to retake the chamber location, and get a new IC.
But on this topic, an IC would have a substantial amount of of Hitpoints.
~100-150% of Resource Tower Hitpoints
Onto the topic of infestation growth, like helping buildings grow, gorges should help infestation grow.
Holding <use key> on an IC should help it grow infestation and Nodes around itself faster.
Now for...
<b>Part TWO</b>
<u>Egging and Respawning with Nodes</u>
I'll start with egging.
Ever thought egging looked a bit stupid? Out of place? Well, this will fix that.
My proposal here is, that you can ONLY egg on infestation. More specifically, on a Free Node (No Chamber).
The way this will work, a skulk will run up to a node, and push <use key> to essentially, nest in it.
This will make the skulk virtually invisible to marines, but cause it to be unable to move or attack.
Note: Only Skulks and Gorges can nest in a node. (Gorges so they can temp res)
Then the skulk can gestate into its life form.
At first it wont really be apparent. But the infestation will grow a bulge/egg of size depending on life form.
Then the egg will pop, and the alien will burst out. And the egg location will soon return to a node.
Yes, growing eggs will be able to be killed, just like a chamber.
But if you are gestating into a Lerk or Gorge, the bulge/egg will be relatively small, so the marines will need a keen eye.
Whereas an onos will need to pick its gestation Node carefully to be sure it isn't killed.
Re-spawning with Nodes will make aliens a lot happier :].
Instead of just dropping to the ground, skulks will be nested in a Free Hive Node at birth (virtually invisible).
Then they can simply push E to crawl out of the Node to kill an unsuspecting nearby marine.
During the re-spawn timer, the node that the skulk will appear in will SLOWLY grow larger, almost unnoticeable though.
In the same way, any time a Skulk is nested in a Node, it will be slightly larger. Even more so for Gorges.
Any alien in a node CAN be shot. Although it will take less damage.
Also, this means gorges an skulks can in Nodes next to a resource tower to defend it, or hide/run/heal.
Yes, heal. If you are a skulk or gorge in a node. You will heal a bit a faster.
This means that infestation, even without chambers, is a useful thing. Build ICs!
But mind you, if a marine notices an irregular bump, they can shoot the poor hiding alien.
<u><b>FAQ</b></u>
<i>"What about sensory chambers? Marines will know where they are." </i>
Yes and no. Sensory chambers will hide ICs, Nodes and Chambers.
So unless marines decide to spam their little cannons all over the walls at infestation. They wont see any of the structures.
And if they do decide to do this, reload means lunch time.
<i>"This will cost too much resources..." </i>
Yes, having to build ICs is an additional expense of 10 resources!
But if all other chambers costed 6-8 resources (Would need some balancing) then an IC with a few chambers, would cost no more.
Not to mention it is a healing/hiding place for Skulks and Gorges. If a Node had a defence chamber too, the healing power would be even greater!
All in all, i think this would be fantastic, it would really create a seemingly active and living environment.
Alien environments would look more realistic and infested.
Egging would be safer/more realistic.
No more hive camping.
And many new tactical aspects to the game.
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
If you have any questions, feel free to ask :]
Ive got it all sorted in my head.
I might've missed something in writing it down.
Comments
Well it would certainly keep the gorges busy. I'm not to sure about only being able to egg in these things, it would limit things. How would a gorge get on a roof or pipe to build some chambers? What if there are few around and many need to evolve? Marines could also camp these areas getting easy kills just waiting for ppl to come along and evolve. I like the idea of the DI on both sides ie nano grid and infestation to be more AI based with some bias provided by the commander and a top gorge/overmind. Say 1 gorge is permanent and can hop into certain structures to get a overview of the game like the com and bias the infestation growth. Hmm I need to think about this some more.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, you will generally egg in a hive zone.... So youll be no less safe than before... I think on top of hive egging should be abolished. Egg protection should be a fun part fo the game :] it doesnt happen. people just egg and dont tell anyone.
you totally wouldnt go to an infestation near a marine spawn and onos or sometihng... thatd be dumb.
