Gorges moving structures
subshadow
Join Date: 2003-04-21 Member: 15710Members
At the moment there is alot of lag created by unnessecary buildings being dropped all over the map while the frontline is expanding. I would like to focus on the aliens in this post (since marines have recycle).
You drop 2 crags at your expansion hive, but after some time, those should be in the next room to support your assault or (since you got control over an important crossroads) support in defence.
My idea: the commander can unroot crags, shifts and shades.
Unlike the whip, who clearly has "legs" to get around, those 3 structures do not have them and thus can't move on their own. The gorge is able to "use" unrooted structures, wich will bind to his back. When at the right spot, he can drop the structure.
Example:
You have a crag at main hive that should be better supporting hydras at a rt nearby.
The commander unroots the crag: It becomes unactive and shrinks (to the size like it's just been dropped) [maybe this costs 2 res?]
A gorge can use this smaller structure (some animation of him wiggling himself through/under the structure) wich will attach to his back. While carrying his speed is slowed by 20%.
When the gorge arrives at his hydra-farm he can choose to drop the crag just like he drops a hydra (preview of placement). The crag will grow like a normal crag. (Maybe even placement on infested walls and ceilings?)
I got this idea from the following pictures :)
<img src="http://www.hermitcrabshome.com/wp-content/themes/NicheProfitPressV2/images/hermit-crab-cove-b1.gif" border="0" class="linked-image" />
<img src="http://www.wallpaperbase.com/wallpapers/animals/snail/snail_1.jpg" border="0" class="linked-image" />
Of course it will require more models of the gorge being made, but I believe this could lead to interesting strategies.
For example, a gorge could push forward with hydras, run back while asking the comm if he can borrow one of his crags at the hive. Running forward again to drop it off, going back for a shade,...
Or even think further outside the box :
- While a gorge is carrying tech structures, the structure still stays active while draining energy when not on infestation.
- The structure still has it's own health, functioning as armor that can be "shot off".
You drop 2 crags at your expansion hive, but after some time, those should be in the next room to support your assault or (since you got control over an important crossroads) support in defence.
My idea: the commander can unroot crags, shifts and shades.
Unlike the whip, who clearly has "legs" to get around, those 3 structures do not have them and thus can't move on their own. The gorge is able to "use" unrooted structures, wich will bind to his back. When at the right spot, he can drop the structure.
Example:
You have a crag at main hive that should be better supporting hydras at a rt nearby.
The commander unroots the crag: It becomes unactive and shrinks (to the size like it's just been dropped) [maybe this costs 2 res?]
A gorge can use this smaller structure (some animation of him wiggling himself through/under the structure) wich will attach to his back. While carrying his speed is slowed by 20%.
When the gorge arrives at his hydra-farm he can choose to drop the crag just like he drops a hydra (preview of placement). The crag will grow like a normal crag. (Maybe even placement on infested walls and ceilings?)
I got this idea from the following pictures :)
<img src="http://www.hermitcrabshome.com/wp-content/themes/NicheProfitPressV2/images/hermit-crab-cove-b1.gif" border="0" class="linked-image" />
<img src="http://www.wallpaperbase.com/wallpapers/animals/snail/snail_1.jpg" border="0" class="linked-image" />
Of course it will require more models of the gorge being made, but I believe this could lead to interesting strategies.
For example, a gorge could push forward with hydras, run back while asking the comm if he can borrow one of his crags at the hive. Running forward again to drop it off, going back for a shade,...
Or even think further outside the box :
- While a gorge is carrying tech structures, the structure still stays active while draining energy when not on infestation.
- The structure still has it's own health, functioning as armor that can be "shot off".
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