Infestation trap
GeminiUK
Join Date: 2003-12-30 Member: 24880Members, Constellation
<div class="IPBDescription">"Go on without me!"</div>Inspired by frantic's 'Munch 'n' post' thread <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102501" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=102501</a>
How about an alien 'trap' that can be built on infestation? When triggered a marine will slowly begin to be consumed by the infestation, his only hope is to be freed by his teammates (perhaps with a welder?).
This trap will alert the alien team when triggered, the marines will know the enemy will be rushing to there position, and there is a race against time to free there comrade before the aliens arive and/or he is consumed completely.
At first the trap slows movement then, holds a player in place allowing them to shoot but not move, a short while later the player frozen in place, before finaly being consumed (giving a res bonus to the alien team?)
I picture marines repelling waves of skulks as someone welds through the infestation to free someone. pherhaps welding certan locations effects the marine? Welding the arms first will keep the marine where he is, but allow him to shoot while freeing the legs first will let the marine flee but unable to fight.
In a recent podcast the idea of a player with a welder having to 'trace allong lines' in order to seal doors. Pherhaps you would need to weld allong tenticals griping a marine, a slip will injure the person traped, this adds skill and tention, the welder wanting to work as fast as possible but needing to focus to free the team mate unharmed.
I see tence stand offs as members of a squad train there wepons on all the entrances, while someone begins to free there comrade, the distant rumble of skulks rushing through vents, players bracing themselves for the attack.
And hopefully the occasional "They are coming, its too late, go on without me!" moment <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Apologies for spelling, its late and I am drowzy from xmas dinner and booze <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
How about an alien 'trap' that can be built on infestation? When triggered a marine will slowly begin to be consumed by the infestation, his only hope is to be freed by his teammates (perhaps with a welder?).
This trap will alert the alien team when triggered, the marines will know the enemy will be rushing to there position, and there is a race against time to free there comrade before the aliens arive and/or he is consumed completely.
At first the trap slows movement then, holds a player in place allowing them to shoot but not move, a short while later the player frozen in place, before finaly being consumed (giving a res bonus to the alien team?)
I picture marines repelling waves of skulks as someone welds through the infestation to free someone. pherhaps welding certan locations effects the marine? Welding the arms first will keep the marine where he is, but allow him to shoot while freeing the legs first will let the marine flee but unable to fight.
In a recent podcast the idea of a player with a welder having to 'trace allong lines' in order to seal doors. Pherhaps you would need to weld allong tenticals griping a marine, a slip will injure the person traped, this adds skill and tention, the welder wanting to work as fast as possible but needing to focus to free the team mate unharmed.
I see tence stand offs as members of a squad train there wepons on all the entrances, while someone begins to free there comrade, the distant rumble of skulks rushing through vents, players bracing themselves for the attack.
And hopefully the occasional "They are coming, its too late, go on without me!" moment <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Apologies for spelling, its late and I am drowzy from xmas dinner and booze <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
Question. While the marine is still alive and able to shoot should they be able to weld themselves out of it? Or maybe weld to slow their death? Can marines who are not running see the trap if tey look carfuly?
Question. While the marine is still alive and able to shoot should they be able to weld themselves out of it? Or maybe weld to slow their death? Can marines who are not running see the trap if tey look carfuly?<!--QuoteEnd--></div><!--QuoteEEnd-->
All good questions, here is what I think but I am just throwing out ideas.
Allthough the other team would still be alerted and progress would still be impeeded. Also, you could not weld and fire at once, and be a sitting duck.
Personly though, I think the trap will benifit the game mostly by promoting team play. So I vote no on the player able to free themselves.
To be effective, I think the trap should be very dificult to detect. Pherhaps only be scaning, or even some new marine item such as a hand held scaner or thermal goggles.
Ohh new idea! A 'one shot' scan that can be used by players other than the comander!
All ideas are in early stages, I am sure my mind could be changed and the comunity could build on them.
I can tell my writing does not read well, but all those bottles of wine with my famaly today have stoped me from caring <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
A gorge is allowed to set a trap, but when doing so they give their life. If the marine falls into it, then it takes a life, but if the marine is saved, then the gorge loses the res they spent to become a gorge ans set the trap, since they would have to spend res to gorge again! Sonumbers wise: going gorge is 10 res, gorge morphs into DI trap costs 0 res, marine falls into trap then gorge gets 15 res, but if the marine escapes the trap or kills it with the flame weapon then the gorge lost 10 res! Seems fair right?
Either way, I love this idea.
I do have to agree with this guy here, that ANY game that says teamwork is vital is utter tosh - No game REQUIRES Teamwork, sure it's prefereable, but you'll never get public players co-ordinating properly, and most people would leave a man to become consumed by DI for the sake of getting 2 more kills under their belts.
