gorgelift?
Wheeee
Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
<div class="IPBDescription">like lerklift but more delicious</div>so, i was thinking that one of the great deficiencies in the game right now is the utter lack of constructive things for a gorge to do. the whole class is boring and, with the inclusion of lerk gas confusing turrets, almost unnecessary. one other deficiency in the game is that marines are actually a lot faster and more efficient at map control due to bases being "mobile" than aliens: there is no limit to the number of times or frequency with which you can repair power nodes, when you're done with a base you can recycle it and use the resources to fund a new forward base, etc vs. immovable structures that are limited by cysts/infestation (time limited due to energy regen) and drifters (also limited by the same source). this makes setting up forward bases tedious and slow; many times these forward bases will be fairly far behind the front line because a single marine can destroy a crag farm fairly quickly.
i think we could solve both problems at once by allowing gorges to move structures such as the crag, shade, shift, etc. by swallowing them and then spitting them out elsewhere. This would allow the alien commander not to worry too much about dropping these structures in a vulnerable spot or putting them too far back to make their support capability inefficient or ineffective. also, it would encourage teamplay on the alien side to make sure the gorge(s) arrive at the front lines safely. This would also allow early game strategies such as an early forward structures for containment or rushes, backdoors, etc. imagine a gorge dropping an unconnected minicyst and plopping down a shade right outside the marine base, or a forward crag and umbra'ing while skulks rush a turret farm.
i think we could solve both problems at once by allowing gorges to move structures such as the crag, shade, shift, etc. by swallowing them and then spitting them out elsewhere. This would allow the alien commander not to worry too much about dropping these structures in a vulnerable spot or putting them too far back to make their support capability inefficient or ineffective. also, it would encourage teamplay on the alien side to make sure the gorge(s) arrive at the front lines safely. This would also allow early game strategies such as an early forward structures for containment or rushes, backdoors, etc. imagine a gorge dropping an unconnected minicyst and plopping down a shade right outside the marine base, or a forward crag and umbra'ing while skulks rush a turret farm.
Comments
The Shift alien structure, which will be added soon, will allow the alien commander to relocate alien structures (including even the Hive I think) to other parts of the map. I think Alien players may be able to use it as well, to change location, but not entirely sure.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Also including the hydras? Because they are the thing the gorge spent most resources on. Sometimes they arent needed anymore sometimes they are being missplaced. Some servers are running limited amount of hydras in an area, i see the point of those mods but it kinda sucks when you cant remove the hydras.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
What happened to Hive teleportation?
Has it been ditched for good? I miss being able to just teleport hive to hive with ease, it would also help out aliens who seem to be taking be taking beating from the marines frequently now.
Has it been ditched for good? I miss being able to just teleport hive to hive with ease, it would also help out aliens who seem to be taking be taking beating from the marines frequently now.<!--QuoteEnd--></div><!--QuoteEEnd-->
Try reading his post again.