Dynamic Infestation
_Thresh_
Join Date: 2008-01-11 Member: 63385Members
<div class="IPBDescription">What do people want it to do?</div>In the excellent "3 favorite, 3 least favorite features" post, a number of people mentioned Dynamic Infestation as their most anticipated new feature. But there's not much on what it can do. This isn't so much for the devs (since it's hard to act on this sort of feedback). But given everyones interest in it and the lack of info. Thought it might be interesting to hear what people wanted it to do
Personally I'd like marines to really feel threatened by approaching DI. Either through hives being able to heal "through" it, like roots from the hive, or being able to instant build in it (OP much ?), or protect structures that are building, so they can "get up" in DI.
EDIT: Besides the DI/Powernode/welded door thing
Personally I'd like marines to really feel threatened by approaching DI. Either through hives being able to heal "through" it, like roots from the hive, or being able to instant build in it (OP much ?), or protect structures that are building, so they can "get up" in DI.
EDIT: Besides the DI/Powernode/welded door thing
Comments
It's also said to be able to unlock welded doors and cause dynamic lighting effects in rooms.
Gorge playing a part in DI spreading is also a frequently brought up suggestion.
The DI wouldn't grow in sun light. I would assume that normal lights and spot lights could have a special setting, just like atmospheric and cast shadows does, that would decide if that entity can be considered "sun light".
Normal lights would not effect DI in any way.
It's also said to be able to unlock welded doors and cause dynamic lighting effects in rooms.
Gorge playing a part in DI spreading is also a frequently brought up suggestion.<!--QuoteEnd--></div><!--QuoteEEnd-->
Acidic DI sounds like an interesting/cool upgrade that would definitely cause marines to feel threatened by DI. The idea of DI healing units around it isn't bad at all, but does that interfere with the role of the Crag I wonder?
I do like the general idea of DI providing passive buffs to aliens on/near it, but precisely what those buffs should be...tougher question.
The idea of gorges helping to spread DI is a must in my mind, as it would give Gorges a much more well-defined (and undeniably necessary) role. Something as simple as healspray dramatically accelerating the spread of DI, or something as complex as Gorges dropping structures which then cause DI to spread out from them. Plenty of options
I do like the general idea of DI providing passive buffs to aliens on/near it, but precisely what those buffs should be...tougher question.
The idea of gorges helping to spread DI is a must in my mind, as it would give Gorges a much more well-defined (and undeniably necessary) role. Something as simple as healspray dramatically accelerating the spread of DI, or something as complex as Gorges dropping structures which then cause DI to spread out from them. Plenty of options<!--QuoteEnd--></div><!--QuoteEEnd-->
Quite right, and I think there are enough healing sources for the Kharaa as is (Hive, Crag, Gorge), especially with Bacteria upgrade in later stages of gameplay.
I think DI in general could provide a movement buff. Though, as far as I know, the Shift's Recall ability might involve Shift-to-Hive teleportation, like the Movement Chamber in NS1.
What if DI provided a significant buff for all nearby alien structures? For example, significantly improving their passive abilities:
<ul><li>Hydras are able to hit anything within sight of the DI, vastly extending their range</li><li>Whips triggerable abilities (like Fury) extend over a wider radius</li><li>Crags heal every 1.5 seconds instead of every 2 seconds, and over a greater area </li><li>Shifts are able to teleport any unit or structure touching the same network of dynamic infestation as the given Shift</li></ul>
Something to that effect
Edit:
<!--quoteo(post=1813787:date=Dec 6 2010, 02:20 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Dec 6 2010, 02:20 AM) <a href="index.php?act=findpost&pid=1813787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My worry about Dynamic Infestation and the Power Grid are that they really reduce the potential surprise ninja siege tactics that were common in NS1. Some of the most exciting games came about due to these intensely important points where we tried to get all set up before the aliens discovered what we were up to.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't quite see how DI is a negative impact on those sorts of sneak attacks, but I definitely see how the powergrid plays into that. Can't really develop a proxy base anymore, although once ARCs and such are in and fully functioning, Marine squads will definitely be able to sneak plot elaborate (and extremely damaging) attacks behind Alien lines
I considered suggesting something like that in my previous post but decided not to (I'm avoiding writing a paper about 'Moderato Cantabile'...thanks UWE for providing distractions ;) ), I had no idea that that is a potential feature.
