Why Aren't The Maps More Infested?

monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
This is just a question I'm bringing up for discussion, it's NOT an idea or suggestion, as a great deal of balance changes would be needed...

I was wondering about the nature of the Kharaa infestation...the basic story is, colonial ships are taken over by the alien menace, and the TSA is sent in to reclaim the multibillion $$$ investment. But why aren't these ships/stations ever in a more advanced state of infestation? It's always one hive, no upgrade chambers. Do the TSA get there just in time to push out the aliens, before it's too late? That doesn't seem to be the case; the other hive locations are already infested, which ought to take a while (and yet when the game starts, the other two hives cam be built in a matter of minutes)

It seems to me that it would make more sense for many of the maps to begin in a more infested state, with multiple starting hives...Naturally, the TSA would scan the infested ship before docking, and their reaction would be appropriate to the situation - starting out with HA or JP, not the weakest unit they can muster, lv 0 marines...but not the strongest they have to offer either, because they have to be cost-effective

Best case scenario would be an alien team that starts with all 3 hives built, and an initially well-equipped marine team to eradicate the threat. Naturally, RTs would still be vital, or the marine advance would quickly run out of steam.

Comments

  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Well, I agree that the map should be more infested, but from a story point of view, the TSA is a poor organisation, and its only income is Constellation (<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) and the actual resources on the ships (the nanosludge nozzles)

    Apart from that, nanites clean the ship, apart near hives where there's bacteria (nanite's evil twin nemesis) and the gameplay takes care of the rest of the illogic parts of the game.
  • ThanatosThanatos Join Date: 2003-02-05 Member: 13138Members
    If I recall the background story correct, the infestation is more or less passive and dormant until a threat appears. In this case a bunch of mentaly unstable triggerhappy marines.

    So that might explain it. It was also explained somewhere why aliens evolve in stages to conserve energy. Only going for higher more complex lifeforms as the threat escaletes. They don´t really understand humans so they wouldn´t have any idea how and why marines go all axehappy whenever they visit.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Thanatos+May 9 2005, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thanatos @ May 9 2005, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They don´t really understand humans so they wouldn´t have any idea how and why marines go all axehappy whenever they visit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True.. us aliens only want peace. If they'd simply relax and get rid of those pesky nanite things, they could become one with the hive and we'd all be happy. We don't need to be fighting. Just lay down your arms, marines.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    <!--QuoteBegin-Thanatos+May 9 2005, 02:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thanatos @ May 9 2005, 02:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I recall the background story correct, the infestation is more or less passive and dormant until a threat appears. In this case a bunch of mentaly unstable triggerhappy marines.

    So that might explain it. It was also explained somewhere why aliens evolve in stages to conserve energy. Only going for higher more complex lifeforms as the threat escaletes. They don´t really understand humans so they wouldn´t have any idea how and why marines go all axehappy whenever they visit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I believe, not too sure, that some of that or part was in Six Days, or some guide somewhere.

    How cool would it be, if in source.. the infestation got bigger as time grew on and plus each hive. It'd just change the tilesets.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Nothing bothers me more than walking into the hive room, with everything clean, and seeing a square room with square infestation. Yuck.


    True, i think mappers need to pay more attention to infestation. Seems like an afterthought on most maps rather than something to add to the atmosphere. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    to be fair its the mapping guidelines holding mappers back on lots of infestation (clip nodes, max patches, 4 meg texture limit, poly limit etc)
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Let's replace 'Mapping Guidelines' with 'HL engine' there, shall we? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Let's say "HL engine" holding back the "Mapping Guidelines" holding back the "mappers" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    It's possible to do (old Hera, for example, was extremely charged) but you really don't want that back.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I'd like to see a nice animation of while hive is building the "infestation" starts taking over the walls and creeping on them outward from the hive as it builds... maybe a light on the ceiling flickers off and the glass breaks and dims the hive area a little bit... little touches like that would be AWESOME
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    I think thats basically everyone's consensus about what a hive should look like when building.. because its just plain an awesome idea.. it's been sputtered in these forums for quite a while, so most likely the devs are aware and might build off of the ideas?

    It'd also be very cool to see the hive materialize from the ceiling down, kind of like falling like tentacles that form the hive, color it and then create it.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    ok, it's gotten just a tad off-topic...the point of the thread was to ask why the aliens start with only 1 hive, since there are multiple suitable locations in a given map. I understand that you dont see lifeforms show up unless the hive needs to defend itself, but the infestation should continue trying to spread as much as it can with the nanites slowing it down.

    After a certain amount of time passes (just how fast is the TSA response anyway?) I would expect to start seeing multiple hives in one location (map)

    What would you guys think about maps/alternate gameplay modes that involve TSA pushing back on a more firmly established Kharaa presence?

    crazy idea that's not going in below
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    what I have in mind is, kharaa start with 2-3 hives and their hive nodes, but no upgrades...hive abilities would come from a new "ability chamber" for balance...meanwhile, TSA starts with JP or HA and much more starting res than normal - they have to build their base and push for one of the hives immediately, before aliens can unlock the hive 3 attacks or get the res to go higher lifeforms. Both sides start out more powerful than now, but aliens are really on the defensive (at least in the beginning). Res nodes are vital to keep from running out of steam.

