Alien Fungus Beacon Trap

SamRSamR Join Date: 2002-09-30 Member: 1382Members
edited September 2007 in Ideas and Suggestions
Did anyone see the Planet Earth episode about ant colonies?

A particular fungus grows, in rainforests I believe, that poisons the air and infects ants when they are nearby. the infected ants become disorientated and then die. when they die, the fungus then grows from inside their bodies, and protrudes through, creating a new beacon to infect more ants.

What if an alien could set a trap like this? not necessarily a fungus, but maybe a plant that can swing at you and stab / sting at you, kill you and then turn you into a beacon that then infects an area. the player would die and respawn, but his corpse could turn into a zombie, turn around, head back to marine spawn before keeling over and turning into the beacon. this would also give marines a little time to destroy the infected marine.

in the documentary, the other ants could tell when an ant was infected, and would carry them far way from the colony to stop them from also being killed. it's entirely possible with the half life 2 engine to pick up pretty much anything, so marines could carry a body and dump into a furnace or some other means of disposal. maybe aliens could be infected by this fungus, so marines could take it to an alien base? or maybe this would make a flame thrower an appropriate addition to the game?

the fungus/plant/thing could even grow around the level and spread like that dynamic infestation video. perhaps it could actually be something that just grows when infestation has spread far enough, as a natural defense? rather than an alien class being responsible for creating it.

or, the commander could create a new type of structure that dispences radiation into surrounding area that combats the fungus?


here are some images of this bizarre occurance, which is called cordyseps.

<img src="http://www.utexas.edu/courses/zoo384l/sirena/species/fungi/cordyceps_campanotus%20.jpg" border="0" class="linked-image" />

<img src="http://www.utexas.edu/courses/zoo384l/sirena/species/fungi/fungus_campanotus%20.jpg" border="0" class="linked-image" />

<img src="http://www.utexas.edu/courses/zoo384l/sirena/species/fungi/cordyceps_fly.jpg" border="0" class="linked-image" />

<img src="http://www.utexas.edu/courses/zoo384l/sirena/species/fungi/fungus_moth.jpg" border="0" class="linked-image" />

Comments

  • XainXain Join Date: 2007-09-13 Member: 62281Members
    I think that would be kinda hard, like placing DI on player models.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    The model wouldn't be affected by DI. When the marine dies, the model or skin of the model could change to an infected marine skin. The DI was just a thought.

    It's not a concrete idea, but open to discussion.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1650329:date=Sep 18 2007, 04:06 PM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 18 2007, 04:06 PM) <a href="index.php?act=findpost&pid=1650329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The model wouldn't be affected by DI. When the marine dies, the model or skin of the model could change to an infected marine skin. The DI was just a thought.

    It's not a concrete idea, but open to discussion.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it bears exploration. Already suggestions have been made that Dynamic Infestation (DI) spread from Kharaa structures. The fallen bodies of a Kharaa or Marine that has been, say, parasited, could make an interesting addition to the DI growth.

    Other thoughts on it might be that it could be an avenue for the Kharaa to take in a biotech research tree, an enhancement to a structure or a new growth of a fungus on their DI landscape.

    I'm open to discussion about this too. Looking at things in our own natural world should make for great inspiration for game play. Wasn't there a HL2 mod that explores team game play from the point of view of a insect?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--quoteo(post=1650334:date=Sep 18 2007, 10:17 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 18 2007, 10:17 PM) <a href="index.php?act=findpost&pid=1650334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it bears exploration. Already suggestions have been made that Dynamic Infestation (DI) spread from Kharaa structures. The fallen bodies of a Kharaa or Marine that has been, say, parasited, could make an interesting addition to the DI growth.

    Other thoughts on it might be that it could be an avenue for the Kharaa to take in a biotech research tree, an enhancement to a structure or a new growth of a fungus on their DI landscape.

    I'm open to discussion about this too. Looking at things in our own natural world should make for great inspiration for game play. Wasn't there a HL2 mod that explores team game play from the point of view of a insect?<!--QuoteEnd--></div><!--QuoteEEnd-->

    yes, i saw a video of that on youtube :

    <a href="http://www.youtube.com/watch?v=X9VIILQl13g" target="_blank">Ant Infestation Mod for Half-Life 2</a>
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    here is the clip from Planet Earth, watch it if you haven't seen it. It's truly mind blowing !

    <a href="http://www.youtube.com/watch?v=o3t4v8PmY_Q" target="_blank">Planet Earth - Ants vs Cordyseps</a>
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    the fungus also brainwashes the ants and makes them climb as high as they can so the fungus gets as much sunlight as possible - its like a zombie virus for ants! pretty neat <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm suprised no governments are experimenting with such a fungus for biowarfare - imagine if you could just infect a few people in a village and they would go on to infect more and more before eventually killing everyone and then just falling down and dying leaving an entire village and its resources intact, now thats a weapon. Also apparantly the ants sometimes commit suicide to stop the plant from growing out of them.

    anyways back on topic - its a pretty sweet idea
    my 2 cents:-

    i dont really like the idea of reanimated corpses so what if a parasited/infected marine just dies as normal, but when the corpse dissappears it leaves a patch of DI.
    then maybe it could grow towards the nearest aliens structure or bigger patch of DI - so say you killed a few infected marines the patches would join together and then start taking over an area if unchecked by the marine team. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1650338:date=Sep 19 2007, 07:21 AM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 19 2007, 07:21 AM) <a href="index.php?act=findpost&pid=1650338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's truly mind blowing !<!--QuoteEnd--></div><!--QuoteEEnd-->

    i would me more inclined to say that its truly chest busting lol
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    I think it would be a cool idea if they worked a way in for the D.I. to somehow hinder or cause the marines hamr. Not like taking damage, but maybe when the D.I. takes over an area, the only light comes from it. So if the marines want to take an area that has a hive in it surrounded by D.I., they have to first destroy the hive, then the D.I. will go away, restoring the normal lights. The effect in batle would be that the aliens can use the D.I. to see somehow, while the marines have a harder time seeing, or maybe somn else.