Mobile powernodes are an awesome idea, which I totally endorse. The possibilities there are endless...
A speed boost seems good, though bland.
Increased innate healing of Kharaa would be great.
A researchable upgrade which makes skulks blend in with DI, practically cloaking them, would be great (if cloaking is in NS2).
Gorges spreading DI would be very good. If this isn't planned, it should be! ^^
Making alien structures powered by DI exactly as the marine powergrid works would be nice.
A speed boost seems good, though bland.
Increased innate healing of Kharaa would be great.
A researchable upgrade which makes skulks blend in with DI, practically cloaking them, would be great (if cloaking is in NS2).
Gorges spreading DI would be very good. If this isn't planned, it should be! ^^
Making alien structures powered by DI exactly as the marine powergrid works would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea of bioluminescence! Destroying power nodes causes lights to go out and then for emergency power to activate, which makes sense...if DI shut off power and stopped emergency power from coming on, now that'd be neat, especially if it glowed with the same orange bioluminescence as we see in the Gorges' bellies and the hive.
Increased innate healing would for sure be a good idea, I don't know why I was thinking of it as a passive ability like the crag...Increasing innate healing makes more sense.
I agree with your other points as well, except making alien structures powered by DI. It doesn't quite make sense if we look at the structures as being (mostly) stationary bioforms-- that is, creatures just like the lerk and Fade, just stationary.
I'm tired and I worded that terribly, but do you see what I'm getting at?
From a gameplay perspective, I don't like that idea because it lowers the differentiation between the teams.
As far as mechanics are concerned, I've got a few ideas:
Marines are slowed when walking on it,
Marines show up on hivesight if they're standing on it,
A "creep is under attack" soundbyte is played when it's being burned back by a flamethrower,
The aforementioned chamber effect boosts.
--Scythe--
Alien.kRegenThinkInterval = 1.0
// Percentage per DI regen
Alien.kInnateRegenerationPercentage = 0.02
Alien.kEnergyRecuperationRate = 10.0
Alien.kEnergyBreathScalar = .5</div>
Found this in the lua. DI = Dynamic Infestation?
Alien.kRegenThinkInterval = 1.0
// Percentage per DI regen
Alien.kInnateRegenerationPercentage = 0.02
Alien.kEnergyRecuperationRate = 10.0
Alien.kEnergyBreathScalar = .5</div>
Found this in the lua.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice find man. So it increase innate health and energy regeneration, depowers Marine structures, and makes lights flicker/go out. What does "EnergyBreathScalar = .5" mean?
<!--quoteo(post=1813808:date=Dec 6 2010, 03:52 AM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Dec 6 2010, 03:52 AM) <a href="index.php?act=findpost&pid=1813808"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The thing I'm most looking forward to when DI comes in is the atmospheric effect. Coming into a hive room and knowing you're in alien country will be an awesome feeling.
As far as mechanics are concerned, I've got a few ideas:
Marines are slowed when walking on it,
Marines show up on hivesight if they're standing on it,
A "creep is under attack" soundbyte is played when it's being burned back by a flamethrower,
The aforementioned chamber effect boosts.
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
I've been meaning to mention the hivesight thing: that strikes me as a must, good call. It should provide hivesight, and give the hivemind (alien commander) vision in that area as well.
I certainly hope so. One of the best aspects of Marine gameplay currently is the slow, steady expansion of territory, locking it down before moving on. Would be great for the Alien team to have something similar.
