Kharra/Hive specialization

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
The hive commander should be able to optionally improve the hive. There are two potential approaches:

Approach 1: "Specialization". The alien commander is only allowed to choose one of multiple upgrade types.
Approach 2: "Multiple upgrade levels". Each level upgrade adds to the abilities gained from the previous levels. (This is similar to the marine tech upgrades.)

Since marines are already using approach 2, I think it would be good to differentiate for aliens and go with approach 1. Doing this could also significantly change alien strategy (and marine counter-strategy) based on the specialization chosen. This has the added effect of mixing up gameplay, so that not every round is the same.

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"Specialization" ideas (For brainstorming purposes only -- I didn't attempt to "balance" them):
- Choosing a specialty would require 25 res, and could not be changed
- The specialty would apply to the entire team, including all hives
- Over time, the effects of specialty could improve; perhaps associated with the number of hives

Strength specialty:
- Hive would be 50% stronger and take only 25% damage from small arms fire
- Aliens would have 10% more health than earlier, but move 5% slower
- Defense towers would cost 25% less

Tenacity specialty:
- Dynamic infestation would grow 25% faster, and provide 10% more advantage (whatever that may be) to the aliens
- Aliens would attack 10% faster, but move 5% slower
- Movement chambers would cost 25% less

Endurance specialty:
- Aliens would spawn 20% faster
- Chambers would be 20% better/faster at what they do
- Aliens would move 10% faster, but have 5% less health

Gorge rush specialty:
- Aliens around a gorge would regen health at 5% of max per second (does not stack)
- Aliens would always feel the effect of dynamic infestation when around a gorge
- Hives would quickly spawn players who were gorges when they died (one second delay and no wait in line to spawn)
- Gorge attack damage reduced by 50%
- Other aliens would have 10% less health

Fortification specialty:
- All alien structures would be impervious to siege
- Aliens respawn 10% slower

Greed specialty:
- Aliens get 10% more res for kills
- Marines killed near a hive give double res to aliens

Passivist specialty:
- Aliens get 10% more res from nodes
- Aliens get 50% less res from kills
- Alien health 25% more
- Alien damage 50% less
- Alien speed 50% less

Prism specialty:
- All alien structures would be permanently cloaked (even to ping), unless attacked
- Aliens on dynamic infestation would always be cloaked, unless attacked
- Aliens not on dynamic infestation would never be cloaked

Comments

  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    They all sound overpowered but this one really caught my eye.

    <!--quoteo(post=1733694:date=Oct 23 2009, 12:32 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Oct 23 2009, 12:32 PM) <a href="index.php?act=findpost&pid=1733694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- All alien structures would be impervious to siege<!--QuoteEnd--></div><!--QuoteEEnd-->

    Siege is designed to kill a hive without having to enter it by sinking points instead. Good gameplay doesn't nullify an opponents ability through a single choice.

    In NS1 HA was immune to gas but cost a lot, not all marines had it and there were other ways to kill it. Making structures have reduced damage from sieges would be better. Most of your other suggestions are similarly over the top.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    <!--quoteo(post=1733702:date=Oct 23 2009, 01:07 PM:name=snooggums)--><div class='quotetop'>QUOTE (snooggums @ Oct 23 2009, 01:07 PM) <a href="index.php?act=findpost&pid=1733702"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They all sound overpowered but this one really caught my eye.<!--QuoteEnd--></div><!--QuoteEEnd-->
    As I said, I did not tried to balance the specialties -- against each other or against the marines.

    <!--quoteo(post=1733702:date=Oct 23 2009, 01:07 PM:name=snooggums)--><div class='quotetop'>QUOTE (snooggums @ Oct 23 2009, 01:07 PM) <a href="index.php?act=findpost&pid=1733702"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Siege is designed to kill a hive without having to enter it by sinking points instead. Good gameplay doesn't nullify an opponents ability through a single choice.<!--QuoteEnd--></div><!--QuoteEEnd-->
    In that case, it would make the structures less resistant to siege than stated. Again, that is a balance issue.

