Power Node Electrification Grid

PsiWarpPsiWarp Gifted GorgeRichmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
edited April 2012 in Ideas and Suggestions
Just an idea out of the blue (not sure if proposed before), but let's see how this goes:

The <b>Electrification Grid</b> is an innate (or researched) passive ability of the Power Node that defines the borders of a powered room, which is indicated by a constant blue outlining of the ground, walls, and ceiling at each border (simply put, a flat force field).

<img src="http://farm8.staticflickr.com/7271/7063485959_cd25519f28_b.jpg" border="0" class="linked-image" />

<u><b>Functions</b></u>
<ol type='1'><li>Visual indication of power range in each room.</li><li>Electrocutes hostile lifeforms passing through.</li><li>Prevents infestation spread from one side to the next (in consideration).</li></ol>
Electrification inflicts minor damage to lifeforms that cross the border into or out of a powered room; while it may be a negligible effect, lower lifeforms such as Skulks may want to think twice before rushing into Frontiersmen-controlled territory (especially in the early game).

In regards to infestation spread prevention, I envision this to be easily bypassed by building a Cyst on both sides, since in my mind the infestation would not "cross the line" into or out of a powered room. Perhaps as an added utility, electricity would travel down the tendril(s) that is connecting the two closest Cysts through the EG, and damage them until death.

Some specifics about Electrification:
<ul><li>The blue borders are visible to all (players and Commanders), which conveniently gives the Marine Comm. visual indication for building, as well as a cautionary sign for Kharaa.</li><li>EG can act as early Fade detection, as the effect will display even though a Blinking Fade is invulnerable to damage.</li><li>A Cloaked/Camouflaged alien will not be revealed, you'll need an Observatory for that.</li></ul>
My personal justification for the differences between Blink and Cloak/Camouflage is simple: the former gives high mobility, invisibility, and invulnerability, while the latter two require Energy and/or being nearly stationary. For lore reasons, Blink seems to be energy-based (Obs show a Blinking Fade's trail), so it might disrupt electric flow. Cloak/Camouflage could be billions of light-bending bacteria covering lifeforms from head to claw, and grounding the electricity or discharging it into the air (whatever fits the bill ^^)

<u><b>Impacts on Gameplay</b></u>

Imagine as a Skulk, you ran into Reactor Res Node expansion to chomp the Extractor, and shrugged off the zapping effect moments ago; however, your presence has alerted a small Marine squad nearby. Knowing they are heading your way (by sound of footsteps), you still want to get a few more bites in for good measure, so you attempt an ambush from above; of course, their strength in numbers against not-so-surprising Skulk attack gets you critically injured, but no worries, you'll just wall-jump out of there- that's when you realized that you are trapped between a hail of bullets and death by electrification...

A smart Skulk would've retreated before this scenario, but our poor Skulk would still have a chance at escape through the <b>vent system</b>. That's right, the EG only highlights the borders of an open room, but not vents that grant access to and away from the room; this could lead to interesting vent play where Skulks rushing into Marine start would swarm from the vents, instead of risking injury before battle by moving through the powered corridor.

Depending on the potency of the EG, there would be more incentive to kill the lights; I know currently the nodes can be easily returned functional/repaired, and Kharaa would only ever go after Marine start node, but perhaps the EG would change that.

What are your thoughts about this?

Comments

  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    Marines definitely need some kind of motivation to get power up - and keep it up. This sounds like a good reimagining of the NS1 electrify upgrade. I can see it very seriously affecting Lerk flybys, more than any other class.

    I really hate to say it but for power nodes to really work, they really need to give the Marines some kind of tactical edge and not just be a liability.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited April 2012
    Thanks, and I agree. The power system does wonders for immersion and atmosphere, but it is still lacking in the gameplay department. Good point about the Lerk, but they can cope with vent movement, and Regen is a popular evolution for those pesky birds :)

    Edit: added infestation prevention idea to main post, also a photoshopped illustration.
  • sidewayzsidewayz Join Date: 2012-01-31 Member: 142814Members
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited April 2012
    Not sure if want... I could see this correcting a lot of issues we have with gameplay at the moment, but I could also see it just opening up more of them and not addressing anything important. Can't quite tell which way it would go.
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    I certainly think both DI and the powergrid need more optional abilities for upgrades. I posted on a different thread in general discussion about making DI parasite and the marine mini-map spotting as optional upgrades instead of inherent abilities. I really this idea for creating a stark line to represent the border of powered and unpowered areas. There would need to be something done to address adjacent powered sectors vs adjacent powered/unpowered sectors. Creating 6 electrified borders from just 3 adjacent power nodes might be too much for a skulk or lerk to cruise through. I guess the electrification is just a bit too much. Perhaps it wouldn't appear in vents. This would incentivize the use of vents to enter marine areas.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited April 2012
    Very good points, culprit. While I did mention the vent system being excluded from electrification, I haven't thought of a way for the power range to be properly indicated (for those odd times when you find buildings in vents xD).

    If the EG is too much, perhaps when adjacent rooms are powered, the EG can merge and cancel out at the connecting corridors? I could very well see Commanders dropping a Power Node in some remote location, to act as a barrier of sorts to hinder Kharaa movement; this could, of course, be circumvented using vents.

    Edit: There is a simpler way of power indication without the stark line, in that the ghost models for Marine Comm. could turn red when in unpowered/neutral areas.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    I imagine the infestation prevention to be massive (and the slow burning of any infestation in the room)
    Especaily since its a kind of living Gooo stuff, wouldnt it have a hard time growing in a powered up room, which is in many ways, full of electricity?
  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    Intersting concept, I like the ideas. Something like this definitely needs to be considered.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    @AuroN2: Possibly, just think of infestation as mold that thrives in the darkness, which could also be used to explain why it cover up lights (if still planned!). The EG could be zapping the DI with high voltage, which might jolt the bacterial cells and inhibit growth.

    @Raven_XI: Thanks for your support! Glad to see people like this :)
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    I really like this as a concept, especially leaving vents as weak points. <3 vents
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