Multi-surface Chambers
Nicksaerian
Join Date: 2008-10-15 Member: 65207Members, Constellation
Join Date: 2008-10-15 Member: 65207Members, Constellation
Comments
Welcome to the Forums aswell, please remember there is a search bar(Even if it sucks A**), and don't spam.(Not implying anything from the 2 statements made)
Yes, I loved the idea, and with my version of the webhook, You could expect to see OC's on ceilings shooting down on marines.
Welcome to the Forums aswell, please remember there is a search bar(Even if it sucks A**), and don't spam.(Not implying anything from the 2 statements made)
Yes, I loved the idea, and with my version of the webhook, You could expect to see OC's on ceilings shooting down on marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
then the gorge must be able to walk on walls and ceilings, atleast when touching the dynamic infestation
now that should be something..... ....interesting... <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
I think Gorges would have to use DI to their advantage and try to make stairs out of it or use other chambers and place them against the wall to reach the ceiling.
I think the idea was brought up that Gorges would have an attack that would help the growth of DI.
this means he could spit/spore the ceiling, which would hide the chamber, or give it better coverage, but mean it takes longer to build... which is a fair tradeoff <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Spider-Gorge uses his webs to swing from walls and ceillings <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
this means he could spit/spore the ceiling, which would hide the chamber, or give it better coverage, but mean it takes longer to build... which is a fair tradeoff <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I quite like the idea of kharaa buildings being "seeded" in the infestation. Plant a seed and watch it grow kind of thing, with the option of pouring extra resources and/or time into a structure to make it grow. Also allow the builder unit(s) (I'm hoping the kharaa will have moved on from their original NS classes) lay down an outlying area of infestation (helped along by some incidental organic materials* maybe) for building outposts. Hive locations will be in places conducive to fast bacterial growth (or maybe have hives anywhere there's room... why not? Maybe the Kharaa have evolved away from needing a centralised spawn)
Overall I think making Kharaa structural placement and bases/hives much more dynamic and interesting would be a great step forward, giving the game a bit more variety and depth (both literal and gameplay).
De-centralising Kharaa bases would be the ultimate for me, along with nice big maps that let them play fast and loose with their "base". This would be the complete analogue of TSA structure and base dynamics. TSA must prioritise area control instead of turtling and amassing an unstoppable force (ala Heavy Train) to assault an entrenched enemy position. The marines would be forced to stretch their resources ever more thin as they expanded across a map. Kharaa strategy would then become one of stealth and speed. Feinting attacks on TSA territory to draw atttention while sneaking an infiltration force into the TSA base to destroy key upgrades and defensive assets. Attack force draws bulk of marines into battle while infiltration force quickly disables any phase gates and defences... anyone see where I'm going with this? I want a Kharaa with decoy bases, hit & run tactics, base harassment, denial of resources... real guerrilla stuff. Way O/T now so I'll shut up.
*Read: Marine corpses.
I remember those circular doorways, and blocking them completely off with turrets on all angles
this means he could spit/spore the ceiling, which would hide the chamber, or give it better coverage, but mean it takes longer to build... which is a fair tradeoff <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
this is a great idea !!! it would solve 2 problems
1. a Gorge is dropping chambers from nowhere ^^ so with this you could really make an animation to see how the chamber rises and grows
2. a Gorge dont has to be able to walk walls but thid later on
<!--quoteo(post=1692626:date=Nov 6 2008, 03:20 PM:name=EmpV)--><div class='quotetop'>QUOTE(EmpV @ Nov 6 2008, 03:20 PM) <a href="index.php?act=findpost&pid=1692626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe Gorges could walk up walls that have DI on them, but not normal walls.
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
ok now to a wall walking Gorge i could imagine that players that like to play Gorges like this idea but for me it would ruin gamplay to see such a fat piece of alien walking up the ceiling !!!! even in DI
remeber DI NOT = Zero G so what should this look like a Gorge is smiling from the woll with his unconfident body fighting gravity <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> everything hangs down as on a cheap porn ###### ??
no way, spitting spores is much better , why not giving the Gorge some wings that he could fly around and bomb chambers out of the air ? but his wings must be smaller than his body to keep the crazy look and paint them pink with glitter on it !!
Two reasons:
One, gorge may be able to spit a chamber onto the ceiling, but that shouldn't imply that it would let the gorge actually build it. It'd build itself slowly, so long as there is DI where the growth lands. So it'd be advantageous to build it on the floor to be able to build it faster.
Two, it serves as a physical obstacle for the marines to navigate. Otherwise you risk that the marines would just run past a room filled with offense chambers on the ceilings.
Gorges walking on ceiling = *laff*
At least not the current model of gorge.
Maybe something to consider would be a ghost image of the final chamber so the Gorges can see how it will grow and what it will take up. Similar to in TF2 you see the blueprint while placing.
Maybe something to consider would be a ghost image of the final chamber so the Gorges can see how it will grow and what it will take up. Similar to in TF2 you see the blueprint while placing.<!--QuoteEnd--></div><!--QuoteEEnd-->
A similar conclusion was reached in <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104928&st=0&start=0" target="_blank">the gorge-webhook thread</a>. I suggested the spore be parabolic like bilebomb so that tall rooms wouldn't have useless chambers on them.
this means he could spit/spore the ceiling, which would hide the chamber, or give it better coverage, but mean it takes longer to build... which is a fair tradeoff<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah i like this idea alot also, seems to make more sense rather then a tower spawning out of nowhere. Maybe something similar could be implemented for res nodes or even hives?