Passive 'creep' effect

HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
edited October 2008 in Ideas and Suggestions
<div class="IPBDescription">Aliens gain benefit from simply being surrounded by alien structures.</div>I thought a bit about the comm's ability to spam health packs and ammo anywhere on the map at any time for marines. This is clearly an advantage which the aliens lack. To generalize a bit, it's a bonus to marines whereever the comm might be looking at that particular moment.

To offset the balance, I thought ns2 should provide a similar but asymmetrical bonus to aliens. Aliens obviously have no comm, nor should they, but they should still receive some sort of bonus, especially when on their own turf.

So I was thinking that perhaps all aliens should receive a passive bonus for every structure within a large area (probably about 750 units or the range of a sensory chamber). The bonus would stack up to 10 structures, and the hive would account for 5 structures by itself. The structures must be fully built for them to count. You could argue that this would be abused by building near the human base, but for any medium-sized human base, it would be near impossible without the structures actually being within shooting range.

Ideas for bonus include:

<b>Steady Regeneration:</b> The Kharaa already somewhat have this effect, gaining health 1 at a time over a period of seconds. I would suggest that this effect should be tripled (at maximum effect) to see your health moving up like 2 health every second or so. It's important to note that it shouldn't be a substitute for the defense chamber, nor would it be a reliable source of getting healed.

<b>Movement bonus:</b> Kharaa gain a faster movement bonus up to 20% of their original speed. It would asist hive defense and give a home advantage to Kharaa.

<b>Camoflauge bonus:</b> Kharaa gain a natural camoflauge ability which allows them to be slightly hidden and perhaps more difficult to spot if not moving. In reality, the bonus is actually cloaking which isn't removed while moving, though the bonus would be at best 20% cloaking, no more Just something to keep kharaa sticking out like a sore thumb while evolving.

Essentially, the bonuses help, but it isn't overdone. At the same time, it'd be difficult to abuse. Placing 10 structures just to give tiny bonuses to nearby Kharaa is a waste of at least 100 resources just like spamming health packs all over the map could is a waste for a comm to do. The true value comes in the defense it would allow the Kharaa and make it that much more difficult to take down a hive without perhaps first taking down some of the structures surrounding it.

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited October 2008
    <!--quoteo(post=1690352:date=Oct 15 2008, 05:06 AM:name=Hawkeye)--><div class='quotetop'>QUOTE(Hawkeye @ Oct 15 2008, 05:06 AM) <a href="index.php?act=findpost&pid=1690352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To offset the balance, I thought ns2 should provide a similar but asymmetrical bonus to aliens. Aliens obviously have no comm, nor should they, but they should still receive some sort of bonus, especially when on their own turf.<!--QuoteEnd--></div><!--QuoteEEnd-->
    FYI there is a good chance of a kharaa commander. Check out <a href="http://www.unknownworlds.com/ns2/news/2008/01/unknown_worlds_videocast_2_hivecast" target="_blank">VidCast 2 (AKA the hivecast)</a> for the source/info.
    <!--quoteo(post=1690352:date=Oct 15 2008, 05:06 AM:name=Hawkeye)--><div class='quotetop'>QUOTE(Hawkeye @ Oct 15 2008, 05:06 AM) <a href="index.php?act=findpost&pid=1690352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I was thinking that perhaps all aliens should receive a passive bonus for every structure within a large area (probably about 750 units or the range of a sensory chamber). The bonus would stack up to 10 structures, and the hive would account for 5 structures by itself. The structures must be fully built for them to count. You could argue that this would be abused by building near the human base, but for any medium-sized human base, it would be near impossible without the structures actually being within shooting range.

    Ideas for bonus include:

    <b>Steady Regeneration:</b> The Kharaa already somewhat have this effect, gaining health 1 at a time over a period of seconds. I would suggest that this effect should be tripled (at maximum effect) to see your health moving up like 2 health every second or so. It's important to note that it shouldn't be a substitute for the defense chamber, nor would it be a reliable source of getting healed.

    <b>Movement bonus:</b> Kharaa gain a faster movement bonus up to 20% of their original speed. It would asist hive defense and give a home advantage to Kharaa.

    <b>Camoflauge bonus:</b> Kharaa gain a natural camoflauge ability which allows them to be slightly hidden and perhaps more difficult to spot if not moving. In reality, the bonus is actually cloaking which isn't removed while moving, though the bonus would be at best 20% cloaking, no more Just something to keep kharaa sticking out like a sore thumb while evolving.

    Essentially, the bonuses help, but it isn't overdone. At the same time, it'd be difficult to abuse. Placing 10 structures just to give tiny bonuses to nearby Kharaa is a waste of at least 100 resources just like spamming health packs all over the map could is a waste for a comm to do. The true value comes in the defense it would allow the Kharaa and make it that much more difficult to take down a hive without perhaps first taking down some of the structures surrounding it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There is a similar idea, using other players instead of structures called <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104126&hl=quorum" target="_blank">quorum sensing</a>. Further along in the thread also has some ideas about how to tie it to the comms. Maybe you could add your idea about using structures/infestation to it instead of players and the advantages...
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    I dislike the fact of an alien commander.

    We all know StarCraft, and how different and balanced each team was, I was hoping NS wouldn't make the teams so simular, kinda like starcraft(Not implying NS should be like SC). Having two clone teams, one ranged, another close combat, not the best game in mind.
  • Captain SkillCaptain Skill Join Date: 2008-10-03 Member: 65117Members
    edited October 2008
    Alien commander is a great idea and makes perfect sense. Hive mind anyone? The aliens and marines sharing scant similarities doesn't automatically make them clone factions.

    Anyways, I like the idea of small passive benefits for being in infested areas. A small regeneration bonus should always apply regardless of proximity to alien structures, just in so long as you are on contaminated ground.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Half agree, the half I disagree is the commander for aliens being good, AT ALL.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    I like the idea of simply granting bonuses by attacking in swarms and/or staying close to aliens structures for defense. I'd simply mean that unless you want a quick death, you'd do what would grant bonuses, and the bonuses are granted if you're doing something you probably would be doing anyway to helping your team. It's obvious you're going to want to play well for your team, so for the most part, you'll be being a teamplayer anyway. You don't need a Kharaa commander.
  • Captain SkillCaptain Skill Join Date: 2008-10-03 Member: 65117Members
    I disagree completely. Kharaa play would be much better off and more coordinated with a commander equivalent in play. Impromptu methods of encouraging teamwork such as swarming bonuses while interesting, are ultimately lacking, and will not achieve the same effect.
  • NicksaerianNicksaerian Join Date: 2008-10-15 Member: 65207Members, Constellation
    Be careful when talking about bonuses for certain setups and situations. In essence you'll be dictating general use strats because bonus > no bonus.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Yes, that can happen

    I don't see how having an alien comm would help the aliens, i think it'd hinder them actually.
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