Are gonna cysts still dropped just by clicking it?

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">Alien commander and Cyst! Big Problem</div>
I always find it horrible to see cysts suddenly appear.

But i find it great to see Gorges vomit the cysts.

So why don't you make some AI creature that would be controlled by commander which vomits or drops cysts, like gorges?
(maybe it would look already good if that AI just looks like gorge that is a bit different)

This would prevent Cyst Spam
This would more tactical decision of commander whether he should produce more those cyst-dropping-AI-units in order to spread cysts x2~ faster

And most importantly, with this, marine will have the reason why they should kill cysts and aliens will have also reason why they should defend important cyst chain.


What i find worst is, that to kill or to regain cyst chain is no longer that important, as soon as that alien commander is just able to drop cysts without no damage, and no disturbs, as soon as cysts appear and grow suddenly by just clicking those on the screen.

If there would be that Cyst-Dropping-AI unit, it will also be used as maintanance-man and repair-man of cyst chain. So when cyst chain is killed, he should go there and drop cyst to connect chain again, and it will take some time, so that means alien commander and also alien players will have more responsibility on it.


Oh my topic became like suggestion, but i would say, it's just horrible system to let commander just click Cyst on the screen and then cysts grow and appear alone. I hope it's because of lack of implementation, but i couldn't find any more information of 'How to drop Cysts- tasks'

Please think about it. Just please stop let cysts can be dropped just by commander simply clicking on the screen.

Comments

  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    <!--quoteo(post=1920490:date=Apr 1 2012, 06:44 AM:name=Classic319)--><div class='quotetop'>QUOTE (Classic319 @ Apr 1 2012, 06:44 AM) <a href="index.php?act=findpost&pid=1920490"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always find it horrible to see cysts suddenly appear.

    But i find it great to see Gorges vomit the cysts.

    So why don't you make some AI creature that would be controlled by commander which vomits or drops cysts, like gorges?
    (maybe it would look already good if that AI just looks like gorge that is a bit different)

    This would prevent Cyst Spam
    This would more tactical decision of commander whether he should produce more those cyst-dropping-AI-units in order to spread cysts x2~ faster

    And most importantly, with this, marine will have the reason why they should kill cysts and aliens will have also reason why they should defend important cyst chain.


    What i find worst is, that to kill or to regain cyst chain is no longer that important, as soon as that alien commander is just able to drop cysts without no damage, and no disturbs, as soon as cysts appear and grow suddenly by just clicking those on the screen.

    If there would be that Cyst-Dropping-AI unit, it will also be used as maintanance-man and repair-man of cyst chain. So when cyst chain is killed, he should go there and drop cyst to connect chain again, and it will take some time, so that means alien commander and also alien players will have more responsibility on it.


    Oh my topic became like suggestion, but i would say, it's just horrible system to let commander just click Cyst on the screen and then cysts grow and appear alone. I hope it's because of lack of implementation, but i couldn't find any more information of 'How to drop Cysts- tasks'

    Please think about it. Just please stop let cysts can be dropped just by commander simply clicking on the screen.<!--QuoteEnd--></div><!--QuoteEEnd-->

    As opposed to Marine commander magically dropping resource towers by clicking "Resource tower?"
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1920491:date=Apr 1 2012, 01:46 PM:name=Master Blaster)--><div class='quotetop'>QUOTE (Master Blaster @ Apr 1 2012, 01:46 PM) <a href="index.php?act=findpost&pid=1920491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As opposed to Marine commander magically dropping resource towers by clicking "Resource tower?"<!--QuoteEnd--></div><!--QuoteEEnd-->
    You do understand RTs cost TRes, and carelessly dropping them anywhere is penalized quite quickly by the alien-team?
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    Maybe the drifters spread infestations as it moves around the map
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    edited April 2012
    <!--quoteo(post=1920491:date=Apr 1 2012, 05:46 AM:name=Master Blaster)--><div class='quotetop'>QUOTE (Master Blaster @ Apr 1 2012, 05:46 AM) <a href="index.php?act=findpost&pid=1920491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As opposed to Marine commander magically dropping resource towers by clicking "Resource tower?"<!--QuoteEnd--></div><!--QuoteEEnd-->

    I believe they are materialized using nanites or something like that? it's not "magic" in the NS universe. I suppose you could pretend something like the cysts are formed from Spores in the air or something?