    I'd add more details, but its not going to happen anyway (well maybe on Source, depends on what direction NS goes)
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin-Nemesis Zero+May 9 2005, 04:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 9 2005, 04:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let's replace 'Mapping Guidelines' with 'HL engine' there, shall we? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've been close to 8 MB's of textures without any errors, don't know how far it can go, but 4 MB's is definetly not max.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Sovlent's right, the decision process can be summarised by the following:

    Half-Life Engine provides a drawing board which NS can 'fill up'. Natural Selection uses up a lot of that space with the race structures and all of their effects (turrets shooting, DCs healing, PGs teleporting, etc.). The Dev team also decides that NS should be playable on a PC with <i>X</i> specifications, this is not really a very high-spec machine and so they must give certain guidelines for the mappers that ensure that gameplay is not ruined by the PC having to deal with too much information at once. The mappers who stick to these guidelines get the chance to submit their maps to see if they'll go official.

    I think that something for the Source engine would allow much more in terms of visuals in the Hive rooms.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I was actually referring to the polycounts ("blocky infestation") in my last reply, but yeah, Crispy summed it up.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--QuoteBegin-aeroripper+May 9 2005, 05:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ May 9 2005, 05:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd like to see a nice animation of while hive is building the "infestation" starts taking over the walls and creeping on them outward from the hive as it builds... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i hav a little bit of "growing" infestation in ns_training <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Meat Popsicle+May 10 2005, 12:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat Popsicle @ May 10 2005, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-aeroripper+May 9 2005, 05:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ May 9 2005, 05:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd like to see a nice animation of while hive is building the "infestation" starts taking over the walls and creeping on them outward from the hive as it builds... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i hav a little bit of "growing" infestation in ns_training <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    really? where?
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    My impression of it is this. The bacterium accumulates in various places throughout the map on its own. Its operating on nothing more than the raw materials of the things it can consume. It continues this way starting from small bits of ooze and growing to the infestation level you see in the map. Once it reaches a certain critical mass, its ready to spawn a hive. The TSA gets there shortly after the first hive location reached critical mass to spawn a hive. All of the other hive locations are assumed to be very near crtical mass. After the first hive goes up, the kharaa have access to nanosludge which helps immensely in spawning the remaining hives.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    The thing with infestation is that it's hard to use in large quanities. After awhile, rooms with the same texture all over the walls, dispite architecture, begin to look the same.
  • CyberPitzCyberPitz Join Date: 2004-09-04 Member: 31301Members, Constellation
    I always wondered why the empty hive rooms had infestation, and nothing else, since the hive rooms start empty after all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    <img src='http://www.nude-soiree.net/images/ns3.jpg' border='0' alt='user posted image' />
    <img src='http://www.nude-soiree.net/images/ns5.jpg' border='0' alt='user posted image' />
    <img src='http://www.nude-soiree.net/images/ns2.jpg' border='0' alt='user posted image' />

    My poor baby <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I even created my own INFESTOR GLOW CRYSTALS SPECIAL KHARAA BRAND. Oh and thats all within the poly limits quite easily.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited May 2005
    Got bored. Then lost it.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    edited May 2005
    now thats an interesting thing to discuss...

    very nice map ben...

    i ll write more as soon as i have more time for it
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    very nice, esp. the second pic...I have a rough time doing rocky-looking walls in Hammer
  • QwertyMcDunkinQwertyMcDunkin Join Date: 2002-10-06 Member: 1443Members
    <!--QuoteBegin-Haze+May 11 2005, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Haze @ May 11 2005, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The thing with infestation is that it's hard to use in large quanities. After awhile, rooms with the same texture all over the walls, dispite architecture, begin to look the same. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This probably happens because, if I remember correctly, there are only about 4-5 infestation textures, and a million metal grate textures.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Wow. Now that's how infestation should be done, congrats, Mr. Ben.

    For other mappers, please note the functional aspects of infestation: It fills in those little holes and bumps that knock skulks off the walls and ceiling.

    Personally, I'd love to never see another hive room with a 90 degree edge in it, but that may just be me.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    We mostly do that already with a brush-based entity (an invisible wall) so that we can keep the sylishness of the bevelled edges, nooks and crannies with almost all of the functionality. Your point is still very valid for Hive areas.

    To go back to the idea behind why the whole ship isn't infected, I'd answer the following. The idea goes that the Khaara are in 'hibernation' for much of the time, so they're obviously not wanting to encourage a fight. Having infestation all over the place might create detectable 'lifesigns' or otherwise which would show up on scanners. I'd guess that the Khaara have just enough knocking about to allow them to spring into action when needed.

    I don't think the Khaara are baiting the Human race by infesting their ships, merely expanding across the Universe much like we would if we had the technology, and the Humans of the NS world are already in the process of doing. What comes hand in hand with colonising distant parts of the Universe, is protecting that territory, an instinct that even we as Humans still have today (even if the law, at least in the UK, wants to protect the intruder's rights after he has broken the law and proved himself a criminal <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> ).
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