Alternate Kharaa resource model
MilesTeg198
Join Date: 2007-07-19 Member: 61626Members
<div class="IPBDescription">Looking to further innovate the gaming experience</div>Iterative, yet progressive game development with each sequel title seems to be key to success in the industry (ID, Valve, Blizzard, Relic) and I know we all want to play NS source in essence, but I would like to suggest the following change to the game dynamic. This builds off my last post that a core competency of NS is its uniqueness and dynamic game play that is different each instance played.
Furthering the use of dynamic infestation, eliminate the Kharaa need for resource nodes.
Here is the model I would replace it with:
1. Gorge identifies an area they would like to infest
2. Gorge infests the area
3. The infestation grows and a surface area calculation (or some other simpler calculation that bears the same result) is performed on a timer that matches the old resource node
click.
4. The area calculated is multiplied by some constant (defined in balancing) that generates the resources gathered for the Kharaa
Limitations:
1. Just like there are limited resource nodes, there should be a limit to the area calculation of infestation. This does not limit infestation creation, merely how much resources it can
generate. To further ensure that this is not exploited, Charley could do two things:
a. Do a calculation that checks hive proximity, and reduces resource input the further it is from the hive. This would deter Kharaa from infestation spamming and then having
all the resources they'll need. It would also encourage creating other hives to reduce the proximity calculation's negative effects.
b. Limit the area calculation for each hive. 1 hive: 33% of max resource: 2 hives 66% of max resource etc. This would further encourage Kharaa to get more hives because
they would have a resource handicap if they did not, no matter how much infestation they put down.
Justification:
1. Kharaa are a race focused on expanding it's overmind and hive enclave. They are not technologists like the Marines, so why do they need resource nodes? They are organic
beings that feed off the expansion of the hive. The game should match the races focus then. This model would incentivize Kharaa to expand the hive's influence through the
map.
2. This model would further increase the uniqueness of each race, think of Warcraft to Warcraft II to Warcraft III there was a constant effort made to make each race more
unique with each sequel.
3. This model would make Kharaa strategize like Kharaa and Marines strategize like Marines. They both would have competing agendas on the maps but they would be fighting for
different axioms and purposes rather than just fight for resource node and hive locations. Marines would still want to kill infestation and Kharaa would still want to kill resource
nodes, but it wouldn't just become a resource node frenzy. Think of the resource node in 'West corridor' or the double node spots and how much time and effort both teams
focus on them. Is this the purpose of the game or is should it be more improvisational?
I would love to hear your comments, I know this one is a little more of a stretch.
~Miles Teg
Furthering the use of dynamic infestation, eliminate the Kharaa need for resource nodes.
Here is the model I would replace it with:
1. Gorge identifies an area they would like to infest
2. Gorge infests the area
3. The infestation grows and a surface area calculation (or some other simpler calculation that bears the same result) is performed on a timer that matches the old resource node
click.
4. The area calculated is multiplied by some constant (defined in balancing) that generates the resources gathered for the Kharaa
Limitations:
1. Just like there are limited resource nodes, there should be a limit to the area calculation of infestation. This does not limit infestation creation, merely how much resources it can
generate. To further ensure that this is not exploited, Charley could do two things:
a. Do a calculation that checks hive proximity, and reduces resource input the further it is from the hive. This would deter Kharaa from infestation spamming and then having
all the resources they'll need. It would also encourage creating other hives to reduce the proximity calculation's negative effects.
b. Limit the area calculation for each hive. 1 hive: 33% of max resource: 2 hives 66% of max resource etc. This would further encourage Kharaa to get more hives because
they would have a resource handicap if they did not, no matter how much infestation they put down.
Justification:
1. Kharaa are a race focused on expanding it's overmind and hive enclave. They are not technologists like the Marines, so why do they need resource nodes? They are organic
beings that feed off the expansion of the hive. The game should match the races focus then. This model would incentivize Kharaa to expand the hive's influence through the
map.
2. This model would further increase the uniqueness of each race, think of Warcraft to Warcraft II to Warcraft III there was a constant effort made to make each race more
unique with each sequel.
3. This model would make Kharaa strategize like Kharaa and Marines strategize like Marines. They both would have competing agendas on the maps but they would be fighting for
different axioms and purposes rather than just fight for resource node and hive locations. Marines would still want to kill infestation and Kharaa would still want to kill resource
nodes, but it wouldn't just become a resource node frenzy. Think of the resource node in 'West corridor' or the double node spots and how much time and effort both teams
focus on them. Is this the purpose of the game or is should it be more improvisational?
I would love to hear your comments, I know this one is a little more of a stretch.
~Miles Teg
Comments
it sounds tricky, and relies on infestation being a "deployed" entity rather than a randomly spawned entity from a predetermined source.
