Weld Bot Vs. Glowie
locallyunscene
Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
<div class="IPBDescription">*BZZZ* *RAWR*</div>We don't know much about how these two entities will work, but I had a couple ideas and wanted to see what people thought of them:<ul><li> Resource Gathering and DI<ul><li> Weldbots gather metal</li><li> Glowies increase infestation</li><li> Cheap, Fast, Vulnerable</li></ul>.</li><li> As Medpacks<ul><li> Both heal friendly players and structures</li><li> Cheap, Fast, Expendable</li></ul>.</li><li> As a Scout<ul><li> No-clip through players</li><li> No damage dealt to or by non-comms</li><li> Can be killed by opposing comm</li></ul>.</li><li> As a resource<ul><li> Marine Comm uses captured/accumulated metal and resources to create weldbots</li><li> Kharaa Comm autogen glowies with DI threshold </li><li> Presence required for most commander spells</li><li> Could be combined with above</li></ul></li></ul>
Comments
imagine a weld bot fighting glowies!!! how cool! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
also does anyone know if people will be able to control glowies?
I'm not sure, but I'm gonna guess no? We might get to select spawn location in the hive....
Anyways, interesting concept. I haven't thought through yet the gameplay implications, but my gut isn't throwing any warning signs just yet.
Just to clarify, are you giving them all these roles or just a few combined or a singular one? I'd be interested in a kind of behind the scenes approach but not as much for them to be a requirement for all "comm spells." Maybe they allow a few extra ones, but I don't like them being a requirement for the majority of them unless these are all behind the scenes kind of spells.
I think glowies for DI and spawn would work, and weldbots for scout+building spells could work. Not as sure on the others, but as I said before, no major alarms going off yet.
Mostly I'm just shotgunning ideas on their major roles. You can mix and match, although I'd say some roles fit together better than others.
<!--quoteo(post=1701476:date=Feb 26 2009, 07:55 AM:name=StarClaws)--><div class='quotetop'>QUOTE(StarClaws @ Feb 26 2009, 07:55 AM) <a href="index.php?act=findpost&pid=1701476"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand everyones obsession with the comm being able to remotely kill things... It doesn't make any sense... ZOMG ITS A MOUSE POINTER!!! RUN WELDBOT/GLOWIE ITS GONNA GET YOU!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Well the point is not purely that the comm gets to "kill things". The point is the comm is now looking for scouts on his territory and has the ability to counter that scouting. It's a form of micro for that comm that involves strategy, and the comm not harming non-comm players.
Could be neat.
I like the swarm intel idea. There used to be a mod where a circle of sparks would show up wherever the comm was looking. It's interesting in the sense if you know the comm is looking one place, you know he's not looking any other. I think I would have such an indication would be cool, either only for the respective team and/or for everyone when the comm is looking on the opposite territory.