Pustule Abilities

PsiWarpPsiWarp Gifted GorgeRichmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
edited June 2011 in Ideas and Suggestions
<div class="IPBDescription">Ala Design Log</div>Seeing as the pustule has some ways to go before implementation, let's brainstorm some abilities that makes it less "sole-purpose" and more versatile.

<b>What we know</b>:
<ul><li>Pustules spread infestation, as well as the tendrils connecting them.</li><li>The Hive makes Pustules, and pustules can produce other pustules.</li><li>The Gorge can create pustules for 3 PRes each (as mentioned in <a href="https://docs.google.com/document/d/139ySUrBsO0m0Z4ilq0YsDEHJLQhBa6RrIjJIsckL2kE/edit?hl=en&authkey=CLCo8Z0J&pli=1#" target="_blank">design log</a>)</li><li>Pustules must be connected via tendril when created (range limit)</li><li>Pustule will likely have 400 - 500 health.</li></ul>
<b>Forementioned design ideas of pustule abilities</b>:
<ul><li>Pustule explodes/bursts when killed, potential area damage to Marines (and structures?)</li><li>Pustules can act as a way to sustain permanent Gorge infestation and Commander infestation (Thanks OutlawDr!)</li><li>Pustule evolves into a "sentry", which acts as a siren when enemies approach.</li></ul>

I'll begin with this suggestion:

<b>Haze</b> (Target): Unleashes a stream of gas on the casting pustule's own patch of infestation. This haze blocks line-of-sight and causes grenades (if decelerating/rolling on ground) and flames to fly along the stream's direction (usually upward, but can cast on infestaton on walls). Flames have nearly no effect when shooting at max range that flames can reach, but close up the gas has no effect on flames.

What do you guys have in mind?

Comments

  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited June 2011
    <u>Pustules can act as a way to sustain permanent gorge infestation and comm infestation.</u>

    Pustules spread infestation on their own up to a certain radius. However, they can also support more '3rd party' infestation further out in larger radius around them. In here, a gorge can spread infestation and keep it permanent if connected to the pustule infestation. An alien comm can also place comm growth, but it can only be placed within the pustule's larger radius. No longer can alien comm spread infestation right into marine start ...at least without first laying down a pustule track.

    <b>This serves as a way to tie gorge infestation and comm infestation with pustules...something the devs were looking for. </b>

    <!--quoteo(post=0:date=:name=NS2 Design Log)--><div class='quotetop'>QUOTE (NS2 Design Log)</div><div class='quotemain'><!--quotec-->Gorge infestation (growth) and how it fits in with comm growth and pustules
    Gorge infestation should behave no differently than commander infestation. It could have a different lifetime or size, but fundamentally it should be the same stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Thanks for pointing that out, I'll add it to the forementioned section :)
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited June 2011
    What about if you can connect mature structures to pustules, causing all connected pustules to have the same active ability as the connected structure?

    If you place a mature structure in range of a pustule, it grows a tendril to it, which boosts the structure's health a little, then that pustule and all pustules connected directly to that pustule (so basically in a range of 1 pustule from the source) will trigger the active ability of the connected structure when you trigger it.

    So triggering a mature crag causes the umbra to emit from several nearby pustules, triggering fury on a whip creates a big damage boost aura, babblers should probably be on the crag only, same with bombard, but the first tier active abilities would make upgrading to a mature structure very interesting, and also make triggering active abilities easier because you can cover a wide area with one click.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1853543:date=Jun 16 2011, 12:02 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 16 2011, 12:02 PM) <a href="index.php?act=findpost&pid=1853543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So triggering a mature crag causes the umbra to emit from several nearby pustules, triggering fury on a whip creates a big damage boost aura, babblers should probably be on the crag only, same with bombard, but the first tier active abilities would make upgrading to a mature structure very interesting, and also make triggering active abilities easier because you can cover a wide area with one click.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This!
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Ooh, like a triggered ability multiplier. I like the sound of that. It would be interesting to see Shade's Cloak and Crag's Umbra spread across several Pustules, though there should probably be a max # of pustules connecting via tendril (like 3-ish)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Do we all remember the alien "canal" idea? I think that given the newly developed implementation of "DI", it suits it perfectly and would work quite well. An alien can enter at one (upgraded?) pustule, then move (linearly) quickly (though not instantaneously) to another pustule.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Oh, that reminds me of the Novus Flow network from Universe At War: Earth Assault. Flow Conduits are similar to Pustules without the DI, and Novus units can travel between conduits quickly. <a href="http://www.youtube.com/watch?v=N5-j5LNOJxU&playnext=1&list=PL4F3D53AE9C2EE31D" target="_blank">Here's a video</a>.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Combine the two, placing a shift near a pustule allows you to travel along the infestation to another connected shift, but only if there's a pustule connection between them, so you have to connect hives via infestation to allow hive to hive travel to work, but on the other hand you can travel to any connected shift, not just to hives.

    It should have travel time, like you press the button and it makes your view fly over the DI to get to the other shift.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    edited June 2011
    How about a special pustule that creates opaque bog/smoke/fog that marines can not see clearly through, but aliens see as translucent, giving aliens a tactical advantage and sexy atmosphere in the area which would be generated in a 4-5 meter diameter radius around the pustules, if the pustule is destroyed, the fog would dissipate.

