Killing Pustules

subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
With pustules implented, wouldn't it be easier and faster to kill the pustule and let the chambers connected to the pustule die because of lack of infestation?

My idea: when a pustule is supporting other chambers on it's infestation (hydra's, whips,...) And the pustule is taking damage, it's damage is diverted to the chambers it's supporting. (With some kind of cool glowtrail moving over the infestation from the pustule to the chamber that's taking damage)

This way a pustule can't die if it's still supporting chambers.
Now the marines have 2 options:
Kill all chambers and then go for the pustule.
or
Keep shooting at the pustule (wich has the health of the pustule + the health of all connected structures combined)

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Oh hey, that sounds like the Creeping Death upgrade idea from the design log. I can go with that, have Pustules spread damage to nearby chambers at a percentage, so dealing damage to the Pustule can also affect other buildings, but in turn make the Pustule itself less susceptible to burst damage weapons (like Shotgun) if it is in alien territory.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    Ohhhhhh.... that's good.... very good indeed....
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Hmm, but I thought the point of attacking the pustule was to clear the infestation, which would in turn incapacitate the chambers. I wouldn't mind if some of the pustule's damage is diverted, I think it's a good idea, but not all.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    How about we wait until pustules are into the game before we come up with any ideas. We don't even know what the infestation around it is going to look like. I hope it is a 3d prototype though.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1849794:date=Jun 3 2011, 10:51 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Jun 3 2011, 10:51 PM) <a href="index.php?act=findpost&pid=1849794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about we wait until pustules are into the game before we come up with any ideas. We don't even know what the infestation around it is going to look like. I hope it is a 3d prototype though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If the real infestation would get implemented then we would know about it.
    It will most probably be the same placeholder-infestation, just that its linked through the pustules.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1849794:date=Jun 3 2011, 08:51 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Jun 3 2011, 08:51 PM) <a href="index.php?act=findpost&pid=1849794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about we wait until pustules are into the game before we come up with any ideas. We don't even know what the infestation around it is going to look like. I hope it is a 3d prototype though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nothing wrong with having ideas and brainstorming. Making too many assumptions is where it starts going wrong.

    ---

    I like the idea of giving pustules a high regen combined with a relatively actual HP. At best that could create moments where aliens are stalling with whatever they've got and marines are trying to maximize their DPS while still defending themselves.

    It might also be a good idea to put some cap on regen, for example tie it to energy. That way there's a boon in killing it fast before regen fully kicks in, but it's also possible to wear down the pustule over a long period of time even with a very low DPS.

    The basic regen mechanic could then be combined with surrounding buildings for example, adding extra twists to the relatively simple base mechanic.
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