Anything planned for infestation?
killer monkey
Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
I was just looking through old NS2 development videos and stumbled on the infestation prototyping video. The video made me wonder if the current infestation is final in either aesthetics, or gameplay. I also wanted to know what happened to the ideas on that video. So is infestation final the way it is, or is there some improvements coming?
Comments
There is probably more pressing concerns to work on first though.
That kind of ground clutter can usually put quite some stress on hardware.
I think they should first grant solid performance, then venutre into making things pretty.
The vines sound good. Maybe a biomass level 9 ability to grab nearby marines and tear open their stomachs in a flurry of intestines. Nearby aliens would be healed if they kept biting (feeding) at the spray of entrails. ) *nom nom nom nom*
Aesthetic improvements? ....meeeeh.
Rather the memory, I am afraid.
I once experimented a bit in a mod that tripled the number of blobs in detailed infestation (while making the blobs themselves smaller). The result looked nice, but the memory consumption went up by 1 GB due to that…
As far as aesthetics go, meh... I play with minimal infestation anyway because I have a non-government computer and like framerates above 20.
That would be nice, even just having static plants mixed in would be cool, i thought the current form of infestation was a last minute addition before release? It always seemed so with the big blobs and tacky look, hopefully it does get some improvement before they stop doing content updates, because im pretty sure the current infestation was not what they envisioned.
They could even reuse the one that are inside a gorge tunnel
I wish there was an option for something like that for those of us with more memory available.
Another huge improvement would be to change the infestation-blop generator. Instead of using random numbers to position the blops around the cyst, it should be an deterministic algorithm. The parameters would be the position of the cyst and from that it would calculate where the blops have to be around the cyst. Choosing the right algorithm will make it look random, like it is now. But with the BIG advantage that every client sees the blops on the same position. Making them usable as visual cover.
The old cystem before this change just had one big texture with its center at the cyst.
Just my 2c
YEAH BABY!
The original adoptation of the Cyst idea has esentially been....perverted. The original idea and workings of the Cyst was perfect, but all its hard work was taken away.
1) Cysts is suppose to emanate the influence of the Alien threat, the original idea of the game, Alien infestation, Aliens taking over.
2) Infestation should be seen as a threat, not an annoyance.
3) Cysts cost money, Anything that costs money in the game should have value
Moving forward.
In order to drop a structure, it must be supported by infestation. However if the infestation is nutralized the supported structures die.
You also have to wait for a Cyst to grow in order to be able to drop a structure.
Problems: 1 Cyst is weak, Cyst costs Money, Cyst is slow to grow and spread, Cyst has area restriction and automatically kills another Cyst placed near by.
Scenario: Aliens take over part of map, Alien Commander decides to strategicly place support structure, however he has to wait for the cyst to grow.
By the time the Cyst is grown, Marines are back in that zone and the Alien commander is either unable to drop support structure, or b) has a structure finally building only to be killed, with potential loss of drifter.
Scenario2: Aliens are trying to maintain expansion of res nodes, Marine team kills cyst, harvestor is slowly dying. The Alien commander in panic drops a cyst, then accidently drops a second cyst to close causing the chain to break, and then the res node dies.
This has to be the most frustrating thing to witness, especially as an egg evolving into groge to heal the rt, only to see a res node die to slow cyst expansion.
-I would like to see the following considered
1) Cyst Infestation speed increased
2) Auto Kill Cyst by another cyst removed
3) Add value to infestation; Movment Speed Increase, Hive Sight, Healing, dapen sound of movement, Block Marine structures
As it been considered to have a max cyst count for a map? So you can still place a number of cysts in a single room while still maintaining performance. The auto kill cysts is a frustrating mechanic.
Also, I find myself often using mist on my cysts to speed them up so I can drop my first res node.
Thats how i wish infestation looked. You know like it was actually the aliens version of nature and plants, with stuff sticking out.
P.S. I hate the autokill, it is very annoying. I hope it will one day be removed when optimization has rendered it unnecessary.