Drifter : EMP blast

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited August 2012 in Ideas and Suggestions
The drifters are very underused for starters, but late game become completely forgot, and the commander is of limited value at certain stages of the game too.

So if drifters could be used to create EMP blasts, they could temporarily cut power to all marine units, structures, abilities and lights in a small radius.

Great for:
- disabling ARC movement and shooting for short duration (max 5 seconds)
- disabling jetpacks for very short period ( 1-3 seconds)
- disabling lights for short duration (max 5 seconds) and this would only be a small area, not the entire room
- disabling turrets, phase gates etc (max 5 seconds)
- disabling research progress on marine buildings. (max 30seconds, can be welded to restart early).
- cancellation of nanoshield.
- disabling movement on the exo suit - maybe just slow down?

how this is done is up for discussion of course, it could be either an ability on the drifter with a 30 second cool down, or a passive ability in a small radius, or a large radius ability that sacrifices the drifter.

because the drifter is fairly weak, and because it uncloaks during movement, i think its already balanced as marines could shoot it down, but thats already a benefit as they would change their targeting priority.
A clever khammader could place drifters in good spots as scouts as you already do, but then would be able to trigger emp as a trap etc.

Comments

  • DarkomicronDarkomicron Join Date: 2010-11-24 Member: 75256Members
    I don't think EMP is the right idea or name for it. Mimicking Starcraft 2's Infestor ability 'Fungal Growth' in some way would be more suited for the Kharaa.

    The pack of units at the right are fungal growth'd:
    <img src="http://www.sc2overseer.com/wordpress/wp-content/uploads/2010/08/morrowdimagag2-3.jpg" border="0" class="linked-image" />

    Fungal Growth in SC2 makes units unable to move and they receive damage over a short duration. Although restricting movement in such a fashion is certainly not a good thing in NS2 (where movement is one of the biggest factor, and an important skill people can use) something similar like reducing the movement speed for a bit could give the aliens a tactical advantage.

    You named a lot of uses, and that might be a little too good. It shouldn't be possible for the Khammander to float a few drifters into a room and disabling everything inside for any duration. But the general idea is certainly not bad. Especially the 'taking out the lights' part, giving aliens a situational advantage without having to spend time nomming the power node.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    omg constructive criticism on the ns2 boards? thanks :)

    Yes EMP is a bit too electronic sounding isn't it.
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    I actually like this idea, but I think some of the features, such as hindering movement, is already incorporated in the Infestation Spike ability.
Sign In or Register to comment.