    I wonder if D.I. will even have any effect, or if it is just a cool thing in the world...?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <a href="http://www.youtube.com/watch?v=6S4dU1Syxac" target="_blank">Dynamic Infestation Video</a>

    Well it will certainly effect the geometry surfaces. I'm not sure if this could actually be implemented in online play though, but I hope they manage !

    Has anyone play any HL2 maps where the geometry morphs into an alternate surface? I know it's possible to do with the current source engine.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1650458:date=Sep 19 2007, 11:23 PM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 19 2007, 11:23 PM) <a href="index.php?act=findpost&pid=1650458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=6S4dU1Syxac" target="_blank">Dynamic Infestation Video</a>

    Well it will certainly effect the geometry surfaces. I'm not sure if this could actually be implemented in online play though, but I hope they manage !

    Has anyone play any HL2 maps where the geometry morphs into an alternate surface? I know it's possible to do with the current source engine.<!--QuoteEnd--></div><!--QuoteEEnd-->


    in single player hl2, where you are finding your way to the hover craft, there are areas where headcrabs burrow out of the sand, it makes a bludge in the sand where they came out of - thats the only one I can think of
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    <!--quoteo(post=1650458:date=Sep 19 2007, 08:23 AM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 19 2007, 08:23 AM) <a href="index.php?act=findpost&pid=1650458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=6S4dU1Syxac" target="_blank">Dynamic Infestation Video</a>

    Well it will certainly effect the geometry surfaces. I'm not sure if this could actually be implemented in online play though, but I hope they manage !

    Has anyone play any HL2 maps where the geometry morphs into an alternate surface? I know it's possible to do with the current source engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, this is possible with the source engine. Do keep in mind that the video you link to was only made for preview purposes. The actual infestation will occur much slower. Also, I trust they'll make a max. "thickness" to it, so mappers can take this into account. Also, I do think there will be a posibility for the mapper to indicate where dynamic infestation will be unable to spread to (for instance vents), to prevent parts of the map from getting clogged. If you put the things I just said together; then you'd have a manageable dynamic infestation, which you could have affect the map in ways where for instance a corridor can be accessed by marines running, after being infested, it'd be more like a vent in size, skulks could pass through, but marines would have to crouch. Adding even more dynamics to the game.

    To point a bit more back on topic; corpses could indeed contribute to DI, but they shouldn't spawn it. That would allow for abuse, for isntance running to a certain point in the map and mass suiciding could create the infestation, for what ever reason possible. However, I do like the idea in a sense that if marines die <b>on</b> or <b>near</b> DI, the spread could occur just a bit faster. (the organic tissue of the dead lifeform recycled)
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--quoteo(post=1650616:date=Sep 20 2007, 04:24 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Sep 20 2007, 04:24 AM) <a href="index.php?act=findpost&pid=1650616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in single player hl2, where you are finding your way to the hover craft, there are areas where headcrabs burrow out of the sand, it makes a bludge in the sand where they came out of - thats the only one I can think of<!--QuoteEnd--></div><!--QuoteEEnd-->

    sorry, i meant in an online dm map <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--quoteo(post=1650686:date=Sep 20 2007, 01:28 PM:name=Angelusz)--><div class='quotetop'>QUOTE(Angelusz @ Sep 20 2007, 01:28 PM) <a href="index.php?act=findpost&pid=1650686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you put the things I just said together; then you'd have a manageable dynamic infestation, which you could have affect the map in ways where for instance a corridor can be accessed by marines running, after being infested, it'd be more like a vent in size, skulks could pass through, but marines would have to crouch. Adding even more dynamics to the game.

    To point a bit more back on topic; corpses could indeed contribute to DI, but they shouldn't spawn it. That would allow for abuse, for isntance running to a certain point in the map and mass suiciding could create the infestation, for what ever reason possible. However, I do like the idea in a sense that if marines die <b>on</b> or <b>near</b> DI, the spread could occur just a bit faster. (the organic tissue of the dead lifeform recycled)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, if a corridor was turned into a vent sized hole from infestation, I disagree that it will add more dynamics to the game. Onos will no longer be able to fit down the hole, and it's pretty easy to get skulk kills by shooting down vents. The Dev team will have to be careful with how much they let DI occur.

    Good point about marines mass suiciding, though that could be a viable game tactic <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ! kamikaze runs at fungus infections !

    However, I don't think this should have anything to do with DI, but a variation on DI, whereby minor fungus grows on the walls, or even models of fungusy crap that grow out of the marine. It is possible to have the marine corpse change to an alternative model which then has animated goo and plants growing out of him/her.
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