Ignorance: what is dynamic infestation?
CodeCowboy
Join Date: 2012-09-21 Member: 160235Members
Join Date: 2012-09-21 Member: 160235Members
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Cysts need to stay because needing flamethrowers to clean a room as well as spraying a room top to bottom all day every day when playing marines is a terrible gameplay mechanic.
Cysts need to stay because needing flamethrowers to clean a room as well as spraying a room top to bottom all day every day when playing marines is a terrible gameplay mechanic.<!--QuoteEnd--></div><!--QuoteEEnd-->
Depends on how you tweak it. If the stuff grew slower, it wouldn't be so crazy.
I'd like to see a DI mod after 1.0 where Marines have to advance into alien territory to cut off infestation, escorting their vulnerable flamethrowers while allowing Kharaa the chance to lie in wait for them as protectors of the bacterium. Add in infestation damaging any structures/nodes it touches, and you've got a nice Marines vs Infestation gametype; a lot closer to how I originally thought it was going to play out in NS2.
In terms of pure gameplay, dynamic infestation is already in the game. When people talk about "dynamic infestation" these days, what they are typically referring to is visual upgrades to the infestation to make it more like the original video.
The worse gameplay element ever ?
I'm kidding, I'm sure there is worse, for example sc2 creep.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->bad gameplay element<!--QuoteEnd--></div><!--QuoteEEnd-->
bronze league detected
Whether or not it ends up this way is anyone's guess.
There was also all this talk about tricks up his sleeve and whatnot. Though, I have no idea if that was in reference to performance or implementing the infestation like we had originally seen.
It would be cool if Gorges could use clogs on infestation and instead of just building a wall, the infestation would dynamically spread and connect to the clogs to make them more effective at closing off areas on infestation.