The trouble with Cysts
mezimors
Join Date: 2005-01-16 Member: 35865Members
<div class="IPBDescription">Cysts and YOU!</div>Perhaps I am the only one that has found this to be an issue, or sees it as a potential issue... but currently you do not need to place cysts on actual growth, you just need to be in range of the potential growth. What this means is that an alien with enough saved res can very very quickly change a part of the map that was at no risk of infestation into an insta infestation.... to the extent that they could probably even throw up hydras at MS when MS was at little risk of infestation only a minute ago. Just a thought, but I dont think infestations are meant to grow so rapidly. I think that the cyst life should be increased but also be forced to be built on infestation. To adjust for this change we could also make the current infestation radius a little bit larger. Basically I just dont want gorges and commanders to leap frog cysts that are only quasi connected because their infestations haven't linked up yet, but will once they finish infesting. Cysts should expand current infestation, not start a new one and then connect it with the old.
Cheers
CGD
Cheers
CGD
Comments
I'd prefer the vine idea being implemented, and cyst active range remains the same, but cysts must be placed on the infestation. Half the energy cost, and increase infestation growth slightly. This will make cyst chains a bit harder to break (you'll need to kill two in a chain instead of one), but also a bit harder to spread infestation with, which will prevent cyst spammage like we've all seen in marine start during alien late game.