Maybe you could egg in vents too then... but in the classic style.... i dont know... i dont think its limiting, its just different, and requires more team work. WHICH IS GOOD!
also, if lerks had some gorge lifting abilities, as i stated in another thread.
(much nicer than stupid custom factor lerk lifting)
you wouldnt need to gorge in vents.
Well look... the Nodes arent static, they would be randomly generated on the infestation, just like the infestation is randomly gen'd on the wall.
It would also make infestation less boring and static... like itd actually have a purpose. and variations (growths of chambers) on it.
And as i said, i think 5 ocs and an mc just suddenly sitting on a metal floor is a bit silly. imagine how cool this would look if it was properly done. whoa.
Reply #2
This:
<img src="http://i136.photobucket.com/albums/q190/jozsa/2-2.jpg" border="0" class="linked-image" />
Or This:
<img src="http://i136.photobucket.com/albums/q190/jozsa/1-2.jpg" border="0" class="linked-image" />
Thought so.
My biggest problem is, I'm pretty sure that it's not possible to do this with what the developers have atm (though I don't know this for certain, but I'm 'pretty sure' (40%-95% [+-]50%) that dynamic spawn points and nodules are...beyond reach atm for the source engine).
My second biggest problem is, I'm pretty sure that your gameplay methods could be developed with a less convoluted and simpler way w/out involving such a complex, dynamic texturing thingy. IE, program hive rooms to have random, selectable spawns. IE, program infestation chambers so that only other chambers can be built onto them and so that the IC acts as a cloaking chamber for the other chambers. etc, etc.
Good ideas though, and it does take a lot of oomph to make my brain hurt (you've done a great job, so...gj thinking =D).
I also needed 3 ######ing aspirines. ( You all owe me a pack, 15€ )
>.< But I love all this stuff, I just don't know if it needs balance/changes/more or less stuff. We don't know how NS2 will work, so it's hard to say such things.
You're not entirely limited, you can build anywhere ideally, you just need to drop an infestation chamber first.
Perhaps Nodes could be abolished, and it works in the same way, and you just have to build them anywhere on infestation.
Thats more freedom.
I also needed 3 ######ing aspirines. ( You all owe me a pack, 15€ )
>.< But I love all this stuff, I just don't know if it needs balance/changes/more or less stuff. We don't know how NS2 will work, so it's hard to say such things.<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha, sorry.
But there was no way to exlpain what i was thinking in a straight forward manner.
:]
Im glad you like it :]
But like you said - i have no doubt itll need balance/changes/more/less
My biggest problem is, I'm pretty sure that it's not possible to do this with what the developers have atm (though I don't know this for certain, but I'm 'pretty sure' (40%-95% [+-]50%) that dynamic spawn points and nodules are...beyond reach atm for the source engine).
My second biggest problem is, I'm pretty sure that your gameplay methods could be developed with a less convoluted and simpler way w/out involving such a complex, dynamic texturing thingy. IE, program hive rooms to have random, selectable spawns. IE, program infestation chambers so that only other chambers can be built onto them and so that the IC acts as a cloaking chamber for the other chambers. etc, etc.
Good ideas though, and it does take a lot of oomph to make my brain hurt (you've done a great job, so...gj thinking =D).<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha, i love the %40-95 +-50.. What you doing at uni? Unfortunate boy.
Anyway, on the contrary, it REALLY wouldnt be that hard. Think of it this way, as infestation grows...
It will have a random chance to "deploy" a "structure" in itself (the Node).
A structure taht you can interact with, ie. get in, like the command chair
This % of node spawn would increase as it gets further from other nodes on the infestation.
(In this manner - (With a maximum infestation growth) - ICs would have a random amount of Nodes)
I think source could do this- i mean, before you saw dynamic infestation,
Im sure you wouldve said source cant do that either.
And about what you said with "random selectable spawns".
