Gorge Building

MilesTeg198MilesTeg198 Join Date: 2007-07-19 Member: 61626Members
<div class="IPBDescription">No build, just miracle grow it</div>Following up on an idea generated from my last post:

Idea to replace Gorge building requirements:

1. Gorge identifies area to add building; movement, offense, etc.
2. Gorge plants a gestation item (Egg, pile of goo, something non-building looking)
3. Gestation item grows into the selected building without Gorge needing to build it
4. If there is any confusion think of Protoss building construction.

Limitations:

1. Gorge is immobile for 1-3 seconds while planting the gestation item (This will help with building spamming/lamming)
2. Net time to build is increased due to the benefit of not needing to build (I know they can technically build themselves right now, but it is too slow to be viable)

Justification:

1. Kharaa are organic, their buildings are organisms too. They should not have to build like marines do
2. Would add aesthetics to the game, think of the move Alien and the first time the face grabber egg opens up. Charley could do some really cool 'self build' animating
3. This would further define the uniqueness of the Kharaa thus increasing race differentiation


Love to hear some comments.

~ Miles Teg

Comments

  • dragonsowldragonsowl Join Date: 2007-10-08 Member: 62578Members
    Personally, i like the idea, except what would the gorge do?

    (this would fit right in actually with my nonlinear evolution theme, of having a "builder tree" where at the bottom of the tree, the gorge like starter organism actually has to build the building, but at the latter versions of the gorge like creature, the gorge may just have to drop the chamber starter, like goo or an egg)

    I mean, they are probably have a limit to how many chambers can be in an area, like they do already, so the gorge would probably just drop the max number of chambers (offensive i mean), then move on to the next room. The problem with this is, not only is it boring (in my opinion) but it would imbalance the game like crazy. I mean, a gorge building rush would be unstobbalbe. Rooms would be stuffed to the brim with oc's by mabey 2-3 gorges a room, in a matter of min. While it used to take4-10 min to do the same effect. In other words, they would seed leave, so the marines wouldn't get kill's if they find the room early.

    Great concept if it didn't imbalance the game.

    Actually, if you made it so that the growth process was unbelievably slow, and they had the option to build it anyway, to speed up the process it might work. Personally, i think that would help balance the game by allowing to drop a res tower, have it grow by itself, and start dropping oc's, for gorge protection.

    Another way that I THINK would make it work would be implement it to my Non/multi linear evolution idea. So that only the advanced gorge would be able to just drop the building. OR if they all can drop, and have automatic growth, make it so that being an advanced gorge creature would have a remarkably faster build ability. Where it would take a few min. for the lowest level of creature on the "builder tree" the fastest would build it in like half a min.

    This is just my point of few, im open to changes to it, or if you believe my points are invalid, go on ahead and make ur argument <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Gl with the idea though, id like it if it wouldn't make gorge rush as powerful <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    I like this idea. I don't think it would cause balance issues if implemented correctly though.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I mean, they are probably have a limit to how many chambers can be in an area, like they do already, so the gorge would probably just drop the max number of chambers (offensive i mean), then move on to the next room. The problem with this is, not only is it boring (in my opinion) but it would imbalance the game like crazy. I mean, a gorge building rush would be unstobbalbe. Rooms would be stuffed to the brim with oc's by mabey 2-3 gorges a room, in a matter of min. While it used to take4-10 min to do the same effect. In other words, they would seed leave, so the marines wouldn't get kill's if they find the room early.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If 2-3 gorges had the res and inclination to oc up a room, it wouldn't take long at all for them to do so. With the current system, three gorges can power build an oc up in a couple of seconds, so if the three of them went nuts fortifying a room, they would throw up those defenses really quickly. Besides, I don't think that it is being suggested that the resource cost should be removed, so it would still cost them to rush oc's and then they wouldn't be able to do things like drop rt's and hives or go for higher lifeforms, which would severely limit the effectiveness of your mentioned "gorge building rush".

    I don't think this would be imbalancing, though the exact build times would probably need some tweaking. Vote <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->YES<!--colorc--></span><!--/colorc-->
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i'd vote no simply because there isnt anything terribly wrong with the current system - appart from not being to build on walls and not having a"ghost" so you can tell where your structure will be deployed (all disccussed elsewhere)
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    Yeah i vote NO as well, i like being the gorge and having to build stuff at the moment. Take away the building aspect and what is the gorge left with?
  • BlooBloo Village Fool of UWF Join Date: 2006-11-09 Member: 58497Members
    I say Yes to the building growing animation, but NO to the rest. Just make it look more realistic.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    It's been a long time since I played NS... but didn't the alien buildings build themselves if left unattended anyway? or was that repair.

    To those saying "No" remember, this is a new part in the game, another step of evolution... perhaps Gorges, in NS2, have a better defensive role (instead of builder role). Planting seeds, healing, trapping, Barricading (shell)...

    Perhaps the developers could take Gorge in a new and evolved direction, make them much better at defending with their new abilities... better webs, hard shell, better healing, new traps (slime like posted in another thread, a hardened-saliva-semi-opague wall which lasts for a few seconds etc).

    Instead of being a "builder class" perhaps they would be a "defender" planting the seeds for buildings, then using their defensive abilities to protect them as they grow, to protect damaged skulks, Re-routing marines with better traps.

    I say if the conditions are correct, shifting the gorge's role away from builder, to a defender... and the building construction times aren't ridiculously long, and they have a fair amount of hit-points while they grow, then it could be good <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    I don't think it's really taking away the builder role for the gorge. Gorges will still drop the building, and probably still be the only ones to be able to do so. It just stop them from having to stand there and hold down the use key, freeing them up to do other things, while creating another difference between the marines and the aliens. On the marines you build structures, on the aliens the structures build you....er...themselves.
  • 2aimless2aimless Join Date: 2007-06-19 Member: 61299Members
    edited October 2007
    well how about the idea that the gorges have to infest the area with the heal spray so the spores can only be planted on infested areas

    so maybe the selfbuilding time on a infested area is half the building time a gorge needs on ns1 alone .

    he jumps around the resourcenode gets the area infested and then drops an egg and it grows

    so there will be a serious need for flamethrowers that remove that infestation. well maybe you can build marine buildings upon infestation but if you dont remove it it will slow down the speed of gathering resources and if the marine rt is destroyed, the aliens can quickly rebuild the rt.

    So 2 gorges can infest an area faster then 1 (so it would be kindad similar to the ns1 building system)


    Gorges would have more stategical use than only build buildings. they could infest vents or elevators so marines cant use it.

    i would also prefer a spray that works like a welder.
    i mean like a real spray pffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
    heals 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 very fast without break
    instead of 30 30 30 with break between
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