    A more upgraded form could have full opacity, and an even more advanced form could create toxic clouds with similar effect as the lerk's spore gas.

    (damn I just read your haze suggestion, its very similar, I misread it originally, I thought it was some form of jet stream that pushed off objects only.)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    @Vladimir: Yeah, some form of mist/fog could really make for great alien atmosphere. A Mature Pustule of some sort, perhaps.

    @Chris: That's interesting, Shifts can be connected via Hive or Pustule tendrils, and the player goes thirdperson and rapidly hop between pustules (after initial +use on the Shift) until he ends up at the next Shift in the system. Maybe pustules can even pulsate when a player passes through via Shift system, as an indicator for Marines.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Personally, I'd rather keep pustules simple so as not to confuse its primary purpose (spreading DI) with other secondary functions. At most, I'd like to see only pustules upgrades related to DI (such as increasing the range or speed of spread or causing damage to marine structures caught on DI).
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    Pustule Health/Armour should increase as a function of the number of other (connected? or maybe just present) pustules nearby. (with a resultant swelling/'calcification' of the pustule in question)

    Probably on a tiered system, so
    + by range
    1-3 pustules within radius X = 350 health
    4-7 = 500 health
    8+ = 650 health

    Possibly add a research item that becomes available at Hive2 that increases the radius X above, based on hive numbers (maybe +10% per additional hive)

    <i>or</i>

    + by connections

    1 connected pustule 350 health
    2 connected = 500 health
    4 connected = 650 health

    - by connections is probably the easiest to manage as each pustule would already know how many connections it has, whereas radius would have to constantly ping for info (more server update tasks... boo.) but would feel more ... organic

    This means that heavily entrenched DI is harder to shift, while the edges are easier to remove (and removing them weakens the next set) - this forces marines to do an advancing cleanse (although a surgical strike to a vulnerable connecting section of DI is still possible, it is harder the deeper into Kharaa territory you go)

    Also:

    Pustules should NOT be considered structures for the purposes of ARC fire. as that would make clearing it too easy, and with the Splash Damage upgrade, turn the ARC into an obscene AoE weapon when in alien territory.

    And finally...

    Perhaps (in addition/ alternatively) add a DI specific upgrade to each of the upgrade structures:

    Crag: Increases/grants armour to pustules, or increases the rate of on-DI regen for lifeforms
    Shift: Increases Lifeform Energy regen while on DI
    Shade: Improves the information granted by the hive-sight by DI (eg, make the parasite marker pulse, faster the more damaged a marine is - kind of like a heartbeat sensor)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited June 2011
    Scaling health for pustules should help reinforce infestation presence near Hives (perhaps Gorge pustules [if they still plan on adding that] can benefit from this as well), and I agree with the ARC cannon not affecting pustules (maybe Hydras too, Gorge-made stuff, part of infestation itself?)

    Edit: Updated OP with Gorge pustule making
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited June 2011
    Some argue that the constant guarding of pustules the alien side will have to do in order to spread infestation will turn into a big pain in the ass. The more utility pustules bring to the player, the more likely they'll actually want to guard them.

    Currently health/armor regen from infestation is a bit of a joke. Its so slow you'll just end up running all the way back to the hive (or a crag) anyway.

    What if the closer you are to a pustule the faster infestation heals you. Close up to a pustule the heal rate is equal to that of a crag, however it only heals you up to 50% of health/armor...then reverts back to the slower regen. In a way they act as mini-crags with a longer range but less total heal. If a crag hive wasn't their first hive, they give aliens a viable option to heal on the field. Crags look like armored pustules anyway.
    As a commander, if you want to setup a strong point/minibase of whips/shades/etc, building around a pustule to start off with would be ideal....and makes the PITA of guarding them a lot more bearable. As a gorge, next to a pustule would be a naturally choice to set up your hydra shop, if crags are not around.
  • WiltdogWiltdog Join Date: 2011-05-26 Member: 100980Members
    I love the idea of pustles because it will finally limit the alien infestation to one or two locations on the map, not the ENTIRE thing. If marines typically go flight control/ heliport, it will be kinda silly to try and place infestation there because it will die so fast due to high traffic. This will allow the marines to actually "lock down" parts of map. Vice versa, aliens are "locking down" their own side of the map.

    Usually its just alien infestation EVERYWHERE.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    edited June 2011
    Alien's energy and health should recharge faster when on DI/near pustule
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1854301:date=Jun 18 2011, 06:48 PM:name=Wiltdog)--><div class='quotetop'>QUOTE (Wiltdog @ Jun 18 2011, 06:48 PM) <a href="index.php?act=findpost&pid=1854301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the idea of pustles because it will finally limit the alien infestation to one or two locations on the map, not the ENTIRE thing. If marines typically go flight control/ heliport, it will be kinda silly to try and place infestation there because it will die so fast due to high traffic. This will allow the marines to actually "lock down" parts of map. Vice versa, aliens are "locking down" their own side of the map.

    Usually its just alien infestation EVERYWHERE.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also gives sentries the additional function of stopping DI growth.
Sign In or Register to comment.