Dynamic Infestation

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited April 2009 in NS2 General Discussion
<div class="IPBDescription">Brainstorming, implementation, and asymmetry.</div><b>The primary goal of DI is to make conditions all-around favorable for the aliens to win primarily melee based battles.</b>

I) Dynamic Infestation - This organic growth slowly grows over and around map geometry and models (chambers/structures), and provides numerous benefits to the aliens.

A) <b>Growth Levels</b> - There are 3 growth levels attainable, each adding more benefit.
1) <i>Under Growth</i> is the first stage of DI, and the beginning presence of alien intrusion in a room. Small amounts of cover created, but still very vulnerable.
2) <i>Moderate Growth</i> is the second stage of DI. Light becomes dimmer as the lights go out under the DI. Good amount of cover becoming available. Slow health regeneration for aliens on DI.
3) <i>Overgrowth</i> is the third and final stage of DI. The light takes on orangish hues from emerging 'light pods' growing out of infestation. Canals can now be placed on the DI. The room has been transformed and is very favorable for aliens. Typically this stage is only reached in safer hive areas, or neglected areas of the map.


II) Alien Commander - His purpose is to guide overall DI growth and support functions across the map. This includes 'nydus canals', chamber placement/research, and growth strategy.

A) <b>Support functions</b> are used to help alien team win battles in contested areas, and establish a foothold in safe areas.
1) This includes creating canals to move quickly anywhere on the map where DI is overgrown and flourishing.
B) <b>Chambers and Research</b> are utilized to provide localized healing, sensory, and movement abilities to all aliens within their radius. Continued research allows for faster healing/movement rates nearby these chambers, and enhanced sensory information.
C) <b>Growth Strategy</b> is planned and executed by the Alien Comm. This includes where to expand DI in neutral or marine territory, and using map geometry to make very alien friendly areas (such as infesting vents).


III) Gorges - Their purpose strictly in relation to DI is to create seedlings, speed growth, and sculpt cover.

A)<b> Seedlings</b> are vomited on the ground to allow DI to grow out of. This is done to expand DI into new areas.
B)<b> Speeding growth</b> of DI is an innate ability of the gorge to increase growth rate, and works similar to the 'healing' mechanic in NS1. This speeds growth across the room, and decreases the time needed to get heavier density of DI.
C)<b> Sculpting Cover</b> is used to simplistically shape cover from the default growth path over room geometry. This is similar to 'painting' where nooks, crannies, and rounded holes can be weaved into the DI to provide optimal cover.

<img src="http://www.unknownworlds.com/cache/thumbnails/envconcept06_800x441.jpg" border="0" class="linked-image" />


Everything works. With this implementation it is <b>asymmetrical</b> (favors melee versus ranged), organic area control (versus marine structures/sentries) and fits the theme of two radically different teams. Sorry about the formatting, it looked a lot better bet the forum is fubar right now...

Comments

  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    So if a Gorge was to spray a Marine, or Marine structure with either seedlings or the healing/speed grow spray. What sort of effects could you see (if any)?
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited April 2009
    This:

    <a href="http://www.youtube.com/watch?v=HY-03vYYAjA" target="_blank">http://www.youtube.com/watch?v=HY-03vYYAjA</a>

    but more likely this:

    <a href="http://www.youtube.com/watch?v=4a3R0YuUjQg&feature=related" target="_blank">http://www.youtube.com/watch?v=4a3R0YuUjQg...feature=related</a>




    But seriously, the gorge can't use the 'paint' ability on anything but DI, it just greys out. Also he has to be stationary when laying a seedling, like this:

    <a href="http://www.youtube.com/watch?v=kyngy482BME&feature=related" target="_blank">http://www.youtube.com/watch?v=kyngy482BME...feature=related</a>

    It's science
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    What I was thinking was the marine might become entangled in some rapidly growing infestation, akin to web. Something to give the Gorge a more defensive ability without overloading him with weapons.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    It would probably be WAY to hard to implement something like that though. Ideally the gorge is still in his pudgy cute role and stays mostly off the front lines unless in an attack to heal. Other aliens still have to defend him like in NS1.
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    edited April 2009
    "Becoming entangled in rapidly growing infestation" was more of a conceptual statement, I didn't meant I would want to see grand spires of alien goo erupting around him. I mean the NS1 web has almost no visual cues when a player becomes entangled. I was meaning more the infestation would be temporary and isolated to the marine's person, and would only last briefly.

    Imagine like in Alien(s)(3)(4) when they touch the xenoform goo, but more constricting.. Basically I'm thinking the same form as web, just a better concept.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Maybe as a high tier (3rd hive) ability the gorge could do something like that. Assuming it still works that way in NS2.

    A neater idea is to have DI at the overgrown density slow down marines (and a graphic of infestation vines growing up their boots but breaking off as they fight it).
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    How do marines counter infestation? We already know of the flamethrower clearing out particularly infested areas, but it can't get everywhere.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    I think the Power Grid is a big counter infestation, I'm assuming it can't grow into places that are marine powered
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    That doesn't really make any sense... Why would it notbeable to grow in powered areas?
  • PaladinDudePaladinDude Join Date: 2006-12-04 Member: 58881Members, Constellation
    This sounds very cool, I'm interested in what happens where alien DI and the marine equivilent (power grid?) meet and have some questions:

    - Can DI get a foothold only in rooms which are neutral or have alien res nodes and they don't take hold in rooms with a marine res node and power grid active in it?

    - Is this a battle between alien and marine commanders?