The issue with hive camping isnt where yuo spawn, its that wherever you spawn, you get shot.
In this way, you wouldnt actually spawn until you want to pop out.
So a few players could wait to spawn, then rush the campers.
Thanks for taking the time to read :]
To be honest, ive only thought abuot infestation to aliens.
I dont think it should have any inherant effects on marines directly.
Perhaps though, as i suggested in antoher thread, it would if theres chambers in it.
For example, if a Node had a sensory chamber- itd ###### with marines heads.
Like, theyd hear footsteps that arent really there. Or a leap in the distance. Or even see a skulk zip by in the corner of their screen. (Much like those grenades in TFC.
But not a great deal, like itd be a random occurance for these things to happen.
But itd still help. Give the aliens a bit of an advantage defending their home territory.
Also, it would encourage DC's and MC's to be built outside the hive.
Generally i dont think infestation would ever reach marine structures.
Unless marines built nearby after the infestation was grown.
In either case, i think infestation should simply grow around it, and not have an effect.
Infestation is a kind of... mould/moss/growth. Not an offencive mechanism.
1. I always play a gorge. I mean 75% of the time, i'm a gorge just tryin to have fu-un >D And someone else telling me where to place my "nodes", or chambers, is taking away my ability and determination to use strategic placement. i.e. "OK, this time i'll set two up against the wall, and one in the vent!" What's the point? It turns gorge node placement into, "next, ding! Next, ding! Next, ding!" Boring-
2. The marines will always know where to look. So who cares if it is invisable? I'll come down that hallway, not seeing anyone or anything, take a few popshots with my pistol to find them where "they always are", and then destroy them!
So, it sounds like your thinking in the right direction, wanting to add more functionality to the infestation, but then why would I play a gorge anymore when it's just "connecting the dots". And when i'm a marine it would actually make it more boring and predictable also, i'd just shoot to find them and take care of em.
2. The marines will always know where to look. So who cares if it is invisable? I'll come down that hallway, not seeing anyone or anything, take a few popshots with my pistol to find them where "they always are", and then destroy them!<!--QuoteEnd--></div><!--QuoteEEnd-->
Okay, in reply to 1:
A lot of people have been having this issue. So i think it could also be one of two other options.
- You can build anywhere on infestation
or even more drastic
- You can build anywhere, and EVERYTHING grows infestation.
The main point i want to put accross, is i dont want to see a bare organic building on its own on a metal floor.
and to 2:
This would happen, so defend it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
How often do you hide a heap of cloaked chambers in a decent game anyway.
I haven't really thought about how it might affect marines, but obviously while this thread is discussing the infestation issue and being beyond a visual prop I thought I'd bring it up see if anyone had any thoughts <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I also get the main point is this "I want the Kharaa structures to be more organic, like it is changing the enviroment into the Kharaa's personal enviroment."
Remove the nodes so far as limited building or "resting", but rather, allow all Dynamic Infestation to be a place for chambers and enhance their abilities, like the chambers are sending out pheremones and hormones and such through the infestation. Fighting on home ground, for Kharaa or Marines should be at some sort of advantage.
I get it, I want to see the Kharaa "forming" the map into their territory, like they are teraforming the place into the Kharaa homeworlds. Just drawing on some influence here, but do we remember Ripley and the Marines in the movie Aliens descending down into the human made structure, only to have it become more and more alien? The Aliens in that used the place as camouflage, as well as it limiting the marines to particular weapons. NS1 accomplishes this to some effect, we just hope that NS2 will do it so much more "organic" so that the Kharaa are even more alien to us, even to the point where the spread is a threat to marines very existence. Let us fear what would happen if the Kharaa reached Earth.
NS1, gorges "drop" chambers and encourage them to maturity where they provide a bonus. This is still very similar to marines "drop"ing structures. NS2, I hope gorges "grow" chambers instead, an experience alien to the marines.
