The Hydra problem & solution.

BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
edited November 2010 in Ideas and Suggestions
<div class="IPBDescription">A method to fixing the abuse of the hydra.</div><b><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro--><div align='center'>THE HYDRA</div><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--></b>

Please read my following method on how to improve the Hydra.
Any constructive criticism is welcomed as it will help make the game better,
and who knows?
Maybe, it could be implemented!

<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><u>PREDICAMENT</u><!--sizec--></span><!--/sizec--></b>

As we all know, the Hydra is the primary antagonist of marine advancement in NS2.
Yet, every game we see gorges abusing their power and lay as many Hydras as possible.

Today I played a standard game.
4 vs 4 and everything was going well.
Except that one of my allies took up the mantle of the Gorge.
As he went on his way I noticed something.
He would never stop making Hydras.

Eventually with the help of us and some tricks,
he got to the enemy base and began his operation.

Everywhere he planted Hydras and crept closer and closer to the marine portal.
Eventually the marines would die instantly when they appeared.
Not only was there spawn-camping (which is unfair to some extent),
but he also created lag.

Before I knew it connection problems were rife.
Eventually as more Hydras were made it got worse and worse until the majority of us were disconnected.
Not only is this unfair, but it also downright ruins the players experience and thus ruins the game.

<b><u><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->METHOD<!--sizec--></span><!--/sizec--></u></b>

Here is my proposal to fix the Hydra.

We could always limit the amount of Hydras that can be planted,
but that would remove a core element of playing Gorge,
and thus put people off.
If there were a limit I'd put it to around 20 per Gorge.
Yet there is one method we can pursue....

We all know Dynamic Infestation.
It is coming around the late beta and it will be awesome.

My idea is that the hydra relies on Dynamic Infestation.
When planted on ground that is not infested,
it will slowly lose HP over time (1 hydra lasts approximately 7 minutes until death),
thus eliminating the lag caused by random Hydras,
and the hardship of being spawn-camped.

Yet if planted on Dynamic Infestation, it will not lose HP.
Thus making the hives more suitable places for hydras,
and improving defence!

This could also improve and retract on Marine raids.
Whereas now they are able to take areas easily,
but will also have to work together (A.K.A Teamwork) to bring down the Kharaa hives.

<b><u><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Result<!--sizec--></span><!--/sizec--></u></b>

Not only does this prevent spam and lag,
but it also reinforces the Gorges role of <u>defense</u> in the game.
And allows him to be of more credit to the team,
and improves player experience!

<b><u><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Conclusion<!--sizec--></span><!--/sizec--></u></b>

Some of you may scoff the idea and say nothing needs to be changed,
but to some it does.
And it is a problem.
It's the little things that make a game a game.
And the players of the game are what truly matters.

I'd welcome any comments on my idea :)

Thanks for reading!
«1

Comments

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    just up the resource cost by 1 for every hydra that's on the server (say the base cost is 1). costs 15 res to put up 5 hydras, but it costs 40 res to put up the next 5, and 65 res to put up the next 5. soon gorgie won't be able to put up hydras as fast as they get killed.
  • PistachioPistachio Join Date: 2005-05-26 Member: 52481Members
    <!--quoteo(post=1807239:date=Nov 19 2010, 09:40 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Nov 19 2010, 09:40 PM) <a href="index.php?act=findpost&pid=1807239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just up the resource cost by 1 for every hydra that's on the server (say the base cost is 1). costs 15 res to put up 5 hydras, but it costs 40 res to put up the next 5, and 65 res to put up the next 5. soon gorgie won't be able to put up hydras as fast as they get killed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is actually a pretty good idea.

    It's just too easy to hydra farm marine start nowadays. Or any other part of the map, really. It might be good to simply put a cap on the amount that are allowed per server, and divide that between all the players, or current gorges.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Dynamic infestation as a way of controlling where they can be placed could work pretty well. However one question comes to mind, and that's what if the Gorge gets the ability to spread Infestation himself? That would pretty much nullify that (if it's a "spray on" way of adding DI), unless they added like Starcraft 2 (oh yes, I went there) with Creep Tumours, aka small nodes that infestation sprouts from by itself.

