Reworking the Alien Tech Tree

AndinagamaAndinagama Join Date: 2012-12-23 Member: 176019Members
edited August 2013 in Ideas and Suggestions
I've read a lot of posts recently that have expressed concern in varying degrees about the Alien Tech Tree and how unintuitive (even boring) the Alien Commander is as of b.253.

I don't currently have any suggestions to make Alien Commander more fun, but I do have an idea to make the tech tree more understandable to new players and more intuitive.

A structure that the Alien Commander can drop, named for example "Biomass Generator"

cost: 20, 20, 20, 30, 30, 30, 40, 40, 40, 40, 40, 40 (or perhaps more dynamic, like 20, 23, 26, 29, 32, 35, 38, 41, 41, 41, 41, 41)
limit: 3 (4?) per hive, total limit 12
function: provides the Alien team with 1 Biomass unit
effective hp: around 1500 (definitely tweak this, maybe subject to maturation and increased health over time)

structure's active abilities:

x refers to the number of biomass units (and thus your count of Biomass Generators) required to research this ability from other strucures (currently Whips, Hives, Shades, Crags and Shifts in b.253). This can easily be tweaked to be requiring research, or not requiring research.

I may have the order of the abilities below incorrect.

Skulk: Leap (x), Xenocide (x)
Gorge: Babblers (x), Tunnels (x), Bile Bomb (x), Web (x)
Lerk: Umbra (x), Spores (x)
Fade: Vortex (x), Shadowstep (x), Stab (x)
Onos: Stomp (x), Bone Shield (x)

-A sub-suggestion of the above might involve Khammander spending more res to make some active abilities become availble earlier in game.

Summary: A structure that grants Biomass and all lifeform abilities can be researched there. (Hives will no longer generate Biomass).
(also) Khammander can spend extra res to make some abilites available earlier (influencing strategy in the game, like for example, Lerk/Spore rush before Exos come out).
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