IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
I can imagine a how infestation without cysts would once again lead to no way to remove it and the return of the gorge plunking down infestation to simply deny marine resource towers. Noooo thank you :)
I quite enjoy being able to take out Cysts easily with Welders & Flamethrowers, but with axe and bullets not so much.
I saw an unused popped Cyst model in the model folder (made for Rupture?), what if non-flame damage (bullets, melee, and explosions) can pop Cysts to force them into unconnected state/recede infestation early without having to destroy them? Shoot a round or two of shotty blasts or spray with rifle, get the Cysts down to half HP and reap your rewards.
<!--quoteo(post=1958423:date=Aug 6 2012, 07:52 PM:name=plausiblesarge)--><div class='quotetop'>QUOTE (plausiblesarge @ Aug 6 2012, 07:52 PM) <a href="index.php?act=findpost&pid=1958423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like both - a cyst model and a khammander ability which will splatter an area with infestation. This could be useful for a multitude of reasons:<!--QuoteEnd--></div><!--QuoteEEnd-->
Wasn't that in a previous version of NS2 and removed because they'd spam it in the Marine Base causing all sorts of grief?
oldassgamersJoin Date: 2011-02-02Member: 80033Members, Squad Five Blue, Reinforced - Shadow
I love this game but the only thing i hate is killing cyst. Its so boring. Crouch kill one by one all night long :)
Would be super cool to see beutiful animation when the infestation spreads throughout the map and giving the alien commander the ability to control it without droping the cyst :D
I think the cysts need to stay, but we should also have dynamic infestation so why not add cysts to the dynamic infestations, this gives the marines a chance to push the infestation back without being forced into rushing flamethrowers plus make it so gorges can help spread infestation with heal spray or some other way so the commander can still acquire a couple res nodes quickly?
I guess in the end dynamic infestation is too awesome to abandon without trying everything first.
<!--quoteo(post=1959255:date=Aug 8 2012, 08:11 PM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Aug 8 2012, 08:11 PM) <a href="index.php?act=findpost&pid=1959255"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love this game but the only thing i hate is killing cyst. Its so boring. Crouch kill one by one all night long :)<!--QuoteEnd--></div><!--QuoteEEnd-->
What's the difference between killing a Cyst and a Crag?
Speaking of environmental gameplay, I was kinda hoping UWE or a modder would implement some kind of dead space- esque <i>Window shatters, fall on the ground, start getting sucked out of the area, need someone to hit the "Seal the room" button</i>
<b>ON TOPIC</b> I think that cysts have a place because of the way that UWE is implementing infestation(the whole circular placement system. See you mini map in game). However I think it would be awesome if the infestation was a concern that the marines would constantly have to put on a list of priorities. The only possible way to have a useful game implementation of truly growing and dynamic infestation would be to have a structure on the marine side that suppresses the infestation on a certain radius. HOWEVER, this would just be a give take situation where the new structure would be the same thing as cysts but for the marine side.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited August 2012
You mean like lights from power nodes? I plan on making this mod post 1.0
Territorial lines should be clear, infestation should grow slower in the light and then disable power nodes by consuming it and corroding it. Then a subtle light from cysts is all there'd be.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
edited August 2012
I saw cories post, at least they are still working on that thought! Also, non cyst based infestation should only be able to grow from other infestation. i.e it has to be connected to begin growing, so that would prevent alot of trollin' gorges annoyin' marines.
Comments
I saw an unused popped Cyst model in the model folder (made for Rupture?), what if non-flame damage (bullets, melee, and explosions) can pop Cysts to force them into unconnected state/recede infestation early without having to destroy them? Shoot a round or two of shotty blasts or spray with rifle, get the Cysts down to half HP and reap your rewards.
Wasn't that in a previous version of NS2 and removed because they'd spam it in the Marine Base causing all sorts of grief?
Would be super cool to see beutiful animation when the infestation spreads throughout the map and giving the alien commander the ability to control it without droping the cyst :D
I guess in the end dynamic infestation is too awesome to abandon without trying everything first.
What's the difference between killing a Cyst and a Crag?
Speaking of environmental gameplay, I was kinda hoping UWE or a modder would implement some kind of dead space- esque <i>Window shatters, fall on the ground, start getting sucked out of the area, need someone to hit the "Seal the room" button</i>
<b>ON TOPIC</b>
I think that cysts have a place because of the way that UWE is implementing infestation(the whole circular placement system. See you mini map in game).
However I think it would be awesome if the infestation was a concern that the marines would constantly have to put on a list of priorities.
The only possible way to have a useful game implementation of truly growing and dynamic infestation would be to have a structure on the marine side that suppresses the infestation on a certain radius. HOWEVER, this would just be a give take situation where the new structure would be the same thing as cysts but for the marine side.
I plan on making this mod post 1.0
Territorial lines should be clear, infestation should grow slower in the light and then disable power nodes by consuming it and corroding it. Then a subtle light from cysts is all there'd be.
Also, non cyst based infestation should only be able to grow from other infestation. i.e it has to be connected to begin growing, so that would prevent alot of trollin' gorges annoyin' marines.