Blog - Dynamic Infestation

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  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    <!--quoteo(post=1585208:date=Dec 7 2006, 03:11 AM:name=Ahnteis)--><div class='quotetop'>QUOTE(Ahnteis @ Dec 7 2006, 03:11 AM) [snapback]1585208[/snapback]</div><div class='quotemain'><!--quotec-->
    Aren't you completely forgetting NS 1.0?

    <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I keed!
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    Ahahah....yea NS 1.0...i kinda cant really remind this version at all <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />...good old days. But i think, that Flyra and his team wont release a NS2 without alpha and beta testing it like hell ^^
  • arabarab Join Date: 2005-01-07 Member: 33505Members
    wat !? has this thread died a little ? its not multiplying at a rate of 4pgs per minute anymore <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    wats wrong with the good old days ? ^_^
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    Yea, the old days are gone imo. That time when NS was damn active like hell are gone untill 3.2 is final i think. The Forums here are only active by hardcore fans at all i think. the servers are mostly running co maps (co sux imo)....anyway...hopefully the old days will come back ^^.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    The whole internet has now visited this forum thread, now the thread will run as usual!
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    Oh coolcookiecooks is still active here....coolio...even if you dont know me, but I do (played some ns with you during the 1.04 days tho). <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Are you still doing custom content?
  • QlippothQlippoth Join Date: 2006-11-05 Member: 58389Members
    DAMN, That's sexy.

    however did all this:
    tap yourself on your shoulder a few times and say: " I rule "


    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and yes, of course we plan to have something to burn it all away. <!--QuoteEnd--></div><!--QuoteEEnd-->

    There is a god. somewhere in an unknownworld.

    I can imagine running with my flamethrower through some dark corridors burning away the infestation. Just like I hoped.
    The rooms that are fully infested woud look really nice with a dirty fog, maybe umbra or spores.
    I would like the starcraft approach of chambers that spread the infestation.
    but anyway, i'm 100% certain you guys are going to bring us the best game EVARGH!!!!!!!
    carry on....


    now, ahum *cough* 3 races *cough*
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    Hmm a NS with more than 2 races could be nice tho....but what would be the other 2 races be?
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    edited December 2006
    <!--quoteo(post=1585472:date=Dec 7 2006, 05:45 PM:name=Maxunit)--><div class='quotetop'>QUOTE(Maxunit @ Dec 7 2006, 05:45 PM) [snapback]1585472[/snapback]</div><div class='quotemain'><!--quotec-->
    Hmm a NS with more than 2 races could be nice tho....but what would be the other 2 races be?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    1) Forum-goers in creature form
    2) Rabid star wars fans
  • MattoMatto Join Date: 2006-12-08 Member: 58952Members
    Look very impressive. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I don't know if this has been brought up before, but I have an idea for gameplay. Maybe some, if not all alien structures can only be built on the infestation, And marines can not build on The infestation. At least, ll the alien 'Chambers' (Defensive, Offensive, etc) can only be built on the infestation. Maybe Even Resource towers can only be built on infested resource nodes. However, to make it fair, the aliens would need some way of manually infesting rooms.

    I like the idea of an "Infestation Chamber" or "Infection Chamber" (I like the second name better, aren't the aliens bacteria?). This and the hive would be the only structures that can be built without infestation. Perhaps an upgrade could be added as to how fast the Dynamic Infestation spreads? Also, how about when the Infestation chamber is destroyed, the infestation stops growing, until another infestation chamber is built?

    Since the Dynamic Infestation can grow onto walls and roofs, will it be possible to build chambers on the walls and roofs? I think this would be awesome, as the smart gorges could place offensive chambers where marines wouldn't usually look, sensory, defensive and movement chambers could be placed in areas that would be more protected from the marines, and of course (if they are added in) Infestation chambers to manually infest the roof and walls.