THe problem I can see is: The ebb-and-flow of the game... currently marines and aliens vie for control of resource nodes... however, if they don't both need the nodes, then the games can fall into a very long stalemate since both races can... in essence... co-exist.
what i would like to see is a blend in this.. so have the infestation be spawned by a gorge, and then have it grow over the recourse nodes, when it does it will expand a bulge type structure where the node is to filter and suck in the resources and then supply it to the players..
it would still be unique to kharaa, and very creative too.
just think of the res nodes as gastric supplies, aliens are organic, but in order to evolve and build and upgrade they require a gas type substance which enhances their cellular growth, they duplicate these cells and then either change their shape by remodifying these cells or by expelling these cells and reforming a new life form.
gorges should beable to quicken the spread rate of infestation with their heal.
what i would like to see is a blend in this.. so have the infestation be spawned by a gorge, and then have it grow over the recourse nodes, when it does it will expand a bulge type structure where the node is to filter and suck in the resources and then supply it to the players..
it would still be unique to kharaa, and very creative too.
just think of the res nodes as gastric supplies, aliens are organic, but in order to evolve and build and upgrade they require a gas type substance which enhances their cellular growth, they duplicate these cells and then either change their shape by remodifying these cells or by expelling these cells and reforming a new life form.
gorges should beable to quicken the spread rate of infestation with their heal.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this full heartedly, the whole idea. I like it also, Its very decent and well thoght out. ( i dont have much to say) ...
I think the idea of 'growing over' spots is a good compromise. Sure I am partial to my initial idea, but it could definitely provide the best of both worlds. I want to see Kharaa become more organic, less structure oriented. (Wall of lame anyone? ) Kharaa need structures but do they have to look and function like Marine buildings? Let them self grow and gestate, etc. Hmm, just got a new idea for me to work on... more later
All the chambers have the same basic look (which is the cone look) with the different "head".
How about have the gorge spit out an egg type thing that resembles the head of a spesific chamber.
i.e. a small spikey blob for a OC, or a blob will 4 sheild things for an DC
The Infestation reconises it and creates the cone under the head which starts to develope probly till it is the fully grown chamber.
The one issue that might be questioned is that "how can you create Chambers on none infested areas?"
Well... maybe the Kharaa shouldn't be able to. It make the role of DI alot more central to the Kharaa. Which i think is a great way to go.
Keep in mind that Infestation will still keep Marines from building Resource Towers, and that forces them to directly attack the DI. Since the expansion of DI would be part the Kharaa's agenda, they would still come into conflict over the resource tower.
That could work. I'd be worried about kharaa being able to control enough surface area without controlling any or very few restower locations. If you count hallways, less than half the rooms on an NS map have a res nozzle and/or a hive in them.
Milesteg is suggesting the implementation of a new resource model for the Kharaa, directly linked to the coverage of Dynamic Infestation. In his new model, he is suggesting to completely remove the RT from the Alien's building repertoire, instead forcing aliens to rely on expansion for their resources instead.
In short, there are no alien RTs in that situation you provided, because the new resource model doesn't have any.
Slow down and think:
Where do those little buggers like to crawl around? Vents! So if the DI became the main reasorce, all players would have to do is cover every single vent with DI.
Course, whole thing falls apart when marines get jet packs, but you see my point.
It should be more like this: Aliens use RT for $$$ and use DT for spawning (though from a centralize point, the hive)
Marines use RT for $$$$ and use their infantry portals for spawning
Perhaps aliens should choose were they spawn along the DI, similiar to Enemy Territory: Quake Wars. System used in that game is you get to pick which spawn point to... well... spawn from. This is done on the map screen (not the mini map)
Would make the Aliens a little more calculating... and allows them to spawn rape easier (comeon, all the marines have to do is set up a com chair near a hive and defend it)
If the Kharaa cannot spread their DI fairly quickly, so they can keep up with the marine's ability to drop RT's anywhere (that has no DI) then the marines will have a much easier time controlling resources and thus gain an advantage.
If the Kharaa CAN spread DI quickly, then it would have to be a mostly cosmetic because if it inhibited the marines or benefited the kharaa too much, it would become very difficult for the marines to keep up. Even if it just blocked marines from building, if you could spread it very quickly it could become a problem, unless the marines could destroy it very easily, which then would make it hard for the kharaa to keep res flow up again.
Basically, as cool as this idea sounds, I think that it would be a mistake to link something as basic and important to NS as resources in such a way to make it completely reliant on DI. Maybe have the RT look and grow like was suggested, but still be a structure that the gorge drops that is still placed on the node, and grows it's own DI?
I also do think that the Kharaa should only be able to build chambers on DI, but that they should once build they should produce a small amount of DI themselves, so you could potentially expand the DI, or just keep the structure alive if the source of the DI dies.
P.S.-I don't think that structure hopping should be the primary method of making DI.
P.P.S.-Yes, I know this method of DI is Starcraft like.