Egg upgrades

SomeMiceDrinkingTeaSomeMiceDrinkingTea Join Date: 2011-06-11 Member: 103818Members
edited December 2011 in Ideas and Suggestions
The purpose of these concepts are to simply give alien players more survivability when spawning. These upgrades are researched at the hive, however certain alien chambers will need to be built first. Researched egg upgrades are only applicable to the eggs belonging to the hive that is researching the upgrade. Each hive can only have two upgrades researched at a time.

<u>Offensive.</u>
Detonation: Eggs will explode if they are destroyed, causing AOE damage. Unoccupied eggs will self detonate if a marine is too close.

Up root: unoccupied eggs can be moved by the commander, however eggs cannot be moved too far from the hive or off infestation. Aliens evolving can also do this.

Corruption: Infestation around an egg becomes acidic, damaging marines who stray too close. Med/ammo packs are dissolved and absorbed if left on corrupted infestation, giving the alien commander team res.

<u>Defensive.</u>

Reinforced carapace: Eggs are more resistant to damage and have more health.

Stubborn defiance: When an egg is destroyed, any alien entity nearby (players, structures etc.) gains health if damaged and also gains momentary damage resistance.

Birthright: Upon spawning, players receive momentary increased health and produce temporary infestation around them selves that heals other players as well as allowing self healing on un-infested ground. These effects last for 40 seconds and are lost if the player evolves.

<u>Sensory.</u>

Deception: Eggs that have spawned will turn invisible after a few seconds. Can be revealed if scanned, but will turn invisible again afterwards.

Disruption: Prevents the marine commander from dropping med/ammo packs near eggs.

Relocation: An alien spawning/evolving can blink their egg to another, randomly chosen hive. This costs personal res and <b>cannot</b> be done consecutively.

<u>Movement.</u>

Hyper fertility: Egg spawn and alien evolving times are reduced and the amount of eggs that can spawn at a hive is increased.

Race memory: If an alien player is killed whilst evolving, the player can regain a portion of the resources lost, as well as resuming his/her progress before he/she was killed. e.g. player is killed at 42% whilst evolving into a Lerk. He re-spawns and evolves into a Lerk again, resuming at 42%. If he instead evolves into another class, he losses his progress. The alien commander receives team res when an egg is destroyed.

Hatchery: A structure the alien commander can build, Hatcheries can be placed anywhere on the map that is covered with infestation. 3-4 eggs can spawn at a hatchery, these eggs however do cannot receive upgrades. Only one Hatchery can be built per hive.

Comments

  • CataclyzmCataclyzm Join Date: 2005-01-06 Member: 33031Members
    Though I do not agree that the alien eggs need increased survivability as your goal states, for I see that the destruction of eggs en-masse is a failure on the part of the alien team, I do see that there is an interesting concept to discuss behind it... eggs as a form of resource (building, spell cast, ?) for alien commanders.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    During a time when aliens still have the edge over the marines in win ratio, i wouldn't think buffing the alien spawn rate and making the one way marines can possibly slow down alien spawning harder to accomplish would be warranted.

    Logically it should be just as easy for the marine team to block off alien spawning as easy as it is for aliens to block of the marine's infantry portal, not make it even harder to slow down alien spawning in an undefended alien base. On a side note, if you've got a marine hacking away with your eggs and you don't at least have some hydras or whips, or any players for that matter, either something has gone catastrophically wrong, or your just playing against an exceptionally well organized and disciplined marine team.
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