    One more thing, If the structures can only be built on infestation, you could add a animation of the structure bursting out of the infestation, or perhaps slowly growing out of the stuff. It would look much better than them just appearing.
  • Drk-RickDrk-Rick Join Date: 2006-12-08 Member: 58968Members
    Oww that's really nice!

    I have two ideas..

    1- All the alians when walk, create an invisible bacteria, if could boost the spread around the hive, like a path,.. and beside the path the DI spread slowly.
    2- Structurs can be build everywhere, and when the DI comes, boost the infestation in that area due the high concentration of bacteria.

    well.. that is it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    good work for you guys, i came here, because i really liked this effect and had appeared this two ideas in my head hehe
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--quoteo(post=1585446:date=Dec 7 2006, 11:04 PM:name=Maxunit)--><div class='quotetop'>QUOTE(Maxunit @ Dec 7 2006, 11:04 PM) [snapback]1585446[/snapback]</div><div class='quotemain'><!--quotec-->
    The servers are mostly running co maps (co sux imo)....anyway...hopefully the old days will come back ^^.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This is why I won't be purchasing NS2 if it comes with combat in any shape or form. Classic servers have been replaced with stripped down team-deathmatch. That's not what interests me in NS. Combat introduced people who had no real interest in the main game because it was too complex. Not realising thats what made the game entertaining in the first place. Bad idea, Bad execution. Just.. Bad.
  • MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
    edited December 2006
    Wasnt the original idea for combat to bring more people into the NS?

    I dont care for the combat and i dont really want to see it in NS2. Theres good deathmatch/TDM games out there and NS is not one of them.

    However, id like to see them make some "light" NS style game mode. Something... Obviously has to be one team against another.
  • arabarab Join Date: 2005-01-07 Member: 33505Members
    well a "light" form of ns would be comabat? dont u think so? i think it would be a cool idead to actually buid structures on walls and roofs... wat if the DI chamber replaces the SC and has the same functions as a SC and allows bacteria to infest the area? therefore allowing fo the infestaion to cloak the aliens and stuff... ?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That would be ridicolously overpowered. Marines wouldn't be able to venture into alien territory without having like 6 observatories for scans.
  • MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
    <!--quoteo(post=1586154:date=Dec 9 2006, 05:11 AM:name=arab)--><div class='quotetop'>QUOTE(arab @ Dec 9 2006, 05:11 AM) [snapback]1586154[/snapback]</div><div class='quotemain'><!--quotec-->
    well a "light" form of ns would be comabat? dont u think so? i think it would be a cool idead to actually buid structures on walls and roofs... wat if the DI chamber replaces the SC and has the same functions as a SC and allows bacteria to infest the area? therefore allowing fo the infestaion to cloak the aliens and stuff... ?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea, its "light". Whats your point?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That classic is too 'heavy' on its own?
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    If there was a decent tutorial for NS; then CO would go out the window.