    That way you could tax a cost on placing these nodes, but they are also a necessity in order for hydras to be placed offensively where there's already no creep.
    With this you would rather than being able to toss them up pretty much anywhere you please, be constricted by the time for infestation to build and then spread out decently meaning it's a investment in time rather than resources. And in offensive situations time is almost always more valuable than cost (you could have X amount of Gorges saving up and then with little deployment time be able to hit that spot where they have no chance to retaliate).

    Also in addition it would add something for that secondary-fire to the "weapon 2" selection and actually give the Gorges that ability to influence Infestation that the developers have been talking about adding. Toss in some "High Sight" on all marines that walk upon Infestation and maybe a small hp-regen for aliens while on it and you have yourself a very valuable addition.
  • PistachioPistachio Join Date: 2005-05-26 Member: 52481Members
    I like the idea of having gorge structures tied in with infestation somehow. It would be great if hydras caused infestation, instead of requiring infestation for hydras to grow. That way, the aliens influence can spread naturally through the progression of the game. If the alien team is operating strongly in a few key areas, then you'd probably have gorges building, and thus - infestation. Something like that.

    It would also be wise to allow the alien commander to recycle any player built structures, so those hydra farms can be cleared out when they're no longer necessary.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2010
    Considering how powerful hydras are I would have thought a hard cap would be perfectly reasonable and sensible. I would suggest about eight per gorge.

    Also give the gorge another structure or two to drop, like a mini healing pod or something, something to buff an area of hydras but prevent them from simply spamming them constantly.

    Also make it so you can't place them near marine structures.

    And nerf the damage.

    And give marines a better anti structure weapon at the start.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited November 2010
    Overall, the main thing I'm trying to combat is the server problem.
    I usually see Gorges running to the enemy base and planting useless hydras on their route for no reason.
    These Hydras that do nothing lag up the server quite heavily.

    My method is to combat this problem and prevent any unnecessary lag.

    <!--quoteo(post=1807279:date=Nov 20 2010, 05:12 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Nov 20 2010, 05:12 AM) <a href="index.php?act=findpost&pid=1807279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Considering how powerful hydras are I would have thought a hard cap would be perfectly reasonable and sensible. I would suggest about eight per gorge.

    Also give the gorge another structure or two to drop, like a mini healing pod or something, something to buff an area of hydras but prevent them from simply spamming them constantly.

    Also make it so you can't place them near marine structures.

    And nerf the damage.

    And give marines a better anti structure weapon at the start.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The Hydra almost seems too powerful at times,
    if its health were to decrease over time this would make fighting much easier IMO
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    I believe hydra should be made more expensive (sturdyer if need to balance) so that you cannot place it everywhere.

    Dynamic infestation idea from OP is not bad either if combined.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    Linking hydras to DI is a good idea imho, but lacking on its own.

    Because then people would probably just put up hydrawalls along the DI all the way, making roadblocks as they went along.

    So you still need some form of limitation to the amount of hydras active.. Either through costs or just a plain hardcap (putting up a new hydra while at cap removes the first one you put down)
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I dont like the idea of limiting hydras. Instead, it should just be a bit more expensive, making it harder for gorges to spam them, and to balance it, maybe up their offensive power (such as spike speed (way to easy to dodge it as a rine, just strafe in circles), damage and RoF). About spawn-killing, it is lame indeed, and I think the best solution would be making the ip have a protective shield about 1 second after someone spawned, making ip take whatever damage the player would have. This way they get time to figure out where they are, and then run (hydras cant hit them then) to wherever they are safe.


    What could be very usefull for limiting hydra spamming aswell, is a cap on the personal resources, where if you gain more, it goes to the commander, or maybe a share pool that slowly leaks resources into players who havent hit the cap.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Rifle grenades are mighty counters to hydras at the moment. Then again , they almost instakill fades anyway.
    OCs had a cap per room , it's still needed.

