Skulk vs res towers
Namron
Join Date: 2002-11-29 Member: 10220Members
<div class="IPBDescription">Eating res less boring</div>I went off topic about this in that taser thread:
<!--quoteo(post=1719380:date=Jul 26 2009, 03:52 AM:name=Namron)--><div class='quotetop'>QUOTE (Namron @ Jul 26 2009, 03:52 AM) <a href="index.php?act=findpost&pid=1719380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make a parasite from one skulk continuously dish out minor damage to the tower (story explanation: The parasite feeds upon the nanite flow and grows, destroying the tower). Make a second parasite from another skulk together with the first parasite from the first skulk continuously dish out even more damage and so on. Only one parasite per player is allowed (story explanation: Parasites from the same skulk breed, origin, doesn't get along). Welding a res tower acts as a parasite cleanse [health at red; all parasites are left, at yellow; half the parasites, at green; no parasites]. Hive sight should show how many parasites there are in a res tower. Conclusion: In this way, aliens have a way to destroy far-away, unattended res towers - without the NS1 boredom, giving them the possibility to both "eat res" and play the game and have fun. Since many parasites are required to do meaningful continuous damage, the skulks will have to act as a team.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1719380:date=Jul 26 2009, 03:52 AM:name=Namron)--><div class='quotetop'>QUOTE (Namron @ Jul 26 2009, 03:52 AM) <a href="index.php?act=findpost&pid=1719380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make a parasite from one skulk continuously dish out minor damage to the tower (story explanation: The parasite feeds upon the nanite flow and grows, destroying the tower). Make a second parasite from another skulk together with the first parasite from the first skulk continuously dish out even more damage and so on. Only one parasite per player is allowed (story explanation: Parasites from the same skulk breed, origin, doesn't get along). Welding a res tower acts as a parasite cleanse [health at red; all parasites are left, at yellow; half the parasites, at green; no parasites]. Hive sight should show how many parasites there are in a res tower. Conclusion: In this way, aliens have a way to destroy far-away, unattended res towers - without the NS1 boredom, giving them the possibility to both "eat res" and play the game and have fun. Since many parasites are required to do meaningful continuous damage, the skulks will have to act as a team.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
So yeah, it'll get a little boring after awhile if one skulk is doing all the work alone on one RT.
An ability like you suggest would be a good solution to it in NS1. I would give skulks the ability to stack their parasite damage on buildings though and make sure it gives the same damage per energy spent as bite, so a skulk could stack a few parasites and then begin biting the tower and would kill the tower in the same amount of time as just biting.
The important difference is it would give them the ability to ambush any incoming marines while still dealing significant damage to the resource tower. If the parasite was a damage-over-time effect lasting 15 seconds or so, disrupting the skulk from biting would still give the marine a reason to attempt to defend it and potentially save it.
Last we saw, though, individual abilities use different pools of energy and with that type of energy system my implementation is basically defunct.
Edit: Sorry, I forgot to mention another change I would make to your original idea, and its that only one skulks could stack parasites on the resouce tower. The reason for this is due to scalability with the number of players in the game. In your average 6v6 game, it isn't usually a good idea to have a lot of skulks leave your current defended position and would leave the one or two skulks doing subpar damage to an RT, whereas in a large 16v16 game you have a ton of skulks able to just run around parasiting all the marine res towers and completely destroy them. With the change I suggested the damage is the same if you bit the RT or parasited it, so in a large game you could still have the teamwork of perhaps an adren skulk dedicated to parasiting the node while the rest of the skulks bit it.
just hope that gorges are better fitted to destroy buildings when skulks are hunters / weak defense only now.
Pros:
Biting RTs is more interesting
Allows for good players to plan out which pieces to bite first to avoid exposure
Cons:
Makes it harder to kill rts partially protected by turrets
Makes it harder to kill turrets in general
I really like this idea. It would definately be cool to see a bunch of skulks ripping down an rt via grapple bite.
Pros:
Biting RTs is more interesting
Allows for good players to plan out which pieces to bite first to avoid exposure
Cons:
Makes it harder to kill rts partially protected by turrets
Makes it harder to kill turrets in general<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I read that one. Something about the alien RTs having like a ring of eyes. I really like the idea of location bonus damage. And it may work better for aliens.
I like that the lone skulk could just work his way around the RT quickly breaking of certain pieces (doing Terrible Terrible Damage!) but if the RT is defended from one side then no going around and you will have to take longer.