And, on the subject of infestation affecting marine structures, my take on it, aka IMHO, would be that the Dynamic Infestation does this: clog and sever connections
- Storywise: the Nano Matrix Grid of the map is swamped and swarmed by the infestation, creating loss of network speed (in character, not to our game) and infrastruture support
- Result: 1) Existing structures lose power and become useless until power can be restored, which in this case would probably be burning away the damn infection. 2) "Drops" in infested areas would be difficult, possibly requiring more resources or more effort from the guiding hand of a marine. Even if you do build, see result (1).
Finally, I wonder why a new thread was started, wouldn't this have fit into the "Do More With Infestation" thread?
I also get the main point is this "I want the Kharaa structures to be more organic, like it is changing the enviroment into the Kharaa's personal enviroment."
Remove the nodes so far as limited building or "resting", but rather, allow all Dynamic Infestation to be a place for chambers and enhance their abilities, like the chambers are sending out pheremones and hormones and such through the infestation. Fighting on home ground, for Kharaa or Marines should be at some sort of advantage.
I get it, I want to see the Kharaa "forming" the map into their territory, like they are teraforming the place into the Kharaa homeworlds. Just drawing on some influence here, but do we remember Ripley and the Marines in the movie Aliens descending down into the human made structure, only to have it become more and more alien? The Aliens in that used the place as camouflage, as well as it limiting the marines to particular weapons. NS1 accomplishes this to some effect, we just hope that NS2 will do it so much more "organic" so that the Kharaa are even more alien to us, even to the point where the spread is a threat to marines very existence. Let us fear what would happen if the Kharaa reached Earth.
NS1, gorges "drop" chambers and encourage them to maturity where they provide a bonus. This is still very similar to marines "drop"ing structures. NS2, I hope gorges "grow" chambers instead, an experience alien to the marines.
And, on the subject of infestation affecting marine structures, my take on it, aka IMHO, would be that the Dynamic Infestation does this: clog and sever connections
- Storywise: the Nano Matrix Grid of the map is swamped and swarmed by the infestation, creating loss of network speed (in character, not to our game) and infrastruture support
- Result: 1) Existing structures lose power and become useless until power can be restored, which in this case would probably be burning away the damn infection. 2) "Drops" in infested areas would be difficult, possibly requiring more resources or more effort from the guiding hand of a marine. Even if you do build, see result (1).
Finally, I wonder why a new thread was started, wouldn't this have fit into the "Do More With Infestation" thread?<!--QuoteEnd--></div><!--QuoteEEnd-->
Firstly, i started this thread, just to clump all my ideas together and get some feedback. As opposed to an open discussion.
And yes, what you said about the aliens trying to transform the whole map into their kinda world.
Good response, thank you <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
First of all, like other people, I am NOT fond of the node idea. Too easy for a marine exploit.
I think that all alien structures should only be able to be built so far away from the DI. Once built, DI will slowly spread around the chambers, but mostly, the DI will grow to fill in the gap between where the DI border previously was and the new border created by the structures. Building more structures in an area could provide a bonus to the structures on the DI in that area. For instance, as I have suggested before, growing a few OCs on the DI could make the OCs sprout more "parts", so it would look like a large, thorned plant that is shooting not one, but multiple spikes. DCs would gain greater effectiveness in "colonies" that start to grow and overlap each other.
On the other end, marine structures would benefit as well. The nanogrid would slowly bring strength to the structures, increasing turret accuracy, and giving more HP. However, unlike with the aliens, the strength given would be universal, just given over time. However, certain structures, such as a phase gate, for the sake of balance, should not gain these bonuses. The reason could be that they already consume too much energy being functional to receive a special bonus from extra energy. Also, marines could slowly regain armor while on the nanogrid.
This way, both sides would have a "home turf" type advantage. Aliens with their greater structures, hiding possibilities, and perhaps a regeneration bonus on their side, and the marines with their ever-increasing power.
Also, there could obviously be territory that is "unclaimed". this is where the DI has not spread, and there is no nanogrid online. These would have to be claimed by the marines by a welding node, or claimed by an alien by simply spreading the DI there. The room would have to be, say, 90% clear of DI to be claimed by marines.