    Remember, these brainstorming ideas are for discussion purposes. They should not detract from the idea of specialization in general.
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    <!--quoteo(post=1733720:date=Oct 23 2009, 02:24 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Oct 23 2009, 02:24 PM) <a href="index.php?act=findpost&pid=1733720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As I said, I did not tried to balance the specialties -- against each other or against the marines.


    In that case, it would make the structures less resistant to siege than stated. Again, that is a balance issue.

    Remember, these brainstorming ideas are for discussion purposes. They should not detract from the idea of specialization in general.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not a detraction, I simply stated an opinion with an example. Most of those abilities are either redundant with existing abilities (why go sensory first when you can simply have all aliens touching the infestation or all buildings simply cloak?). The idea of specializing should have a much, much smaller impact on the game since if the chamber structure is kept the chambers already 'specialize' the aliens by choosing their chambers and upgrades. Games are only redundant in NS1 because people already know how games will play out and they choose a single approach on a particular map. With this additional choice the same thing will happen, people will pick the one that fits and do it all the time too unless the abilities are well balanced.

    A better way to address specialization would be to have a few options for specialization (as little as two: offense and defense) and give a non game breaking bonus (offensive abilities do +10% damage/regeneration is increased by 10%). Or you could do a creature vs structure specialization (creatures get 10% bonus to abilities, buildings get mildly increased health and effects). If you start with completely broken abilities as part of the suggestion it makes it very hard to refine and all of your suggestions are broken or border on broken because they are such large effects.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited October 2009
    :/
    Ok, multiply all suggested amounts by .1 and re-evaluate.

    So, for example, the chamber idea said "impervious", which effectively means 100% resistance. It would now mean 10% resistance.
  • The Master EliteThe Master Elite Join Date: 2009-01-06 Member: 66002Members
    edited October 2009
    Cool idea, and I agree that balance is an issue, as always, but you mentioned it would be beforehand so...not a problem.

    I think it should be differentiated a bit more though and not only affect unit specifications...what about different "Specializations" providing new abilities to certain species or to the commander?

    Sadly, I am not currently debriefed on the exact inner workings of NS, particularly on how gameplay flows since I have not yet had the opportunity to play it...but I've observed some recordings and lerked here for quite some time so...I've got the general idea [maybe]. If I'm sorely mistaken on how something works, let me know...

    I'm also thinking that Specialty would also improve as the Hive level goes up...

    I'll throw out some possibilities:

    Harbinger Specialty:
    -Onos possesses +1%/+3%/+5% resistance to all damage types, moves 10% faster [Hive Level 2 Bonus].
    -All other Kharra species have 10%/7%/5% less health
    -"Stimulating Pheromones" Hive Commander ability that lasts 3 minutes and has a 5 minute cooldown; gives all Kharra save the Onos +15% movement speed and +5% to energy regeneration; Sensory Chamber's effective range is halved during this ability's activity. Costs 20 resources to activate.

    Hunger Specialty:
    -Lerk and Skulk deal +5%/+10%/+15% more damage to health [not armor] and regenerate 4%/8%/10% energy upon killing a foe.
    -Gorge Spit has a slower refire rate but uses 25% more energy.
    -Resource Towers collect resources 25% faster than usual, but cost 10% more.
    -Infestation is about 25% slower

    Leviathan Specialty:
    -All Kharra species have 5%/10%/15% more health.
    -Fade's Metabolize ability [if implemented] regenerates 10% more health per use
    -Onos Bone Shield ability deals 10% more speed penalty than normal.
    -Defense Chamber and Hives have 10% more health.

    Horror Specialty:
    -All Kharra species save the Gorge move 3%/7%/10% faster and all save the Fade regenerate health [and once that is full, armor] at 2 points per second.
    -Lerk's Primal Scream ability [if implemented] provides 50% less bonus to allies but instead reduces enemy attack speed and damage by 10%/25% [starts at Hive Level 2].
    -Skulk costs 1 extra resource but deals 5% more health damage.


    There are some possibilities. Feedback/comments? Perhaps one or more of these is too powerful in regards to a specific map?

    Also note these, like the first post, are mere examples for brainstorming/inspiration...


    The Master Elite
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