    I do like the idea of having some kind of invisible alien creature that only the alien Khamm can see placing cysts down.

    <!--quoteo(post=1920500:date=Apr 1 2012, 06:21 AM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Apr 1 2012, 06:21 AM) <a href="index.php?act=findpost&pid=1920500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe the drifters spread infestations as it moves around the map<!--QuoteEnd--></div><!--QuoteEEnd-->

    this is a cool idea
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited April 2012
    I really think cysts should have to be dropped on top of infestation instead of within range of it. In exchange the radius could be increased to compensate. It's just sort of silly to see the infestation expanding outward from nothing, and it often leads to the cyst network looking very disconnected, as you can see from looking at the minimap. This way the infestation would spread outward more naturally, and the comm wouldn't be able to instantly cross the whole map with cysts without even waiting for them to connect.
  • olisisolisis Join Date: 2003-02-01 Member: 12944Members
    Honestly, I kinda love your suggestion, OP, and I also like the idea of using Drifters for this. You could have a few designated cyst upkeep drifter, while using the rest for structures.

    You could cyst normally through the Drifter, but cyst placements this way would be on a cooldown, maybe 30 secs? might be harsh early game, but that gives you a few quick cysts in the way you want to expand due to the original Drifters the hives start out with AND makes the gorge more valuable to the comm early game for extra as-cyst-ance.

    And now Drifters would be even more important! As a marine, if you kill off the drifters, you slow the infestation. It's so basic and I love it.

    I have also always tried to think of a way to let the alien comm drop cysts on the walls and ceilings and this could be the way to go about it. You could then have the drifters be on auto-cyst, which would work like the auto skills in warcraft 3, by right clicking on the cyst button. This way drifters would automatically cyst around them when the timer is up, similar to how MACs auto repair. Of course you could always take it off and cyst normally, but this just gives the drifters something to do instead of just waiting around till you are ready to use them up. Auto-cysting would prioritize shooting cysts on the edge of infestation.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1920516:date=Apr 1 2012, 11:09 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Apr 1 2012, 11:09 AM) <a href="index.php?act=findpost&pid=1920516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think cysts should have to be dropped on top of infestation instead of within range of it. In exchange the radius could be increased to compensate. It's just sort of silly to see the infestation expanding outward from nothing, and it often leads to the cyst network looking very disconnected, as you can see from looking at the minimap. This way the infestation would spread outward more naturally, and the comm wouldn't be able to instantly cross the whole map with cysts without even waiting for them to connect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 to this, i have suggested it myself in another thread. The longer the cyst chain, the closer the new range would have to be to 2x the current range in order to require the same number of cysts for the same distance. I think it would be OK for aliens to take a bit of a hit on how many cysts it takes to reach nodes though, because they would receive a big advantage for whip rushes and the like since the cysts wouldn't have to be right on the front line. It would also give marines more reason to use the flamethrower against infestation since it tracks back to the cyst (apparently, haven't tried it myself).

    improve aesthetics + encourage offensive whips and anti-creep flamethrower = good feature IMO

    the flamethrower's bonus against creep and the whip's bonus against buildings are seriously under-utilized.


    edit:

    PS: cysts popping up don't look as bad as they used to, they kinda "spring up" now as of 201, i think it looks good, it just would make more sense if they were popping up out of creep instead of metal.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1920516:date=Apr 2 2012, 03:09 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Apr 2 2012, 03:09 AM) <a href="index.php?act=findpost&pid=1920516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think cysts should have to be dropped on top of infestation instead of within range of it. In exchange the radius could be increased to compensate. It's just sort of silly to see the infestation expanding outward from nothing, and it often leads to the cyst network looking very disconnected, as you can see from looking at the minimap. This way the infestation would spread outward more naturally, and the comm wouldn't be able to instantly cross the whole map with cysts without even waiting for them to connect.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 to this
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    <!--quoteo(post=1920614:date=Apr 1 2012, 10:24 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 1 2012, 10:24 AM) <a href="index.php?act=findpost&pid=1920614"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 to this<!--QuoteEnd--></div><!--QuoteEEnd-->

