ideas of the fisk

KattfiskKattfisk Join Date: 2007-07-11 Member: 61556Members
<div class="IPBDescription">hiving and a little more...</div>ok first idea of mine... could be old and already trashed but i try anyway...

Upgradable hives. <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
Why? becouse in a long run the alien usualy loose due to marines upgrading, getting more weapons and have easyer to fortify themselves.

aliens can upgrade themselves more but the hive will never get stronger along the way or it can never adopt to the enviorment as well as the marine base...

how?
add a upgrade option on the hive as well as the alien one when you get hold of more chambers. lets say there are seven of them depending on what combination of chamers you got up at the moment... each upgrade got there own bonus and backdraws...

Defence: Adds increased armor to the hive that will make marine weapons abit weaker, also affect surounding buildings in a close radius (hive room), tho due to that its position is so well fited to the surounding will sieging do extra damage to it.

Moment: Will add respawn rate for aliens, not mush 10-15% but it will help abit to defend against marine early game rushes. buildings around it would have faster effect, shoot faster, heal faster, cloak faster. hmm backdraw... have to think about that one... maybe that the increased activety in the area would permanently set off marine motion tracking for all affected buildings and the hive...

Sensory: Helps you so your hive and buildings around it wont be detected by marine pings, aka marines nead to have a visual in order to siege the hive. Will be usefull on maps that have good sieging spots that are a long walk from the hive or easy to defend due to height, needle eye approch or other major tactical advantage. backdraw would naturaly be that due to making the hive lighter and loose all that extra defence that the mariens would easyly pick up that the hive would have abit less health/be harder to heal or something like that.


this bonuses also only give bonuses to buildings and not the aliens in the room...
will edit some more in this post if i get some positive feedback... and spellcheck when i get home...

Comments

  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    I like this idea a lot. Not sure having a permanent motion thing as the downside for movement is a good idea though. Maybe instead it would have an amplifying effect, making all the noises in the hive louder, as well as increasing the size (and hitboxs) for all structures withing a certain range of the hive by a small amount. It is a little bit unfair when marines can kill a hive so quickly the alien team cannot react at all (though I admit you really shouldn't let them that close to the hive, that is A LOT of terrain to cover in some maps), literally taking down a hive in 5-6 seconds with focused heavy weapons fire. The hive is the most important structure to the alien team, it should be able to be made more defensible then it currently is. I REALLY like the sensory ability, because it always seems like you have to be significantly better/more coordinated then the marine team to break a siege, as well as having multiple higher life forms sitting around with nothing better to do.
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    I like it, but I think it shouldnt be some option the player chooses, maybe if they made TWO kind of hives, a large main hive and the other small ones, so the main hive would grow srtonger from new hives being built and DI spreading =O
  • DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
    A suggestion to implement this idea...

    Aliens start with all 3 hives... 1 active, and 2 that need to be grown. Aliens have access to all chambers off the start, but only 1 per hive is activated. Meaning 1 hive, level 1 upgrades... 2 hives, level 2 and so on. After all 3 hives are active, you can "upgrade" the hives to have a level 4 ability that is left to be determined. Could be extra carapace bonus, more celerity... who knows.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    nice idea - it will be awesome with the DI - the more upgraded the hive is, the more infestation there will be <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Perhaps the upgrade that goes to the hive determines what 'type' of hive it is. For example, you drop DC for your first hive, and that hive grows armor.

    But, then it just becomes an added bonus with no real strategic decisions to be made.



    Or, when a certain # of chambers are within range of the hive, it then transforms itself according to the chambers. Although when i think of a hive transforming itself, I don't know how i would react to seeing carapace and super hives or whatever, rather than the original.

    I think in the end, im in favor for small bonuses to the hives from chambers, like increased health, faster spawning, and hell the hive gets cloaked with SC, rather than changing up the hives themselves.
  • LenardLenard Join Date: 2008-02-12 Member: 63636Members
    I just thought up this same idea so I searched and found this post. Thought I would bump it.

    Although, I had some slightly different ideas.

    What about upgrades that effect the hive area more than the hive it's self? There could be something that makes the DI in a small radius around the hive slightly acidic, maybe making it more of an orange color in a small circle that does say, 15dmg/sec? What does spore do damage-wise? Then it could be countered by heavy armor. This would be defense against a sg rush because the marines wouldn't be able to get close enough to the hive to do full damage. Maybe it could also slow marines down in a web-comparable fashion.

    Then there could be a fog. A dark, freaky-ass fog that would limit visibility (within reason). We have talked about there being fog admitted from the hive but that sounded purely aesthetic. This would be an all-enveloping fog that maybe could roll out as soon as the hive takes damage. That way the marines will know where the hive is but the aliens will be able to spawn under cover. Maybe it just lasts thirty seconds or enough time for a spawn or two. It wouldn't have to be all processor-intensive either. I mean, quake 3 had fog that looked fine and that ran great (man am I going to get flamed for this).

    More glowies? Upgradeable spawn randomness possibilities with upgradeable radius? I really like the idea of the glowy-spawn because it adds some controlled randomness to the game which makes for a really fun dynamic. There was another thread where someone was talking about random-ass flamethrowers is tf2 and how it being random is just an interesting part of the game but doesn't take away from the skill of it. The gowies are perfectly balanced in that way in my opinion and it would be cool if you just started with a few and could upgrade more as you kicked more ass.

    Also, I really do like the idea of the hive growing armor and spikes and stuff or actually moving faster like a quickly beating heart. Maybe to designate the hive when you drop a chamber at it within radius these things could happen. It would be a nice visual cue for both marines and aliens to know if there is a hidden chamber in the room.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    i dunno about those ideas

    but as for just the aesthetic, i like the 'quickly beating heart' idea or rather, varying degrees in the speed of the 'beating' or 'pulsing' of the hive, depending on the situation in the game. panic? calm? it would really do a lot to give the sense that the hive is alive.

    and i still think glowies should be harmless and indestructible.
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