Infestation Spreading Redesign

RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
Hear me out, I think this is at least worth testing.

Infestation as it currently is is awkward. However, I have a much more natural system. This system will have infestation spread out from the hive, as it currently does, but with some changes to make it more spreadable without changing it too much.

I call this the "spillover" system.

Starting with the hive, you have some energy pouring out into the infestation chain. This will spread down the cyst chain and auto-reinforce them until the max is hit, and the energy will then spillover further down the chain.

Harvesters currently have no use for their energy, instead, in my system, harvesters will contribute to the energy, allowing exponential growth: The infestation starts off slow, but speeds up as it gets more and more harvesters.

Part 3 is cost revision. Areas further back in the chain will cost less then areas closer up the chain. This will allow Infestation to fully consume the strongest areas, while branches take longer to fill out. It will be much more resource efficient to consume a room 2/3 of the way up the chain then to keep expanding at the end of the chain. Especially if the room has something of tactical value in it.

Finally, Infestation should ###### up the power grid. It should turn off any lights it covers and slowly damage power nodes, even unsocketed ones.

Comments

  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Naturally spreading, environment-affecting, dynamic infestation is already planned for the final build; the current cyst system is just a placeholder so that we can continue to test and play.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Allowing Harvesters to spread cysts is a brilliant idea! Extra Harvesters would mean larger territory for the aliens. Currently, Hive energy is often exhausted after just reaching the first res node.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Why is it currently awkward?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    ^ Maybe because cysts appear out of nowhere and infestation spreads out in a circle from them without any prior connection to other infestation having been made. That's pretty awkward and unnatural.

    @OP: So are cysts placed as they are now, but the infestation doesn't spread out from them unless there is excess energy?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1896004:date=Jan 20 2012, 04:02 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 20 2012, 04:02 AM) <a href="index.php?act=findpost&pid=1896004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@OP: So are cysts placed as they are now, but the infestation doesn't spread out from them unless there is excess energy?<!--QuoteEnd--></div><!--QuoteEEnd-->

    No to place a cyst requires hive energy, 15 units if I remember correctly :P
  • Jesus ClausJesus Claus Join Date: 2011-11-26 Member: 135384Members
    <!--quoteo(post=1895907:date=Jan 19 2012, 04:58 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Jan 19 2012, 04:58 PM) <a href="index.php?act=findpost&pid=1895907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hear me out, I think this is at least worth testing.

    Infestation as it currently is is awkward. However, I have a much more natural system. This system will have infestation spread out from the hive, as it currently does, but with some changes to make it more spreadable without changing it too much.

    I call this the "spillover" system.

    Starting with the hive, you have some energy pouring out into the infestation chain. This will spread down the cyst chain and auto-reinforce them until the max is hit, and the energy will then spillover further down the chain.

    Harvesters currently have no use for their energy, instead, in my system, harvesters will contribute to the energy, allowing exponential growth: The infestation starts off slow, but speeds up as it gets more and more harvesters.

    Part 3 is cost revision. Areas further back in the chain will cost less then areas closer up the chain. This will allow Infestation to fully consume the strongest areas, while branches take longer to fill out. It will be much more resource efficient to consume a room 2/3 of the way up the chain then to keep expanding at the end of the chain. Especially if the room has something of tactical value in it.

    Finally, Infestation should ###### up the power grid. It should turn off any lights it covers and slowly damage power nodes, even unsocketed ones.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sounds great but the performance impact on servers and clients with this kind of infestation would be insane unless they tweaked infestation a lot. As in not having multiple layers of textures and no extra geomatory but would still impact network traffic a lot.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1896026:date=Jan 20 2012, 12:20 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Jan 20 2012, 12:20 PM) <a href="index.php?act=findpost&pid=1896026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No to place a cyst requires hive energy, 15 units if I remember correctly :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    That wasn't the question.
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