With regards to the Gorge, I could see it more as having a DI role similar to the Overlord in SC2 once Lair is up: spewing out DI at strategic locations. It would be the equivilant of the mobile power supply the Marines are getting. Aliens can now stage ninja assaults and get structures up in far forward locations without waiting for the DI to spread there. Could make for some really awesome gameplay.
Speed bonus on DI would be interesting, and really heighten the effect of "Enemy territory, watch out". However what might enhance that even more is camoflauge; instead of the old cloaking that worked all the time, make it function only on DI. Very reministant of that famous scene in Aliens: THEY'RE COMING OUT OF THE GODDAMN WALLS!
Initially, I was vehemently opposed to this notion, but it's sort of growing on me (pardon the horrendous and unintentional pun). From a gameplay standpoint, it may at first appear that it makes the aliens and marines too similar, but in reality it sets them up as opposites: the two cannot coexist in one room. If there is DI, alien structures will work, and marine structures will cease working; if there is power, that means there is no DI, so alien structures can't exist.
It effectively sets the framework for necessary conflict, gives Gorge a clear and essential purpose, and will give alien and Marine hives/bases vastly different feels beyond just the difference in lighting.
I absolutely love that idea.
As an added plus, it'll slow down the pace of the game and make it far more tactical. Things really will hinge in the diligence of Gorges and the effectiveness of other aliens at defending their DI, and give the Marines a constant reason to push forward: the longer they wait, the more the growth will spread, and the closer alien structures will be able to be built to Marine territory.
Edit: everything Ryo-Ohki said is awesome, spot-on, beautiful, and a good idea. The man is wise.
Also the idea of tying the gorge strong to the DI is a good one as the gorgey needs more to do at the moment.
- Bonus to alien characters and buildings on it.
- Abilities that directly interact with DI
--Gorge: Spread DI
--Skulk: Sink into DI, lowering visibilty
--Lerk: Pick up DI and use it as Bilbe-Bomb
--Fade: "Poison" scythes with DI
--Onos: Stomp makes DI from the ground splash into the air, blinding rines or acting as a umbra cloud?
--Flamethrower burns DI away very fast
-Weapons and corpses that drop onto DI get slowly dissolved by the bacteria, adding res to the aliens
-A DI infected tech pint/res node/power node cannot be taken by the rines unless the DI is cleared first.
-Improvements to the nano-grid so it adds mali to the aliens and boni to the rines. (On DI aliens are stronger on the Nano-Grid Rines are stronger. This would make sure that aliens spread through the level, rather than take a tech pint here and another room there etc.)
...any marine that dies while standing over the infestation will become absorbed into the mass, and any living marines nearby will hear mumbling sounds, and faint cries of '...k...ki..kill...me...'
<img src="http://www.zonadvd.com/imagenes/articulos/compa_alienblu/aliens_bluray5.jpg" border="0" class="linked-image" />
- Aliens moving on DI make no sounds
- Gorge can create webs across DI areas
- Grenades exploding on DI have reduced damage radius
- ARC cannot move on DI
<ul><li>Hive-Sight on every enemy player or structure walking on it, and alerts when the DI is being attacked by a flamethrower (tech-upgrade?).</li><li>Small regeneration bonuses to health and energy.</li><li>Required for structures to be placed, alternatively only for structures to work at full capacity.</li><li>Gorge can affect its growth by placing a second structure similar to a Creep Tumour from SC2 and can direct/extend DI growth by using healing-spray.</li><li>Alien commander can build a structure that can be built outside DI which also spreads DI by itself, working similarly to a Portable Powernode. (Maybe the Whip could walk into place?)</li><li>Lights consumed by DI is tinted orange, alternatively a translucent DI bubble could grow atop a lightsource to make the effect believable.</li><li>Certain machinery in a level could be affected, unlocking or locking a door for example or affecting a level-gimmick that functions differently depending on who controls it.</li><li>Every enemy kill on DI rewards the player with more plasma (tech-upgrade?).</li><li>Unique bonuses such as stealth for Skulks, belly-slide for Gorges.</li></ul>