    but if you have to drop cysts on top of infestation you will have to wait ages to be able to make a chain with them, unless you want the infestation to spread instantly, or extremely rapidly, which would look bad to anyone watching it
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1920636:date=Apr 2 2012, 06:12 AM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 2 2012, 06:12 AM) <a href="index.php?act=findpost&pid=1920636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but if you have to drop cysts on top of infestation you will have to wait ages to be able to make a chain with them, unless you want the infestation to spread instantly, or extremely rapidly, which would look bad to anyone watching it<!--QuoteEnd--></div><!--QuoteEEnd-->

    Having to wait is the point.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    <!--quoteo(post=1920636:date=Apr 1 2012, 02:12 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 1 2012, 02:12 PM) <a href="index.php?act=findpost&pid=1920636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but if you have to drop cysts on top of infestation you will have to wait ages to be able to make a chain with them, unless you want the infestation to spread instantly, or extremely rapidly, which would look bad to anyone watching it<!--QuoteEnd--></div><!--QuoteEEnd-->

    Personally, I'd like to see it spread fast, but only when catalyzed. I don't think it would look as bad as cysts popping up in the middle of a metal floor with nothing alien near them.

    Additionally, imagine if the "on creep" requirement replaced the "connected to hive" requirement for placement (but not for viability, cysts unconnected from a hive should still die slowly).

    This would allow a gorge to run pop an unconnected cyst on a res node, and you could actually cyst <i>from there</i> back towards the hive until connecting (if the gorge does a little healing for you) and connect in the middle.

    like SO:

    <img src="http://i.imgur.com/rkulZ.png" border="0" class="linked-image" />
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I agree that magically appearing Cysts are effy, which hopefully is temporary until they focus on the DI technology. Since they seem keen on the idea of Cysts with tendrils, here's an idea:

    I'd like to see a queuing system for Cysts, where the Commander can place ghost models continuously (until he cancels by right click), and a procedurally generated tendril will snake down the path toward the last ghost model placed.

    When the tendril touches a ghost model, a Cyst will start growing with a small build time (so Marines can disrupt the queuing), while the tendril keeps generating. This allows a Commander to plan out the path while the Cysts are growing, and it is made non-instant (so Cyst spam can be avoided).

    If the Comm. wants to cancel a line of Cysts, he could select a ghost Cyst and click cancel, which ideally would automatically unqueue all ghost models that are out of range.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    That could be a really neat effect. I imagine a long vein of creep stretching towards an objective pulsing with those lights you already see flowing through creep.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    <!--quoteo(post=1920687:date=Apr 1 2012, 03:57 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Apr 1 2012, 03:57 PM) <a href="index.php?act=findpost&pid=1920687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that magically appearing Cysts are effy, which hopefully is temporary until they focus on the DI technology. Since they seem keen on the idea of Cysts with tendrils, here's an idea:

    I'd like to see a queuing system for Cysts, where the Commander can place ghost models continuously (until he cancels by right click), and a procedurally generated tendril will snake down the path toward the last ghost model placed.

    When the tendril touches a ghost model, a Cyst will start growing with a small build time (so Marines can disrupt the queuing), while the tendril keeps generating. This allows a Commander to plan out the path while the Cysts are growing, and it is made non-instant (so Cyst spam can be avoided).

    If the Comm. wants to cancel a line of Cysts, he could select a ghost Cyst and click cancel, which ideally would automatically unqueue all ghost models that are out of range.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that is really cool, I actually like that idea better than cysts on infestation. It would also encourage marines to destroy cysts tactically because they could see how many tendrils are coming out of each cyst and target high tendril counts.
  • Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
    <!--quoteo(post=1920687:date=Apr 2 2012, 05:57 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Apr 2 2012, 05:57 AM) <a href="index.php?act=findpost&pid=1920687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that magically appearing Cysts are effy, which hopefully is temporary until they focus on the DI technology. Since they seem keen on the idea of Cysts with tendrils, here's an idea:

    I'd like to see a queuing system for Cysts, where the Commander can place ghost models continuously (until he cancels by right click), and a procedurally generated tendril will snake down the path toward the last ghost model placed.

