Tie chamber effectiveness to hive number
Frosty
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
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
This idea would also weaken no-hive gorge forts, due to the weakening of chambers with no hives.
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)
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.
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.
Current method is the best for determining strength.