Cyst fields

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited November 2012 in Ideas and Suggestions
<div class="IPBDescription">Upgrade to turn the area around mature cysts into various fields/farms</div>One thing I've noticed as Khamm is that quite often, there is very little to do. Particularly if you're stuck in a situation where you have little res and/or you can't expand. In addition, as much as maturity is something that happens to alien structures over time there are very few gameplay mechanics that tie into it.

So, in an attempt to partially address both issues: Cyst Fields

Make it so that when a cyst matures, the Khamm gains the option to spend 3-5 res to turn the area around it into a field or farm of some description. There would be multiple options available and some of them could be dependent on the chambers currently available.

Some examples:
- Res Field - Looks somewhat like thick bubbling mud - Increases the res flow of nearby harvesters (perhaps also decreases the res flow of nearby collectors?)
- Spike Field - A field of tiny bone spikes - Slowly damages marines while they touch it
- Nutrient Field - Normal infestation with a constant fog covering it - increases the maturation speed of nearby structures and the evolution speed of nearby eggs.

Maybe others as well?

Depending on the chambers available, there could also be other fields available:
- Crag - Armor regen field
- Shade - Silent movement field
- Shift - Slow (marine) movement field


[EDIT]
A couple of other points:
- If the cyst was destroyed, the field would disappear immediately - well before the actual infestation does
- Cyst fields wouldn't stack. If two different fields were built next to each other, the first one built would fill the space available to it and the second one would fill any remaining space. So, if two fields of the same type were made, instead of the field becoming stronger where the two fields overlap, the field would just cover the space available to both cysts.

Comments

  • SiminiSimini Join Date: 2012-09-28 Member: 160916Members
    <!--quoteo(post=2027654:date=Nov 17 2012, 11:56 PM:name=Mouse)--><div class='quotetop'>QUOTE (Mouse @ Nov 17 2012, 11:56 PM) <a href="index.php?act=findpost&pid=2027654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One thing I've noticed as Khamm is that quite often, there is very little to do. Particularly if you're stuck in a situation where you have little res and/or you can't expand. In addition, as much as maturity is something that happens to alien structures over time there are very few gameplay mechanics that tie into it.

    So, in an attempt to partially address both issues: Cyst Fields

    Make it so that when a cyst matures, the Khamm gains the option to spend 3-5 res to turn the area around it into a field or farm of some description. There would be multiple options available and some of them could be dependent on the chambers currently available.

    Some examples:

    Res Field - Looks somewhat like thick bubbling mud - Increases the res flow of nearby harvesters (perhaps also decreases the res flow of nearby collectors?)
    Spike Field - A field of tiny bone spikes - Slowly damages marines while they touch it
    Nutrient Field - Normal infestation with a constant fog covering it - increases the maturation speed of nearby structures and the evolution speed of nearby eggs.

    Maybe others as well?

    Depending on the chambers available, there could also be other fields available:
    Crag - Armor regen field
    Shade - Silent movement field
    Shift - Slow (marine) movement field<!--QuoteEnd--></div><!--QuoteEEnd-->


    Not sure about the res field, sounds it would be OP.

    The rest sounds good though, the spike field sounds like a very good idea as it would stop those marines from sneaking in to your base and aimlessly trying to destroy all your structures when they should be helping their teams push the Aliens back.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i like it.
    the res field should cost more however - it would give you more resources, but also give a bigger target for the marines.

    i really like the spike field idea too, some platforming is always fun in games - you'd try to jump on crates and railings to get past the spiked areas.

    these two would create some interesting battles.

    not sure about the others though
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Oh man, this would be awesome. Upgrading cysts to modify nearby infestation would be fantastic!
  • LuminothLuminoth Join Date: 2012-11-16 Member: 171739Members
    I don't agree, cysts are way to overpowerd right now cause of there cheapness! And even with low res I've never played khammander where I had nothing to do! On the contrary I find the marine commander more frustating. The only real problem with the khammander is the lack of interaction with his team! That's the problem that should be adressed!

