Alien Commander, Gorge, and Dynamic Infestation

Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
<div class="IPBDescription">How it could work</div><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Skip to the bottom for the TL;DR version. <!--colorc--></span><!--/colorc-->


Here is how I believe the alien commander and Gorge should work. Infestations typically go unnoticed until they become a significant problem and because of this, they seem to be able to appear anywhere, at any time. This is how dynamic infestation should work in NS2. It's a role reversal, where in NS1, the Kharraa were the invaders. Now the marines are the invaders, trying to reclaim lost territory. Keeping that in mind, I feel like the alien commander should have the role of a kind of "all seeing eye" (a role that the marine commander had, in part, in NS1).

The alien commander should be able to spread and control dynamic infestation. He does this simply by clicking an area in the world, which spawns a small patch of infestation at some res cost, that slowly grows over time. The infestation can be placed literally anywhere that can be "seen" by any alien structures or aliens, other patches of infestation (which can also "see"), and any parasited marines. This would work the same way that the marine commander can "see" what his troops on the ground see. This means the alien commander has the potential to place infestation just about anywhere, at almost any time. In addition to having "sight", alien structures can only be built on infestation (and drifters have nothing to do with construction).The alien start would automatically be filled with infestation at the start of the game. Infestation also blocks marine structures from being built, and stops the operation of any marine building it grows around.

Of course, the marines should have some innate ability to deal with infestation, which would only be effective against small areas of infestation. Thus, although the alien commander may be able to easily place infestation inside the marine start, a competent marine team will quickly deal with it before it becomes a threat. However, a stealthy alien team may be able to, unnoticed, construct a foothold into enemy held territory. Again, this is somewhat of a reversal of roles compared to NS1, where typically, marines had to gain footholds into alien territory. The difference is that infestation is this omnipresent invasive element, which the alien commander embodies, that marines are constantly trying to keep at bay.

Keeping with the role of the alien commander as, basically the infestation itself, the Gorge should take over the role of dropping Harvesters. This is because Harvesters, unlike my proposed functionality of dynamic infestation, are a lot more static. They can only be placed in certain known, and highly contested positions. Unlike the marine commander, the alien commander won't be baby sitting his teammates by dropping weapons, medpacks, and ammo. The alien commander is not concerned about fighting marines directly as much as he is focused on trying to be as much of a nuisance to them as possible. Since maps in NS2 seem to be concentrated on fighting over rooms containing resource towers and tech points, the alien commander need not constantly be distracted by dropping and redropping Harvesters either, and should rather be focused on passively fighting the marines elsewhere, while lifeforms defend critical locations. Thus, the purpose of the Gorge is to keep the "front lines" strong by securing resource nodes and defending them with Hydras, as well as maintaining the health of any structures dropped by the commander.

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->TL;DR version<!--colorc--></span><!--/colorc-->

-Alien comm drops hives and upgrade chambers
-Alien comm spends res to place patches of growing infestation ANYWHERE on the map here he has "sight"
-Sight contributed by friendly lifeforms, structures, infestation, and parasited marines
-Infestation blocks marine construction and disables structures
-Gorge builds Hydras and Harvesters
-Gorge is tasked with defending and maintaining the Alien comm's assets in contested areas

What this accomplishes:

-Gives Alien commander a distinct role from Marine commander
-Preserves Gorges role in the strategic aspect of the game

Comments

  • YashokiYashoki Join Date: 2006-12-26 Member: 59256Members
    I do like the idea of the infestation being a constant threat to the marine team. I really like this suggestion because it gives the alien commander seem more like it is, for the lack of a better term, less of an entity and more of a "hivemind" the alien commander should represent the aliens as a whole and not the end boss.

    That being said, give me an alien boss to kill :p

    In short:
    - Make the alien commander not seem like 1 person but a collective.
    - Alien end boss FTW
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited August 2010
    I'd prefer alien comm drops alien base structures, heavy defences, upgrade towers, hives, res towers, and all of these spread DI from their base.

    Gorges drop hydras and get a couple of other buildings which they can drop in the same manner as hydras, such as a light defence tower which heals nearby aliens but less effectively than the actual defence tower, and an infestation node which spreads infestation like an alien base structure, the other gorge structures only spread it very slightly.

