Kharaa game ender
DC_Darkling
Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
ok.. I do not think 1 hive kharaa can survive versus a well teched marine group, so I do not see a problem there.
But we all know marines are in essence still capable of turtling. While it is possible to breach a turtle, it can be long drawn, especially on pugs. This idea is for 1CC, and 3 or more hive scenario's. (and who knows, if it suffieces to break end game turtle, we may get powerpacks & less dependance on the power node)
//Hive Explosion
* the selected hive goes kaboom, completely covering the whole map with bacterium. Selected bacterium will severely boost kharaa lifeforms, and preferably structures. (So for example, a 25% damage to all kharaa everywhere)
Key points:
* losing said hive. If it truly is a end game with a turtling 1 CC marine team, kharaa can easily lose a hive, especially on 5 techpoint maps. Hive can be re dropped if res allows, without losing the new buff. Losing the hive due to the explosion prevents 'early' use of the ability. (or makes it rather risky, which is also fine with me)
- Could potentially be limited to a minimum of active hives.
- could potentially cost a substantial amount of res.
* When a marine has 'recently' damaged the hive, it can not be blown up. (to prevent doing so if marines will rush it and thus losing nothing.)
* damaging the hive cancels the ability. (See above reason)
* Ability has a timelimit after activation, before it goes of. (see above reason)
* must be fully grown.
* ment to boost kharaa by increased damage, health/armor, something else, or a combination of these things.
- Could implement something like increased regen if a crag hive goes, or adrenaline effect everywhere depending on the hive.
To recap.. it is ment to buff kharaa for games where marines obviously lost but are in a turtle, while creating enought liabilities for the kharaa to not promote use during normal games.
I know there are plenty ways to break end game turtles, I am quite a fan for some of them.. (illusions anyone?) but this idea is merely for the matches where the end turtle is not regarded as fun.
ok.. go comment.
But we all know marines are in essence still capable of turtling. While it is possible to breach a turtle, it can be long drawn, especially on pugs. This idea is for 1CC, and 3 or more hive scenario's. (and who knows, if it suffieces to break end game turtle, we may get powerpacks & less dependance on the power node)
//Hive Explosion
* the selected hive goes kaboom, completely covering the whole map with bacterium. Selected bacterium will severely boost kharaa lifeforms, and preferably structures. (So for example, a 25% damage to all kharaa everywhere)
Key points:
* losing said hive. If it truly is a end game with a turtling 1 CC marine team, kharaa can easily lose a hive, especially on 5 techpoint maps. Hive can be re dropped if res allows, without losing the new buff. Losing the hive due to the explosion prevents 'early' use of the ability. (or makes it rather risky, which is also fine with me)
- Could potentially be limited to a minimum of active hives.
- could potentially cost a substantial amount of res.
* When a marine has 'recently' damaged the hive, it can not be blown up. (to prevent doing so if marines will rush it and thus losing nothing.)
* damaging the hive cancels the ability. (See above reason)
* Ability has a timelimit after activation, before it goes of. (see above reason)
* must be fully grown.
* ment to boost kharaa by increased damage, health/armor, something else, or a combination of these things.
- Could implement something like increased regen if a crag hive goes, or adrenaline effect everywhere depending on the hive.
To recap.. it is ment to buff kharaa for games where marines obviously lost but are in a turtle, while creating enought liabilities for the kharaa to not promote use during normal games.
I know there are plenty ways to break end game turtles, I am quite a fan for some of them.. (illusions anyone?) but this idea is merely for the matches where the end turtle is not regarded as fun.
ok.. go comment.
Comments
Assuming it is active for about a minute, you have a different problem of coordination. This is a pub game you are talking about, could the com organise this? (Especially since I've had coms that can't even drop mist when called for). Finally, I think the ability might be used more on an aliens last stand, exo's about to hit a hive, BOOM rush base with power attack, rip down everything, exo's fail their rush on that hive.
But, the idea has merit and honestly sounds rather cool, imagine the marines fighting a desperate last stand with faces white in horror at the (low droning?) sound of a hive exploding in a cloud of stinging spores... Maybe Xenocide could have a smaller version of this buff too?
Or, like @CrushaK said, me likey.
That and if you control all resnodes -1 you should have an abundance of res. Stop effing off and go kill the power node. Power node down means weapons are now 0/0 and they are essentially pea shooters. If you die, who cares, the game is over.
@Sixtywattman & SoundFX.
I did state in my opening post there are perfectly fine ways to break turtles. I know, you know, but so many people do not know, or fail so huge at using them all in a coordinated manor that 'ended' games drag on and on.
This is merely to give, although a very hard, push in the back.
Those people just need to learn then. It's really not that complicated.