Tie chamber effectiveness to hive number

FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
Basicly the more hives you have, the more effective the assorted chambers are. Examples

Defence Chamber

0 hives: 1/2 current healing power
1 hive: current
2 hives: 50% more healing radius
3 hives: gains Umbra Ability

Movement Chamber

0 hives: 1/2 current energy replenish
1 hive: current
2 hives: 20% speed boost in large radius (~80% sensory cloaking radius)
3 hives: Gains Primal Scream ability

Sensory Chamber:

0 hives: 1/2 current radius
1 hive: current
2 hives: will parasite marines (will not parasite mareins that are already parasited)
3 hives: scaner sweeps within radius only last 80% normal time

Offence Chamber:
0hives: 1/4 standard rate of fire
1 hive: current
2 hives: 50% increase in rate of fire
3 hives: spines shatter on impact producing splash damage.

Resorce Chamber:
0 hives: 1/2 current resorce gathering rate
1 hive: current
2 hives: 10% resorce bonus
3 hives: 30% resorce bonus

Hives
0 Hives: nothing at all, duh
1 hive: current
2 hives: all hives have a 20% more hp
3 hives: 30% more hp and 50% larger healing radius

Comments

  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    interesting concept and some good suggestions to boot
  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    I like this idea quite a bit. The idea's are almost all good, though there is of course the issue with giving a chamber a hive-ability that an alien has (Primal Scream) because it takes away from the <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> role. Maybe have it produce silence in a range?

    This idea would also weaken no-hive gorge forts, due to the weakening of chambers with no hives.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    Hmmm, got to say that I'm not so keen on this. Mainly that it makes it harder for the aliens to bounce back when they have no hives (if not getting reinforcements was not bad enough) and once they have the marines on the ropes it would be really hard to stop the aliens.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    <!--quoteo(post=1659819:date=Nov 7 2007, 09:36 PM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Nov 7 2007, 09:36 PM) <a href="index.php?act=findpost&pid=1659819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmmm, got to say that I'm not so keen on this. Mainly that it makes it harder for the aliens to bounce back when they have no hives (if not getting reinforcements was not bad enough) and once they have the marines on the ropes it would be really hard to stop the aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well I think if the aliens have 0 hives, that pretty much means marines win, just like if the marines have 0 com chairs the aliens have pretty much won

    While I personaly believe thats how it should be, comebacks should be difficult, possible but difficult, it should be pointed out that the numbers and abilities I pointed out are just an examples based on what I personally <i>guess</i> they should be, and are in no way the idea itself (the idea being that they become more effective with more hives and less effective with less)

    My reasons behind this belief root probably stems back to 1.x (x=04 i think) when the hives were all-important. For those who don't know back then having two hives basically met you won (be it marines locking down 2 hive locations, or kharaa getting their second hive up) Battle for the second hive were especially viscous and the best part of 1.04. My only compliant with 2.0 was the deemphasis on hives. Part of this suggestion is to bring back the importance of hives (though not to the 1.04 level, because as much fun as the battle of the second hive was, over all strategies in the game were severely reduced because of it, and current versions are defiantly better)
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1659824:date=Nov 7 2007, 09:46 PM:name=Frosty)--><div class='quotetop'>QUOTE(Frosty @ Nov 7 2007, 09:46 PM) <a href="index.php?act=findpost&pid=1659824"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I think if the aliens have 0 hives, that pretty much means marines win, just like if the marines have 0 com chairs the aliens have pretty much won

    While I personaly believe thats how it should be, comebacks should be difficult, possible but difficult, it should be pointed out that the numbers and abilities I pointed out are just an examples based on what I personally <i>guess</i> they should be, and are in no way the idea itself (the idea being that they become more effective with more hives and less effective with less)

    My reasons behind this belief root probably stems back to 1.x (x=04 i think) when the hives were all-important. For those who don't know back then having two hives basically met you won (be it marines locking down 2 hive locations, or kharaa getting their second hive up) Battle for the second hive were especially viscous and the best part of 1.04. My only compliant with 2.0 was the deemphasis on hives. Part of this suggestion is to bring back the importance of hives (though not to the 1.04 level, because as much fun as the battle of the second hive was, over all strategies in the game were severely reduced because of it, and current versions are defiantly better)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I pretty much agree. I think dynamic infestation is going to remove some of the importance of hives in NS2. This idea is pretty good, especially if the chambers looked beefier/more infested when the hives go up.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Is it even certain that there will be three hives? Damnit I want more gameplay info! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Well, let's see...

    I really like the idea of more hives = more power. Personally, I don't think hives serve a huge role as of now, other than more chambers. When aliens lose a hive, they should feel more loss than, "Oh well. We'll break the siege as onos/fade and put it back up!"

    DI, I feel, if the hive is linked to it somehow, will make this possible.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    There is still a large pressure on getting hives as without three hives your aliens higher abilities are locked, your spawn rate is slower, your 2nd and third chambers are locked and you have less insurance agaisnt a shotty rush, sneaky seige. While in v1 you could not get fades or onos so the marine strat was simply lock down the hives ASAP.

    Current method is the best for determining strength.
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