Dynamic Infestation Could Expand the Hive Location Concept
MilesTeg198
Join Date: 2007-07-19 Member: 61626Members
<div class="IPBDescription">Using dynamic infestation to eliminate static hive build spots</div>First post ever, I looked through the forums to see if the topic existed yet and did not see any ideas that resembled it, however if it does please let me know and I apologize for the inconvenience.
The game has kept me interested over the years because each game instance is unique in its own right. Sure patterns emerged and static strategies became norms but the improvisation in each game impressed me. With that said I think Charley has a unique opportunity to expand the uniqueness of each game instance by using dynamic infestation technology to allow Kharaa to build hives in any area (within reason, read on for further explanation)
The process:
1. A gorge player identifies an area they believe to be a good hive location
2. The gorge activates an infestation
3. Dynamic infestation begins to grow, per the existing concept Charley has
4. When the infestation grows to a threshold level the gorge plants a hive
5. The hive builds just like current game design
Limitations:
1. Infestation can be planted anywhere, but hive building should be constrained by size requirements. This is important to safeguard against exploits, like hives in vents or
inaccessible nooks.
a. The size requirements can be determined many ways, here are my initial ideas
i. Map builders mark acceptable hive build zones
ii. Map builders mark unacceptable hive build zones everything else is acceptable
iii. Give the hive a building size and do a logic test to see if the hive building is being requested in an area that is large enough to be placed and if it is on a large enough
infestation.
2. Limit to three hives just like current game design
Other notes:
1. A first hive location should still be designated by map community; random first hive location could be really bad depending on placement.
2. It should be determined if there should still be multiple locations for the first hive, to keep Marines looking for the hive location early game, or the game design could shift to
both teams knowing where each other's bases are and let the game improvise from that point on.
Justification:
1. This will allow Kharaa the ability to improvise base locations just like Marines
2. It will eliminate Marine strategies such as ‘early base redeploy at empty hive’ thus forcing more dynamic strategies to be created.
3. Will increase the uniqueness of each game instance, no two games would be alike or at least until the community figures out ‘the best’ hive spots on each map. Kharaa could
lock down key resource points, place hives near CC, place hives at choke points, etc.
4. Will give the mapping community more room for creativity in design. Rather than having to limit their design with a defined CC area and three hive areas they could just design
for a CC area and a hive area, then design so that many areas could become hive locations.
5. Expands on one of the core competencies NS already is known for, the uniqueness of each game instance.
It’s a start to the idea; I would love to hear feedback.
~Miles Teg
The game has kept me interested over the years because each game instance is unique in its own right. Sure patterns emerged and static strategies became norms but the improvisation in each game impressed me. With that said I think Charley has a unique opportunity to expand the uniqueness of each game instance by using dynamic infestation technology to allow Kharaa to build hives in any area (within reason, read on for further explanation)
The process:
1. A gorge player identifies an area they believe to be a good hive location
2. The gorge activates an infestation
3. Dynamic infestation begins to grow, per the existing concept Charley has
4. When the infestation grows to a threshold level the gorge plants a hive
5. The hive builds just like current game design
Limitations:
1. Infestation can be planted anywhere, but hive building should be constrained by size requirements. This is important to safeguard against exploits, like hives in vents or
inaccessible nooks.
a. The size requirements can be determined many ways, here are my initial ideas
i. Map builders mark acceptable hive build zones
ii. Map builders mark unacceptable hive build zones everything else is acceptable
iii. Give the hive a building size and do a logic test to see if the hive building is being requested in an area that is large enough to be placed and if it is on a large enough
infestation.
2. Limit to three hives just like current game design
Other notes:
1. A first hive location should still be designated by map community; random first hive location could be really bad depending on placement.
2. It should be determined if there should still be multiple locations for the first hive, to keep Marines looking for the hive location early game, or the game design could shift to
both teams knowing where each other's bases are and let the game improvise from that point on.
Justification:
1. This will allow Kharaa the ability to improvise base locations just like Marines
2. It will eliminate Marine strategies such as ‘early base redeploy at empty hive’ thus forcing more dynamic strategies to be created.
3. Will increase the uniqueness of each game instance, no two games would be alike or at least until the community figures out ‘the best’ hive spots on each map. Kharaa could
lock down key resource points, place hives near CC, place hives at choke points, etc.
4. Will give the mapping community more room for creativity in design. Rather than having to limit their design with a defined CC area and three hive areas they could just design
for a CC area and a hive area, then design so that many areas could become hive locations.
5. Expands on one of the core competencies NS already is known for, the uniqueness of each game instance.
It’s a start to the idea; I would love to hear feedback.
~Miles Teg
Comments
Anyways, I'm almost positive ideas like this have been suggested in the past, some people have wanted to be able to choose where the hives go rather than choosing from 3 specific ones.
As for the idea itself, I think for balance reasons it should be left up to the mapper where the hives go, as it would still be up to the mapper, but it could fundamentally change how maps are made as people would have to keep in mind how big a hive is and make multiple 'hive rooms' that could be used for different things.
It would be interesting to always be surprised by where the aliens have placed their hives though, but I guess I'm just not entirely sold on the idea just yet.
The downside I see to this is only one. Distance. When using siege turrets a map maker can set how far the hive is set from point to point, knowing that if the marines can setup in the hallway NEXT to the hive, they can siege it. Now I only see one possible problem being, when they discover this after playing the map a few weeks and find out that by placing the hive "at the far side", the marnies have to basically be inside the hive room to siege it. Meaning not all hives will be siegable. [i.e. Aliens seem to always win certain maps] Either that, or you'll always have small hive rooms, which then limits the designers and map makers. I love seeing tight cramped areas, and also huge roomy areas-
Anyways, I think there is definit potential here, but if not implemented correctly lettin people place hives "wherever" might result in too many exploits.
First point, the source engine allows modders to 'imbed' attributes into textures (Sparks for metal, buoyancy, etc) they could easily create a 'hive' attribute and just paint it on with during the texturing process
Second point, I think this would be the biggest challenge to overcome, might take some more forethought during map creation but I think the added effort would create a more dynamic gaming experience and thus worthwhile. Mappers would need to draw a sphere with the radius of the siege cannon range in Hammer and check all the nooks and crannies.
~Miles Teg