Make Drifters more useful - sensory chamber mode
DarkOmen
Join Date: 2002-11-05 Member: 7148Members
Presently, the Khamm accumulates way too much Tres towards late-game and only has a part-time job. Even with new features such as pheromones, the Khamm doesn't seem like it will ever have much to do. So, how about giving the Khamm something tangible to micro? Here's an idea:
<b>Deploy into Sensory Structure</b>
The Drifter deploys into a very tough structure that provides line of sight in whatever room it is built. Targets sighted by this thing appear on Hive sight. This way, the Khamm can produce Drifters for the explicit purpose of scouting the map. This structure is free of cost and can be turned back into a Drifter, giving the Khamm something to do with lingering Drifters as well as some sneaky relocation trickery to play with. Maybe: let this structure use Flare as activated ability while deployed?
Also, remove the energy cost of Drifters and give them a very small Tres cost (2?). That way, the Khamm can tie more Tres into tangible things on the map and not have to make a choice between building more Cysts or more Drifters (which is a bit wonky, because energy forces the Khamm to play at a crawl).
This would give the Khamm something to micro, directs their eyes to the frontlines and creates a new avenue for spending Tres that isn't new tech or a new Hive, effectively creating a new action sink for the alien comm.
Comments?
<b>Deploy into Sensory Structure</b>
The Drifter deploys into a very tough structure that provides line of sight in whatever room it is built. Targets sighted by this thing appear on Hive sight. This way, the Khamm can produce Drifters for the explicit purpose of scouting the map. This structure is free of cost and can be turned back into a Drifter, giving the Khamm something to do with lingering Drifters as well as some sneaky relocation trickery to play with. Maybe: let this structure use Flare as activated ability while deployed?
Also, remove the energy cost of Drifters and give them a very small Tres cost (2?). That way, the Khamm can tie more Tres into tangible things on the map and not have to make a choice between building more Cysts or more Drifters (which is a bit wonky, because energy forces the Khamm to play at a crawl).
This would give the Khamm something to micro, directs their eyes to the frontlines and creates a new avenue for spending Tres that isn't new tech or a new Hive, effectively creating a new action sink for the alien comm.
Comments?