Dynamic Infestation
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
<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...
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
<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
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.
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).
- 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?
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.
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
You... didn't read the manual or backstory at all, did you?
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.
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.
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?
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
<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.
I am particularly in love with this.