    When the tendril touches a ghost model, a Cyst will start growing with a small build time (so Marines can disrupt the queuing), while the tendril keeps generating. This allows a Commander to plan out the path while the Cysts are growing, and it is made non-instant (so Cyst spam can be avoided).

    If the Comm. wants to cancel a line of Cysts, he could select a ghost Cyst and click cancel, which ideally would automatically unqueue all ghost models that are out of range.<!--QuoteEnd--></div><!--QuoteEEnd-->

    fantastic idea!! I think this must be and maybe already planned as the final cyst-spreading-system of NS2 when tendril is implemented.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Personally I would really like to see gorges being the main entity responsible for dropping cysts, not the comm. Give them full-fledged cysts at 1 p.res instead of expensive small ones. I really enjoy spreading cysts as a gorge, and turtling a little defense network (not to mention the awesomeness that is building cysts on roofs and walls), takes me back to the goold old NS days, but with comms just dropping mass cysts everywhere there's hardly ever a need for a gorge's contribution. It would make gorges feel more rewarding and essential again, while still allowing the comm to build cysts (at a slightly more expensive cost, and thus also at a slower rate) if there are no gorges present.

    IMO it'd benefit gorge-commander interaction, make gorge play more enjoyable and central without making them absolutely necessary. Everybody wins really.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited April 2012
    I agree with you Xarius, as an avid Gorge player I have no complains about spreading the love all over the map; currently Mini-Cysts are both weak and expensive, albeit it is a necessary evil until the no-res Gorge build system is in place. I would also love it if we can increase infestation growth speed with +use or Heal Spray on a growing Cyst, maybe Comm. with Catalyze as serpico already mentioned.

    I hope we'll see more forward bases with no-res in, since right now you'd be throwing away PRes if you don't tend to your garden due to unconnected Mini-Cysts.

    Also, thanks guys for liking the idea :)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Still having big concerns aboutt hat no-res idea for gorges, while it's no doubt going to be awesome for gorges it may open a whole can of problems with gorges having no p.res sink and the entire team gorging just to drop some hydras. IMO just lowering cysts to 1 p.res, making them full instead of mini and dropping hydras to 3 or 5 p.res with a max amount/hive would already solve the issue. (Without the nasty side effects) A simple fix that would go a LONG way really.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Oh yes, I rather like that method since it would keep some strategic depth and emphasis on Harvester protection.
  • BonesXBonesX Join Date: 2007-02-04 Member: 59883Members, Constellation
    I like the idea that drifters or BABBLERS spawn the cysts that the Khamm selects. The proviso to it would be that they spawning char (whatever it is) should either have its own res sink to draw from or draw from the khamm's. If they use thier own then for example a drifter would start collecting res just like a player when the "auto-build cysts" button was enabled. It would then start spawning creep/cysts as it gained the res to do so. This would make it take time to grow a cyst chain AND free the Khamm to do other things. However, since the drifter had joined the res suck from the pool this would slow the res gain for the team. Thus- a trade off and a strategic decision for the khamm.


    thoughts?


    i like the tendrils Idea too. it would not be hard to link it to the res pool in a similar pattern.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    <!--quoteo(post=1920745:date=Apr 1 2012, 07:49 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 1 2012, 07:49 PM) <a href="index.php?act=findpost&pid=1920745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still having big concerns aboutt hat no-res idea for gorges, while it's no doubt going to be awesome for gorges it may open a whole can of problems with gorges having no p.res sink and the entire team gorging just to drop some hydras.<!--QuoteEnd--></div><!--QuoteEEnd-->


    there's been some good conversation about the implications of no-res gorge here, including that possibility: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117400&st=20" target="_blank">http://www.unknownworlds.com/ns2/forums/in...17400&st=20</a>
  • TheIcarusKidTheIcarusKid Join Date: 2012-03-23 Member: 149258Members
    The no-res gorge would work great if all of its hydras died when the gorge died or evolved to some other evolution. Then the gorge gets a certain number of hydras per hive.
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