    Right now a commander can expand everywhere on his own, as long as he doesn't hit any marines on the way! Maybe we should have gorge dependant structures to force commander-team cooperation. Like needing a "relay cyst" between a chain of 5 to 10 cysts. Of course that relay-cyst would be more expensive than a regular cyst and then I could imagine those being able to create what you're saying. but at a medium cost.
  • xxswatelitexxxxswatelitexx Join Date: 2012-11-16 Member: 171754Members
    edited November 2012
    One problem with cysts is they can easily be replaced pretty quick. Not to mention you can explode cysts manually damaging the marine.
    Also everytime you destroy a cyst the Alien Commander is informed, so you can't effectively break a cyst chain without the alien commander knowing where the chain broke.

    Once the chain has broken it takes more then a few minutes for the structures to die off. While fixing a cyst chain takes only 2 seconds.
    On the otherhand when loosing a power node requires someone to travel to that point - survive - and repair it.
    While alien commander can sit in his high chair and fix all issues from there it self.

    -----

    Cyst fields countering nodes will completely throw the balance of the game. All the suggested ideas have no negative conotations attached to them. 3 - 5 res is nothing for the boost it gets.

    Also no effective marine counter at all is suggested. Making it that much worse.
    What do marines get instead? Incidenary bomb? Carried on back of marine Takes 15 seconds to setup.
    Immedieatly destroys all alien cysts \ infestation and damages structures 75% [except hive which only takes 25% damage]
    Bomb only costs 5 resource. Since "resource fields is only 3"

    That would be a fair counter.
    What else?
    Sentry Guns that upgrade like TF2 - with missles which can take down an onos and gorges - but too slow for skulks \ fades \ lerks?

    Or how a bout "The AntiVirus"
    A syringe filled with a noxcious liquid, when injected into a cyst chain - destroys the virus along the chain unless the alien commander breaks the chain by exploding a cyst. The AntiVirus spreads from cyst to building every 5 seconds. When infected it drops the health of the building by 10% every 2 seconds. And infected buildings can only be cured if a nearby untreated cyst is ruptured, and a new one is remade, and only a gorge can heal infected buildings. The commander of course cannot explode any "treated" cysts, only healthy cysts to stop the spread.

    ----

    Either way I wouldn't mind the changes if marines had effective counter balance.
    Also if the suggestions had some sort of disadvantage also. As all the suggestions are only positives with no hint of disadavantage at all.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2012
    <!--quoteo(post=2027672:date=Nov 18 2012, 05:19 PM:name=Simini)--><div class='quotetop'>QUOTE (Simini @ Nov 18 2012, 05:19 PM) <a href="index.php?act=findpost&pid=2027672"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure about the res field, sounds it would be OP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Perhaps. What if it didn't affect marine extractors?

    <!--quoteo(post=2027921:date=Nov 19 2012, 01:45 AM:name=xxswatelitexx)--><div class='quotetop'>QUOTE (xxswatelitexx @ Nov 19 2012, 01:45 AM) <a href="index.php?act=findpost&pid=2027921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also no effective marine counter at all is suggested. Making it that much worse.
    ----
    Either way I wouldn't mind the changes if marines had effective counter balance.
    Also if the suggestions had some sort of disadvantage also. As all the suggestions are only positives with no hint of disadavantage at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The main disadvantages of cyst fields would be that cysts are quite weak and that it'd also require a mature cyst before you could create a field around it. Another thing (which I should mention it in the OP), but my thought was that when the cyst dies, the field would immediately disappear - well before the infestation itself.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2012
    I always wanted them to implement some sort of symbiotic relationship between the structures and the infestation around them. A crag causes a large swath of infestation to heal anything on it. A shade causes large swaths of infestation to highlight, like parasite, any marines on it. A shift causes large swaths of infestation to give aliens a slight movement speed boost and energy regen boost. I would be fine with have cysts be upgradable to serve this sort of role, but I'm personally not a fan of the abilities your propose, especially the res one; could you imagine how much res an alien comm would get from locking down a double then building a res cyst. He wouldn't need anymore res nodes for the rest of the game probably.

    My ideas from above.
    Crag cyst: Causes infestation within its area to release a nutrient mist which acts like a weak crag heal and speeds up maturation and build times slightly.
    Shade cyst: Causes infestation to highlight any marines on it.
    Shift cyst: Causes infestation to give aliens a small speed and energy regen boost.
    Whip cyst: Causes infestation to secrete a corrosive, sticky gas which slowly eats through marine armor. If they have no armor, then it begins to work on their health.

    Once the cyst is killed, the upgrade is completely lost. The commander must find a new mature cyst and upgrade it once again.
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