Nydus Worm or something like it
Asimov
Join Date: 2010-07-30 Member: 73352Members
<div class="IPBDescription">Aliens need a way to move from hive to hive on larger maps</div>First off, I am having an absolute blast playing right now. When I first played the first alpha release I was very concerned, but you guys have done a fantastic job. I am really enjoying it. I keep telling all my friends they need to get it. (It's hard who to choose to give the free copy to.)
The largest problem that I see right now is that the aliens don't have the ability to travel quickly enough across the map to counteract phase gates on veil and hopefully other large maps that will be coming out. My suggestion would be like sc2 nydus networks except a bit different.
1) They would be their own structure.
2) They would be point to point connections. No going into 1 structure and popping out where ever another node might be.
3) There should be a couple second transit time depending on distance away. Not instant like phase gates.
4) Limited to 1 set per hive. Researchable at 1st hive.
5) The start and end point structures can be built anywhere but must be on infestation.
6) If a end node is killed while an alien is in transit, the transit time is doubled and the alien comes back out where they started. (Basically to make the time for the alien to get to the end and then have to double back).
Just as a side, I don't play competitively this is from my experience playing public games on either the IAM or 420 server.
The largest problem that I see right now is that the aliens don't have the ability to travel quickly enough across the map to counteract phase gates on veil and hopefully other large maps that will be coming out. My suggestion would be like sc2 nydus networks except a bit different.
1) They would be their own structure.
2) They would be point to point connections. No going into 1 structure and popping out where ever another node might be.
3) There should be a couple second transit time depending on distance away. Not instant like phase gates.
4) Limited to 1 set per hive. Researchable at 1st hive.
5) The start and end point structures can be built anywhere but must be on infestation.
6) If a end node is killed while an alien is in transit, the transit time is doubled and the alien comes back out where they started. (Basically to make the time for the alien to get to the end and then have to double back).
Just as a side, I don't play competitively this is from my experience playing public games on either the IAM or 420 server.
Comments
i had in mind once a mechanic similar to the marines phasegate, a dynamic textured area that grows like infestation, but is a portal into a dynamicly length changing organic tunnel representing the distance to the other hive mappers have to prepare outside of the map to make this work. you get through the portal infestation, end up in that tunnel, and you walk the actual distance to the other hive in one more or less straight line inside that tunel until you reach the exit..
that way its not instant travel unlike marines do, BUT several aliens at once can exit and leave this tunnel
I don't expect this to be fixed for a while but wanted to just put my 2 cents in.
I don't expect this to be fixed for a while but wanted to just put my 2 cents in.<!--QuoteEnd--></div><!--QuoteEEnd-->
points back up to my edited post, this would be quite doable, aliens would like appear..or surface out of the "teleport" infestation after reaching their sdestination with some bacteria splatter effect. i would limit it to one tunnel per map, aliens are fast enough to reach the rest on foot, its only a 2nd or 3rd hive ability
I think some gameplay elements could make the long run balancing much, much easier. It's more about picking the right features than avoiding features altogether.
For example if the nydus canal makes the teams more even varied maps sizes, it's going to pay off big time as more freedom on the rest of the gameplay and map design.