    Hydra resource cost could be dynamically altered to account for many things , not just the total number of active hydras - could be proximity to hive , dynamic infestation , other hydras , tech structures ect. But gorges need the option to spend their resources on something more expensive as well.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    maybe limit the maximum numberof hydras per node grid to 2?
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2010
    You just need to give the gorge more things to dump his resources on because right now all he has is the hydra. Of course, a perma-gorge will just continually dump his res by spamming hydras because he has nothing else to spend it on and thus nothing to loose by spamming them. Actually the way it is setup now, mechanically it punishes gorges for not dumping that res since the longer he waits the fewer hydras are on the field to give him kills.

    A simple resolution is to give the gorge other small building options to dump his res into instead of just the hydra.

    I think one would be some sort of DI generating node so the gorge can quickly start spreading DI into areas and prepping it for the alien expansion that will soon follow.

    Another should be some sort of small support building. I can't think of anything good right now, but as someone said above possibly a extremely weak healing building like a baby crag. Or maybe a sensor node that's very easy to hide and when marines walk close to it shows the alien team their presence, pretty much a extremely limited and weak SC, but a critical early warning system for hives and other crucial areas.

    Another could be possibly a biological mine. It is hidden extremely well on DI forcing the marines to actually burn through DI to insure their safe passage, but off DI it is a lot easier to see. It automatically explodes when a marine steps on it, but it can also be triggered by any ranged weapon. This would allow the gorge to plant them behind doors and around corners and than detonate them with a spit the moment a marine comes within range.

    Just some thoughts, but by giving him multiple options, it gives gorges a lot more versatility, makes him funner to play, and forces the player to make thoughtful decisions. If they just spam hydras they won't be able to build DI or anything else for their team.

    I do like the idea though of gorge buildings not being able to sustain themselves of DI forcing the gorge to either first spend the res spreading DI nodes or continually baby sitting his defense with heal sprays. Either way it would help because it would limit hydra spam by forcing him to either spend res on a DI node first or force him to stay in one place to "tend" to his hydra field.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited November 2010
    you mean new building options like these...
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111485" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111485</a>

    The Hair Defensive Structure

    The first idea i had for a new defensive structure was a passive structure, the hair does not cause any damage at all on its own to marines but can be effective in the right situation. It appears like an awful blister of alien matter with a single thick long white hair growing from its center roughly as tall as a Whip. The hair is coated in a paralysing slime and wavers around in the air gently from its base. Marines cannot shoot the hair structure it is immune to bullets, however the switch axe and flamer will kill a hair structure. Once a marine tries to pass near a hair structure his movement is restricted to a very slow walk almost a crawl as the hair sticks to his suit and also paralyses his movement whilst he is near it.
    The usefulness of a hair structure is that it can be used to slow down marine movent through an area allowing support from other laiens or agressive structures to kill them.

    The Funnel Healing Structure
    The funnel is a sort of funnel shaped wound upon the ground spewed from the mouth of a gorge, the funnel apears like a fonutain constantly speweing out healing spray from its top. this healing spray will heal nearby structures (slower than a crag) due to its constant coverage of healing spray the funnel is immune to fire attacks and will also put out fire on structures within its vicinity. The funnel is however very weak to bullet attacks and so must be protected to keep it alive.

    The Spore Support Structure
    The spore is a passive structure that can be activated by an alien commander, once spewed by a gorge the spore apears like a bubbling spot which throbs and moves with the foul fluid within it. A spore can be activated by a commander causing it to explode so gorges placing them around corners or in strategic places will help the commander cause as much damage as possible with it. Possibly giving an upgrade to the spore so that upon detinating it will produce babblers
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1807964:date=Nov 21 2010, 11:00 AM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Nov 21 2010, 11:00 AM) <a href="index.php?act=findpost&pid=1807964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another could be possibly a biological mine. It is hidden extremely well on DI forcing the marines to actually burn through DI to insure their safe passage, but off DI it is a lot easier to see. It automatically explodes when a marine steps on it, but it can also be triggered by any ranged weapon. This would allow the gorge to plant them behind doors and around corners and than detonate them with a spit the moment a marine comes within range.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You mean for example, like the pustules in Amnesia the dark descent?
    I think this could work quite well.
    But it would make the Marines mission alot harder.
  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    edited November 2010
    Even with all of the proposed changes in this thread, even if one sneaky Gorge manages to rush to the enemy base and plant at least 4 hydras, the round is basically over. If it doesn't work, then the teams are either stacked or the server has not lagged yet.