    Hint to Charlie: Make a tutorial for NS mode.
  • B0Z0B0Z0 Join Date: 2003-08-12 Member: 19584Members
    will it start upon match start? makes hive location more obvious? how will it react to SC?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1586741:date=Dec 10 2006, 10:25 PM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Dec 10 2006, 10:25 PM) [snapback]1586741[/snapback]</div><div class='quotemain'><!--quotec-->
    If there was a decent tutorial for NS; then CO would go out the window.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    That's not it at all. CO is for a quick fix, and for a test of your own skill if you didn't have to rely on your team as much. It's nice for and meant for 2-8 players, and seeing as the outcome of a classic game with that size pretty much has a given outcome, it's preferable.
    Only, there's no hardcoded max amount of players, so you get stuff like 12v12 with extra plugins on top.
  • FangsFangs Join Date: 2003-02-13 Member: 13506Members
    That has to be very high on the list of the coolest game effects, just imagine it growing around you while your desperately trying to hold a location. WOW. I can't wait.
  • MattoMatto Join Date: 2006-12-08 Member: 58952Members
    I like to play co_maps more then ns_maps because not enough people play in Australia!
    Playing an ns_map is just not fun with four or five people <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
  • karbon4karbon4 Join Date: 2006-09-28 Member: 58044Members
    edited December 2006
    I'm ns forum noob but I think that the DI should affect gameplay, but not too much. I think people are forgetting that people already have the alien team and the hive to worry about fighting. Adding features like infestation hurting you is a little overboard. I can understand not being able to build on the infestation. But if was able to hurt to also it'd be like dummbed down OCs everywhere (with no res cost, assuming that the growing of the creep costs nothing). Unless marines have something to completely counter the infestation, other than a weapon that can "burn it away" they're screwed. The marines could have something like a researchable commander attack that works like a scanner sweep, but instead of viewing what the area you click on, it destroys any alien creep within range (high res cost of course). Kind of a seige cannon/scanner sweep thing. Just an idea, but my opinion still stands; making the infestation affect gameplay as much as some people want it to will screw over the marines. I think people are just excited and assuming that DI is the ONLY NEW feature that will affect gameplay. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    edit: btw it looks sweeeeeeet.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i have an idea. how about make the infestation allow alien structures to migrate slowly over them? the gorge will spray like a hormone or whatever on chambers and then spray where he wants them to migrate and then they will slowly move there.
  • ZammaZamma Join Date: 2004-05-04 Member: 28458Members, Constellation
    definately slower please...
  • DirtieDirtie Join Date: 2004-09-25 Member: 31923Members, Constellation
    edited December 2006
    <!--quoteo(post=1583216:date=Dec 2 2006, 08:18 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Dec 2 2006, 08:18 AM) [snapback]1583216[/snapback]</div><div class='quotemain'><!--quotec-->
    ZOMGWTHBBQ! <<< sums up my reaction.

    <b>Suggestions:</b><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, making Alien trritory 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)</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). 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 means a lot of the combat will be refocused around the 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><!--QuoteEnd--></div><!--QuoteEEnd-->
    This man (or woman) knows what he's talking about. In my opinion this is the ideal implementation (+the whole taking over doors/lights/computers thing and possibly activating something scripted, like weld points do in the current game). The only change that I might possibly suggest is having chambers being built faster rather than being more powerful.
  • DesireDesire Join Date: 2005-08-07 Member: 57757Members
    i was actually thinking that they could make an added Regen bonus on the infestation. or in fact only have the aliens Regen on the infestation. which would put emphasis on the capture on strategic points for the aliens.

    Ex: Routing an Marine rush. Rushing the Marine base.

    Although with this idea, i am sure it would have to be different in co maps, as something like that in such a small map would totally not only destroy the purpose of the infestation but also ruin the performance of the game on older computers
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    edited December 2006
    i can guess that probably the jerks who make NS servers with all the animations disabled in the maps will probably use a plug-in to disable the infestation. Flayra does not care about quality assurance regarding servers i'm assuming based on the fact that he apparently won't blacklist the servers that engage in crapification of his game.
  • WakeWake Join Date: 2003-03-05 Member: 14351Members, Constellation
    It's really nice. The time curve driving the infestation could be less linear, alternating rest, sudden push then slow down ... oh ... I guess you already thought about that anyway ...

    A really nice work. Glad to see that NS is still strongly innovative.
  • HumleTroldenDKHumleTroldenDK Join Date: 2006-11-28 Member: 58755Members
    Absolutly cool... But i want to know how fast an PC you need to play that kind of gaming?? And can you make an wall out of that on the movieclip?? could be awesome...
    and how do marines remove that stuff?
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->ZOMGWTHBBQ! <<< sums up my reaction.

    Suggestions:

    * 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, making Alien trritory just that little bit more hostile as special weapon recycling is nerfed.
    * 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)
    * Creep creates a 'no-build' area (for Marine team only)
    * Flamethrower de-creepifies. Nuff said.
    * 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). 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 means a lot of the combat will be refocused around the res nodes.
    * 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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds awesome.
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