    Gorges benefit from player mobility and can reach unusual areas, commander does the job a commander is supposed to do and is best suited for which is building stuff and managing the team as a whole. Micro goes to players, macro goes to commanders.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    If Gorges just had the ability to drop Hydras and spread DI somehow I think they'd be quite the heavy support class even without the RT building powers. Not to mention being a healbot.
  • 3AngryInches3AngryInches Join Date: 2009-10-14 Member: 69042Members
    I like this idea. It is an interesting suggestion.
  • knykillsknykills Join Date: 2007-04-08 Member: 60578Members
    this idea is interesting, but I think a better way of doing it would be for the players to spread the infestation. As the aliens are composed of some kind of bacteria, why not make it possible for aliens, most sensibly skulks, to decompose back into infestation anywhere on the map, but really I think they should be able to do this with any alien and get some if not all resources to evolve to it back, also perhaps a reduced respawn time if you sacrifice yourself for that. this way the players are still involved and infestation while a constant threat can't go anywhere an alien can't sneak into(which should be all but very fortified bases where shutting down said base for a small amount of resources is a game breaker anyway imho, additionally there is a penalty of sorts for spreading infestation instead of the commander clicking willy nilly. not sure commanders should on infested territory, would make things too easy I think. infestation generated in this way should cover a large ish area immediately or spread faster than normal for some amount of time. however I think the marines would have to be able to clear infestation at a reasonable pace. I also recall them saying at some point MACs might have a flamethrower or something that can clear infestation, obviously this should be quickly and will make MACs even more valuable. I honestly feel they should be more of a maintenance role anyways though they certainly have their place on the front line when you can't spare a marine to build, they are also slow and not very hard to kill which I feel should put them in the back until an area is fairly well secured. Also I think marines should still be able to build on infested terrain, but maybe they take a slight time penalty so their can be a trade off between clearing it first or just building on top of it. perhaps marines can purchase some kind of fast acting antibacterial grenade to clear some amount of space if a MAC cannot be brought in
  • Mr.InTeLeXMr.InTeLeX Join Date: 2009-09-08 Member: 68720Members
    George'd spit out something like creep tumor in sc2. It spreads the infestation further, and can only be placed in the infestation.

    In term of NS, there is already DI. So the tumor may 'fasten' up the infestation method.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1791964:date=Aug 5 2010, 02:40 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Aug 5 2010, 02:40 AM) <a href="index.php?act=findpost&pid=1791964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Skip to the bottom for the TL;DR version. <!--colorc--></span><!--/colorc-->

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->TL;DR version<!--colorc--></span><!--/colorc-->

    -Alien comm drops hives and upgrade chambers
    -Alien comm spends res to place patches of growing infestation ANYWHERE on the map here he has "sight"
    -Sight contributed by friendly lifeforms, structures, infestation, and parasited marines
    -Infestation blocks marine construction and disables structures
    -Gorge builds Hydras and Harvesters
    -Gorge is tasked with defending and maintaining the Alien comm's assets in contested areas

    What this accomplishes:

    -Gives Alien commander a distinct role from Marine commander
    -Preserves Gorges role in the strategic aspect of the game<!--QuoteEnd--></div><!--QuoteEEnd-->

    My problem with it:
    -Infestation blocks marine construction and disables structures
    growing infestation ANYWHERE on the map here he has "sight"

    Skulk runs to marine base. Aliens shut down entire base.

    Much of your other "suggestions" have already been planned from the start, such as when they said the commander can spread infestation.
  • Nicole34Nicole34 Join Date: 2010-09-13 Member: 74000Members
    edited September 2010
    I'd prefer alien comm drops alien base structures, heavy defences, upgrade towers, hives, res towers, and all of these spread DI from their base.
    Thanks....
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited September 2010
    While I think the Alien Commander should manage the macro elements of gameplay, how fun it would be if Gorges can spread Dynamic Infestation instead!

    It would also help control Hydra production; if Hydras required DI in order to be placed, Gorges have to mark alien territory with infestation beforehand. The Gorge can also use DI to break locks on doors and help on offensives to power down rooms.

    I also think that Alien Commander-built structures should spread DI to a degree, but does not require it to build.

    Edit: Oh ops, didn't read thoroughly xD, but yes I agree with Chris on all points.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited September 2010
    Are the bots getting smarter?

    Nope. Exact copy of Chris's post.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    DI will not affect anything except where the alien comm can build. I think they mentioned it as not being able to collide with models so that players can run right through it.

    yes/no?
  • CetmeCetme Join Date: 2010-10-05 Member: 74325Members
    I like Natural Selection very mutch, but ein I don't like the idea of the Alien Commander.

    Give it here a Topic which supports to bring the "old" Gorge back? ;)

    Would find it better if the "new" Gorge would be like the Queen (Zerg) in StarCraft II.

    Greets Cetme
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    @OP

    current game:
    gorge builds shifts and hydras
    alien commanders manage resources and upgrades

    i like the way they have it now. with shifts (movement chambers) moved to gorges, they now become player used structures leaving the upgrades to two upgrade paths or "trees." this is in line with marine commanders also having two upgrade paths (damage + armor).

    if you're looking for things that already distinguish commanding in kharaa vs. frontiersmen:

    kharaa command:
    drifters are sacrificed in creating a structure
    drifters can use an ability called "flare"
    drifters can't attack
    drifters can't heal/repair
    kharaa buildings can't be recycled
    kharaa buildings regenerate slowly
    comm controls Whips (stationary siege cannons)
    <b>comm cannot beacon team (team members must use a shift or a hive to get back to another hive)</b>

    frontiersmen command:
    MACs can attack
    MACs can repair
    MACs can build multiple structures
    comm controls MASCs (mobile siege cannons)
    frontiersmen buildings can be recycled
    frontiersmen buildings can be repaired
    comm can build turret factory and turrets for defense (and probably electrify stuff)
    <b>comm can beacon the team back to a tech point </b>

    <b>*bolded text is an assumption</b>
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