    - How can gorges and marines affect the interaction between the DI and marine tech?
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1705382:date=Apr 21 2009, 05:08 AM:name=glimmerman)--><div class='quotetop'>QUOTE (glimmerman @ Apr 21 2009, 05:08 AM) <a href="index.php?act=findpost&pid=1705382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That doesn't really make any sense... Why would it notbeable to grow in powered areas?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would imagine on a fictional and micro level, we could explain it as that is where the robots (Nanites) engage in a epic battle with the highly mutable biological organism that allows such rapid shape shifting we call Dynamic Infestation of the Kharaa and it would basicly require some outside macro interference to tip the balance in a side's favor, like say shutting off the power for the nanite grid or the use of plasma flame throwers to burn away the organism and turning on the power to the area.

    Basicly, little tiny robot versus little tiny organism multiplied by millions upon millions.

    Ahh, fictional future tech of varying lifeforms. Tool makers versus organisms that reshape to fit a niche, fun stuff.
  • paperjackpaperjack Join Date: 2009-02-14 Member: 66410Members
    <!--quoteo(post=1705421:date=Apr 21 2009, 10:13 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE (CanadianWolverine @ Apr 21 2009, 10:13 PM) <a href="index.php?act=findpost&pid=1705421"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would imagine on a fictional and micro level, we could explain it as that is where the robots (Nanites) engage in a epic battle with the highly mutable biological organism that allows such rapid shape shifting we call Dynamic Infestation of the Kharaa and it would basicly require some outside macro interference to tip the balance in a side's favor, like say shutting off the power for the nanite grid or the use of plasma flame throwers to burn away the organism and turning on the power to the area.

    Basicly, little tiny robot versus little tiny organism multiplied by millions upon millions.

    Ahh, fictional future tech of varying lifeforms. Tool makers versus organisms that reshape to fit a niche, fun stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If the humans had nanomachines they would have already won the war
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    Very keen to see what happens with DI. My hope is that when it totally take over an area, makes it really easy for skulks to camoflage in with the backround, lots of fog/mist ect.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1705423:date=Apr 21 2009, 09:21 PM:name=paperjack)--><div class='quotetop'>QUOTE (paperjack @ Apr 21 2009, 09:21 PM) <a href="index.php?act=findpost&pid=1705423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the humans had nanomachines they would have already won the war<!--QuoteEnd--></div><!--QuoteEEnd-->
    You... didn't read the manual or backstory at all, did you?
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Where can read the backstory?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited April 2009
    [Link removed]
    If you can find "Six Days in Sanji", that's also an integral part of the beginnings of our story.
    EDIT: Hm, that link wasnt what I thought it was. I dunno! There used to be a huge amount of it in the manual, but it's all gone now.
  • ratclawratclaw Join Date: 2008-06-12 Member: 64433Members
    So the gorge isn't so much a builder now as he is a sculptor. Could lead to some very creative infested rooms. Maybe I wouldn't want to burn it away.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So the gorge isn't so much a builder now as he is a sculptor. Could lead to some very creative infested rooms. Maybe I wouldn't want to burn it away.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well the gorge is the 'DI keeper'. Meaning the alien comm has control over its direction and strategy, and the gorge supplements that role by speeding its growth depending on the needs of the alien comm. The 'painting' idea may not work well, and the DI may just create good cover on its own. Overall though I think the gorge should still be responsible for some kind of upkeep on the DI, along with its other responsibilities of healing structures/players.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Something I've been wondering is will there be a fog of war with the DI? Because if the comm looks around the map he can probably tell pretty quickly where the hive is due to infestation (or what tech points/whatever points the aliens have). Will it just be blind to the comm until a marine enters the area?
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited April 2009
    That wouldn't make a big difference, in NS1 you can hear the RTs and most comms locate the hive right at the beginning by listening for skulks or dropping ammo packs.
    Fog of war might make things a little more interesting though.

    Edit: Wait, now that I think about it... comms can't hear RTs, can they?
  • ratclawratclaw Join Date: 2008-06-12 Member: 64433Members
    No, I think it's only the hive. Yet that's because of it's height. It's closer to the level where the marine comm is floating around. If anything is high enough the comm should be able to hear it.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1705653:date=Apr 24 2009, 09:11 PM:name=Razagal)--><div class='quotetop'>QUOTE (Razagal @ Apr 24 2009, 09:11 PM) <a href="index.php?act=findpost&pid=1705653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That wouldn't make a big difference, in NS1 you can hear the RTs and most comms locate the hive right at the beginning by listening for skulks or dropping ammo packs.
    Fog of war might make things a little more interesting though.

    Edit: Wait, now that I think about it... comms can't hear RTs, can they?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I know but I wasn't sure if they wanted it to be as easy to identify the hive location as it is in NS1
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    They made it so resource nodes don't make noise for the first 2 minutes of the match iirc. Just listen for the pitter patter of skulk feet anyway <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. I think a fog of war would be a reasonably simple way to stop commanders seeing where infestation is.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1705592:date=Apr 23 2009, 12:22 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Apr 23 2009, 12:22 PM) <a href="index.php?act=findpost&pid=1705592"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where can read the backstory?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.ablens.net/readarticle.php?article_id=12" target="_blank">http://www.ablens.net/readarticle.php?article_id=12</a>

    The original manual for the mod also had lots of backstory, as far as I can remember, but I can't find it anywhere.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    Is it confirmed DI is in the game? IIRC, after the tech demo they said they didn't know if they could use it in the Source engine, then they announced their own engine so we've assumed DI is back in but not read anything concrete? I don't check the news page that often though so I could have missed it.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Last audiocast thing they did Max said they haven't worked on it in quite a while. I wonder if they had to scale it back to make it work?
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1705745:date=Apr 26 2009, 11:23 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Apr 26 2009, 11:23 AM) <a href="index.php?act=findpost&pid=1705745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Canals can now be placed on the DI.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I am particularly in love with this.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->robots (Nanites<!--QuoteEnd--></div><!--QuoteEEnd--> Of course, it's always the nanites..
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