    Since it's assumed that the lag issue will be dealt with, I still think a cap per player is needed. Possibly make it so you can build 2 at the start, and for every living hive you get one extra. Any extra Hydra built would be refunded for a percentage of Plasma and destroy the oldest Hydra. It's still a tricky subject either way, since an entire (coordinated) team can quickly evolve into a gorge and plop down a handful of Hydras.

    It also wouldn't hurt if the Whip buildings fared better than Hydras. They're really tough but aren't very popular defensively or offensively unless it's a really tight corner.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    thats why its important to use turrets and also have mroe than 1 base. Also increasing the reosurce cost of each hydra will limit it to being a later game problem.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I have a feeling that an alien team that spends most of its time spamming hydras will end up loosing. They are fun and should not be arbitrarily limited, unless the server simply cannot handle them.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    Id like to see that every structure depends on infestation, but who is responsible creating it? the gorge or the commander? or both?
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1808731:date=Nov 22 2010, 02:26 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Nov 22 2010, 02:26 PM) <a href="index.php?act=findpost&pid=1808731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Id like to see that every structure depends on infestation, but who is responsible creating it? the gorge or the commander? or both?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would like to think both, through hydras (maybe) and commander-built structures. Hell, maybe the Gorge can barf something onto a destroyed power node that triggers infestation in the room (though, it might be too similar to the power node function).
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1808711:date=Nov 22 2010, 09:38 PM:name=deathshroud)--><div class='quotetop'>QUOTE (deathshroud @ Nov 22 2010, 09:38 PM) <a href="index.php?act=findpost&pid=1808711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thats why its important to use turrets and also have mroe than 1 base. Also increasing the reosurce cost of each hydra will limit it to being a later game problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But you see, most times a commander doesn't even have enough turrets up to stop it.
    Sentrys can't be made in time and repositioned (currently theres a bug where you can't change the direction of sentrys)
    I've seen cases where Gorges just run by sentrys, get to the base and just spam.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited November 2010
    I 'sovled' the hydra 'issue' on my server by simply making gorge unable to spawn them. Figured that as they are the major server killer this build, restricting them make my server survive longer. Not to mention that it lags my computer less (the server is on my computer).
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited November 2010
    <!--quoteo(post=1808732:date=Nov 22 2010, 10:30 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Nov 22 2010, 10:30 PM) <a href="index.php?act=findpost&pid=1808732"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to think both, through hydras (maybe) and commander-built structures. Hell, maybe the Gorge can barf something onto a destroyed power node that triggers infestation in the room (though, it might be too similar to the power node function).<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you look at the picture provided.
    <a href="http://www.facebook.com/photo.php?fbid=352138168104&set=a.95246163104.83850.87948998104&pid=3762576&id=87948998104" target="_blank">http://www.facebook.com/photo.php?fbid=352...;id=87948998104</a>

    Look at "Shift"
    If you know anything about NS you'll know that shift promotes movement to the surrounding Kharaa.
    Now look closer at the shift.
    See those tendrils?
    The look a lot like some infestation eh?
    Doesn't it say that Dynamic Infestation will help Kharaa movement?

