Creep Compendium

CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
edited December 2006 in Ideas and Suggestions
<div class="IPBDescription">all DI suggestions and discussion welcome!</div>This thread is for any suggestions you have for Dynamic Infestation (DI, a.k.a. 'creep'), whether they be:

- How it is to be implemented (client/server hardware considerations, mapping support, etc.)
- How it should function in terms of visuals/physics
- How it could be incorporated into NS-style gameplay

Before we get started, it's generally accepted that the DI test teaser footage is simply that; the speed at which it spreads, the direction in which it spreads, the height and bumpiness, etc. can probably all be altered. First off I'll start with what we know:
<!--quoteo(post=1582921:date=Dec 1 2006, 08:37 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Dec 1 2006, 08:37 PM) [snapback]1582921[/snapback]</div><div class='quotemain'><!--quotec-->
To address some common questions:

- Yep, the video shows it growing very fast. <b>We expect it will go quite slowly during normal play</b>. Turn your back on it to build a couple structures and then you notice it's gotten closer.

- Yep, <b>we expect the Gorge to be able to "grow" it faster with his bacterial spray, though we are just guessing</b>. It's way too fun to "paint" with it to not plan on including this somehow.

- We're not sure about whether it will be required for alien structures or not (ala Starcraft). We'll have to try that.

- ...and yes, <b>of course we plan to have something to burn it all away</b>. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1583158:date=Dec 2 2006, 09:21 AM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Dec 2 2006, 09:21 AM) [snapback]1583158[/snapback]</div><div class='quotemain'><!--quotec-->
To answer a few more questions:

- Yes, it could be a lot of work to make sure this works in a networked environment, but we have some good ideas so far. The infestation will be exactly the same on everyone's machine.

- As far as performance goes, it won't be a hog. <b>We're tentatively targeting HL2 system specs for NS2</b> so don't worry about having to buy a new video card/computer.

- Lots of great ideas floating around about how the infestation will affect the game, but be sure that <b>it won't be just eye candy, it will affect the game</b>.
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So, let leash your I&S and I'll try to keep the threadstarter updated with all confirmed creep credentials (PM me if you see any mention of this by the Devs).

Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Here're some suggestions to get us started:
    <ul><li>The creep should have visual and pseudo-physical properties only. By that I mean it shouldn't reduce the amount of space by pushing up buildings, it should grow around both teams structures so they look 'sunken in', and Marines and Aliens should walk through it (this is so mappers don't have to make their rooms and corridors X units bigger in all directions to accomodate for creepage, so you know if you make a doorway that fits an Onos, it fits an Onos). This would also mean that when weapons are dropped Marines would have to 'hunt around' for them since they wouldn't be visible under the creep. Also, if the comm didn't drop a medpack/upgrade directly on top of a 'rine in the creep, he'd have to guide him back to where it was dropped as it would be submerged. All of this would make Alien territory just that little bit more hostile as special weapon recycling is nerfed.</li><li>There should be 'creepable' map tool that allows you to select surfaces or areas that should be 'creep-free' (creep shouldn't clog up areas that are supposed to give Aliens more freedom of movement, i.e. vents)</li><li>Creep creates a 'no-build' area (for Marine team only). This would mean you can't PG inside an active Hive, and might have to take down the resource node (which generates creep, see below) to clear an empty space.</li><li>Flamethrower <i>de-creepifies</i>. Nuff said.</li><li>Have res nodes and Hives generate creep, with Alien structures buildable in all areas but with slightly faster 'rate of fire' for their abilities if built on the creep (OCs fire very slightly faster, MC gives Arenaline ever-so-slightly more often).</li><li>Remove innate regen for Aliens and have them regen on creep. This gives Marines an added incentive to taking it down, and means Aliens will naturally regroup around strategic points in the map to recoup health, improving map navigation and promoting teamwork as teammates on the Alien team see eachother more often. It also makes it more worthwhile to build upgrade chambers further up the field as they will be more effective when built near Hives and res nodes.</li><li>Make Marines move slightly slower in creep; again, giving Marines yet another incentive to taking it down. Also this would fit in with them 'wading' through it.</li></ul>
  • GeminiUKGeminiUK Join Date: 2003-12-30 Member: 24880Members, Constellation
    Allready a thread on this that I made earlyer today.

    <a href="http://www.unknownworlds.com/forums/index.php?s=5886389135761121280&showtopic=99061" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=99061</a>

    Your one looks nicer tho tbh ^ ^
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    I think aliens should be dependent on the creep somewhat to expand and build, whilst the marines are more mobile with an outpost style approach. Aliens being restriced to building on creep isn't a bad idea, but marine should be able to build anywhere. There can be disadvantages for marines on creep, or just advantages for aliens. Imo making the creep an alien only mechanisim with marines more 'global' creates a nice distinction between the 2 teams. Finally, the infestation should get damaged by just general fighting, bullets, explosions, etc.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    I second or third that!!!!!!!!!!!
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    edited December 2006
    I'd make it effect the gameplay as much as possible. We have enough games with goop on the walls already. Dynamic goop without gameplay consequences really doesn't do very much at the end of the day.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    My suggestion:

    --All alien structures generate creep out to a certain radius at a pre-set speed. Hive radius is larger.
    --Marine structures do not stop creep from growing, but do slow it down. Creep growing near a built marine structure only grows at 1/4 normal speed
    --Flamethrowers can burn creep away quickly (obviously)
    --If the alien structure generating a particular patch of creep is destroyed, the creep does not automatically recede. If a marine structure is built nearby, then the creep recedes at the same speed it normally grows at. Or you can burn it.

    --The sensory chamber will not start a new patch of creep, but if there is already a patch of creep nearby then the SC will expand it. (To avoid making it too easy to spot them.)
    --Marine structures can be built on the creep, but will slowly take damage over time. Marine structures that are built on clear ground can later be enveloped by creep, and will take damage. Electrified structures will not be enveloped, but if they are already enveloped before electrification then they will take damage.
    --Gorges can't make creep outside the normal range of alien structures, but if a structure is starting to generate a new creep field the Gorges can accelerate the process to complete the creep faster. For example, this would be useful to push a creepfield towards a marine structure which would normally slow down the creep growth.

    Completely agree with the first suggestion on the list above. Beyond the marine structures taking a little bit
    of damage, there should be some other benefits for being on creep, but I'll let someone else suggest what that should be.
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