How taking space from the other side works: The aliens would claim land by, well, building on it. The marines would have to destroy the structures there, which would make the DI recede to the previous "borderline" of structures created. The marines gain area by using a welder, or other tool, to activate, or set up, a nanogrid there. This would clear the remaining infestation in the area. Aliens' structures would override the nanogrid, but once established, the aliens must take over a large portion of the room before it becomes their territory.
Finally, if a hive was destroyed, the immediate (surrounding) DI would be destroyed, leaving the chambers there to slowly rebuild the DI, if they're not destroyed. At the same time, if a CC is destroyed, a major nanogrid failure occurs, and the marine structures in the area go into a "low-power" mode, the nanogrid being disrupted by the loss of a major power-routing source. In the low-power mode, structures would have minimum effectiveness. If another fully built CC was nearby, however, this would only last for a short time.
Phew...could have made my own thread out of that.
I pretty much like everything you said.
But when you said if a hive is destroyed, all the immediate DI will die. Did you mean slowly or instantly? Because it should certainly be gradual.
Good input, thanks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I pretty much like everything you said.
But when you said if a hive is destroyed, all the immediate DI will die. Did you mean slowly or instantly? Because it should certainly be gradual.
Good input, thanks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I was indifferent on slowly or very fast. But I was thinking that the hive would be like the main DI sustainer, so perhaps it would die more quickly than if a normal chamber was destroyed. It would give more reasons to defend the hive, too!
It seems out of place, and unrealistic.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:lime--><span style="color:lime"><!--/coloro-->Very<!--colorc--></span><!--/colorc--> true.
I totally agree with you that structure (in the sense of "structure is under attack") building should be done on the dynamic infestation, and I really like <!--coloro:lime--><span style="color:lime"><!--/coloro-->the idea of having resource nodes produce DI<!--colorc--></span><!--/colorc-->.
<!--quoteo(post=1646237:date=Aug 29 2007, 08:08 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Aug 29 2007, 08:08 AM) <a href="index.php?act=findpost&pid=1646237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heres how it works. As infestation grows, it will develop certain spots that look a bit different called "Nodes".<!--QuoteEnd--></div><!--QuoteEEnd-->
This is where you lost me - why do you need nodes instead of a simple boolean check "are we in proximity of infestation? then attach this structure to that infestation"?
Im not sure if i mentioned this in the main post or a latter one...
But a hive would have a LOT of infestation. and probably 15-25 nodes.
So youd never really be that limited.
And perhaps after someone hatches out of a node, that node dies, and one grows somewhere else.
Adds more randomness.
Good question - i really didnt approach this at all.
Basically, higher lifeforms (the ones you said above) CANNOT devolve. Which i think makes sense.
Then, i dont think aliens should have to "egg" to evolve a physical trait. (upgrades).
I think you should just select the upgrade,
then where it showed the 3 flashing mc's for example on the right,
there'd be a little progress bar in its place instead,
then when its done, the upgrade would be applied.
OR in the same way, maybe the upgrades could take almost 1 minute to... evolve.
and you gradually get faster as celerity upgrades over the minute.
Upgrading 3 things at once, would mean they're all slower. But not 1/3, more like 1/2 as fast.
<img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> what do you think?
I might actually start a thread about this, should i?
I totally agree with you that structure (in the sense of "structure is under attack") building should be done on the dynamic infestation, and I really like <!--coloro:lime--><span style="color:lime"><!--/coloro-->the idea of having resource nodes produce DI<!--colorc--></span><!--/colorc-->.
This is where you lost me - why do you need nodes instead of a simple boolean check "are we in proximity of infestation? then attach this structure to that infestation"?<!--QuoteEnd--></div><!--QuoteEEnd-->
More or less it was a control structure, which prevented whoring of structures, and giving a more natural look.
I suppose nodes were a liittle fantasty which really arent viable.