    I think we found the commanders tool for spreading infestation ;)
  • DaveKapDaveKap Join Date: 2002-12-11 Member: 10660Members
    I've always had a feeling that the hydra's connection to dynamic infestation was a part of the plan from the start, but in order to have a little fun and give the gorge something to do, they put it in anyway. I think once the DI is in, it'll be balanced out and less of a problem for servers. Hey, look on the bright side, by having it in the game early, it helped show them there's a major problem with having too many up at once and now it'll get fixed ahead of time instead of whenever DI gets installed!
  • bruno.tvrsbruno.tvrs Join Date: 2010-07-26 Member: 72851Members
    I like this discussion, but I guess one can only truly know how it works now on NS2 when the lag issues go away and we can play some decent 8x8 matches...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    8 vs 8, this seems like a dream very far away :(
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    i would like to see hydras taking points away from the commander, so building to many can work out to be a bad thing. Also i think that weapons should be built in the armory by the commander, so once flamers are researched he then builds x number of flamers which can be picked up at the armory. each time he builds a weapon it is then drained from his resoruce pool
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1808771:date=Nov 22 2010, 11:39 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Nov 22 2010, 11:39 PM) <a href="index.php?act=findpost&pid=1808771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->8 vs 8, this seems like a dream very far away :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope that one day we can 36 player maps with NS2.
    On the humongous maps, battling for resources.

    Yet we only have 4 small maps planned and we can barely play 4 vs 4
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    My only remark here is that you should only limit things to a <b>team</b> when there is no other possible alternative. The level of drama this causes is very destabilizing to social coherency on a team and punishes players for things they have no control over.
  • abYsssabYsss Join Date: 2010-07-16 Member: 72433Members
    edited November 2010
    5 hydras per Gorge, nothing else. If you allow Gorges to make more then that you could still spam it when more players in a team go gorge.

    Another alternative would be giving the Gorge a second small building he can build, something like a creep tumor
    (<a href="http://starcraft.wikia.com/wiki/Creep_tumor" target="_blank">http://starcraft.wikia.com/wiki/Creep_tumor</a>, in the case of NS2 it shouldn't be invisible or be able to reproduce itself, it's the only building alongside the hive to be planted outside of infestation) that spreads Infestation, however limiting the Gorge to only be able to build 5 buildings in general, meaning that he can either plant 5 tumors, 5 hydras or a mix between the both, but at the end it would mean less hydras.

    Once a "creep tumor" has done its job and spread the infestation far enough it recycles itself to prevent the gorge from having some of his building slots wasted by tumors that linger around somewhere far away from the enemy.

    If you then go further and allow hydras to only be planted on infestation you have done a step to prevent hydra spam and excessive spawn camping.

    And while we are at it, a sentry limit should be added too (lets say 3-4 sentries per CC), not out of performance reasons, more because it's just as lame as hydra spam.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1809067:date=Nov 23 2010, 09:50 AM:name=abYsss)--><div class='quotetop'>QUOTE (abYsss @ Nov 23 2010, 09:50 AM) <a href="index.php?act=findpost&pid=1809067"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5 hydras per Gorge, nothing else. If you allow Gorges to make more then that you could still spam it when more players in a team go gorge.

    Another alternative would be giving the Gorge a second small building he can build, something like a creep tumor
    (<a href="http://starcraft.wikia.com/wiki/Creep_tumor" target="_blank">http://starcraft.wikia.com/wiki/Creep_tumor</a>, in the case of NS2 it shouldn't be invisible or be able to reproduce itself, it's the only building alongside the hive to be planted outside of infestation) that spreads Infestation, however limiting the Gorge to only be able to build 5 buildings in general, meaning that he can either plant 5 tumors, 5 hydras or a mix between the both, but at the end it would mean less hydras.

    Once a "creep tumor" has done its job and spread the infestation far enough it recycles itself to prevent the gorge from having some of his building slots wasted by tumors that linger around somewhere far away from the enemy.

    If you then go further and allow hydras to only be planted on infestation you have done a step to prevent hydra spam and excessive spawn camping.

    And while we are at it, a sentry limit should be added too (lets say 3-4 sentries per CC), not out of performance reasons, more because it's just as lame as hydra spam.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Like I said in the other comment,
    there's already a building planned called "shift" which we think spreads DI.
    Which the gorge creates and maybe to some the extent,
    the commander is able to create it as well.
Sign In or Register to comment.