The only game I can think of that remotely enforces teamwork is the Battlefield 2 mod, Project Reality, but even that can be solo'd.
The devs can say "Ho yeah, this game will be great; you gotta work as a team!", it means nothing unless you enforce things through the game other than "Team A sweeps vaguely in the direction of Team B's base; the more men, the more kills, the easier it becomes!"
I'm not sure if this makes sense?
Okay another example... Swat4 Multiplayer; you're supposed to go around as a team of 3-4, check every door you go through, tactically sweep rooms etc... What ACTUALLY happens is everyone charges around the map on their own with a flashbang primed in their hands 24/7 so at the first sight of movement they can chuck it on the ground, dive for cover and arrest the enemy for 2 extra points.
Teamwork does not work unless it is enforced by the game; so there needs to be a reason for "LEET_KILLA" to stop "pwnz0ring" skulks and help "mrsnuzzle" whose being eaten by the wall.
There is...
(its called CAL/CPL)
But then again, as Heskey said, the other one might just let the other one sit and rot, while he builds the phasegate.
You should at least get a big point bonus when freeing a fellow teamate from a trap. Also, perhaps you should get an amount of res for destroying the trap in the process.
(its called CAL/CPL)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm torn between "..." and "wtf?"
Hmm, I think the traps should just immobilise a marine for a few seconds (which will alert aliens as to his location, and perhaps damage him for half health?), then he'll be able to move again albeit slowly, movement speed slowly speeding up, until he is finally able to move again at normal speed.
(its called CAL/CPL)<!--QuoteEnd--></div><!--QuoteEEnd-->
No no, I mean a REAL reason why;
"Oh well, he died - Not my problem" - LEET_KILLA
You could say "Yeah but if he lets him die he'll have no team-mate, so he will rescue him!!" ...But... No he won't, because it's a public game, and it's not his mate on TS <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Ventrilo* nobody in a sane state of mind would use TS, horrible, horrible codecs.
Who wants to build rts and stay with slow teammates who build rts/go to any place other than the hive/hive location/other high alien traffic area when you can go ahead and shoot aliens without any repercussions (aka losing a match/scrim).
A trap that would kill a lone marine is terribly overpowered. What you usually see on capping is that one of the two marines is killed by a skulk, the second recovers. If that second can't cap any nodes because of lolstatic defenses, that's gg right there. OCs are good enough for static defenses already, NS doesn't need to revolve around static defense anyway. Also, anything that takes anyone out of the game for any period of time should be reserved for the onos.
Even if NS does not. NS2 might.
We are not really sure of how the trap will work, let alone how the game it could be in will play out.
Its good to identify possible flaws but we should keep an open mind about possiblities in a game we know very little about so far.
You never know, it could be dropped by the alien commander to counter the third CPU controlled team of space cyborgs riding a domesticated Onos firing the ion cannon attached to its back at hovering scorpions.
I guess I won't be playing that game then.
i quite like the idea of a "trauma centre" mini game with the welder heeh.
Everything is overpowered if its not handled correctly. If Onos only cost 1 res, it too would be overpowered, so I don't think that is really a valid argument. You would have to playtest it to make the trap fair.
It could also be used with the web that gorges have? Like if you get webbed in DI or shot with the web or something, you would get really stuck. Just throwing ideas.
It could also be used with the web that gorges have? Like if you get webbed in DI or shot with the web or something, you would get really stuck. Just throwing ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess if its a game ending mechanic then its cool. But I'm assuming this is not the plan most people in this thread have in mind.
BTW: Why would you spend 40 res on a trap when you only need 10 more to go fade?
BTW: Why would you spend 40 res on a trap when you only need 10 more to go fade?<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats the point.
I would suggest that webs would be combined with infestation.
So the alien commander can upgrade the "special webs"
So if you web an are that is infested the webs will be stronger and slowdown the marine for longer and also send a mesage to the players that a marine is trapped so nearby players can get him.
or maybe if someone was webbed the webs will grow again after 20 secs o.O
like permament webs while there is ifestation. => ninjas death
like permament webs while there is ifestation. => ninjas death<!--QuoteEnd--></div><!--QuoteEEnd-->
that's.. maybe a bit much. it'd be impossible to move on without a flamethrower or welder on you or a nearby player - assuming you/he doesn't die first.
"special webs" sounds interesting though.
LOL
wowzers! that video is awesome! the CG looks really well done. i really hope the dev's get to watch that clip, so it gives them some inspiration when working on the DI. i dont think all of the DI should look like those alien plants, but it would be cool to have little random clumps that have some moving organisms. it would be awesome to go walking past them as a marine and watching them all close shut in self defence - or as the topic suggests, they attack!
Awesome.
I hope the Devs see that as well, it kind of reminds me a bit of Half Life 1 when we went to the invading dimension, those little tentacle like plants that would emit light but shut off when you approached or the black things that looked like big hairs.