Gorge the Gardener
schkorpio
I can mspaintMembers Join Date: 2003-05-23 Member: 16635Posts: 3,543 Fully active user

let gorge move alien commander structures
I think that the gorge would be really fun to play, if you were more of a gardener, (rather than just dropping 3 hydras and some clogs.)Wouldn't it be fun if, as a gorge, you relocate commander dropped structures to better positions?
E.g. alien commander drops a crag, but its no longer in a useful spot, so you can hold "e" on it and it shrinks and dissolves. Then you could bring up your build menu and select it from there, and build the crag like you would normally with hydras.
This means you could now:
-put this crag into a safe location like on the ceiling or a wall etc.
-or move it closer to your gorge fort.
-or digest it, and slide away if your fort is failing! to save the crag and place it somewhere else.
This would work for all commander structures (except harvesters of course), so now you could strategically place whips on walls and ceilings too, to increase their effectiveness.
I don't think trolling would be much of an issue, since you would only be able to relocate structures onto infestation.
And maybe if a gorge is being a troll, the commander could click on the gorge and select a lock option, so that gorge can no longer move structures.
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thou shall slide!
thou shall slide!
Comments
Instead of locking a Gorge, how about changing the Uproot/Root toggle and add it to Kharaa static defenses (Crag/Shade/Shift/Whip)? That can serve as the lock mechanism instead of picking on players, which is more of a Marine Commander thing.
Alternatively, if it's deem too griefable, I can settle for E on Crag/Shade/Shift to pay PRes for Heal Wave/Ink Cloud/Hatch (let Gorge place the Egg).
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Hold E to relocate structure, press E to activate its skill.
More hives gives the gorge more slots for the Gorge to carry (1 hive, move 1 structure. 2 hives 2 structures, 3 hives 3 structures).
Tho, this would REALLY shine if the Gorge got his cysts back..
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The gorge doesn't need to have his cysts back... the gorge has to be in relation with the commander so the cysts can be dropped directly by him.
Also the commander needs a command to disable this ability from the gorge or the structures. It is essential to his tactic.
THE GORGE NEED IT!
Hydras cost Pres, if all these abilities start costing gorge Pres as well, he will be spending all his money on supporting, which is not fun for the gorge himself.
Yeah i also agree with gorge being able to make cysts again, just make it a longer cooldown or whatever, so its like to supplement the commander not taking over cyst laying.
SOmetimes when commander is busy or whatever, and you really just need infestations right here and now, it would be damn nice to be able to put down a cyst
What would marines have to counter this besides killing the gorge (and as a direct result, the building it was carrying) though? Their equivilant is recycling unnecessary buildings and rebuilding them elsewhere, but this one sounds like it's free as long as the alien commander says it's okay.
How about an immature cyst drop that commanders can place and gorges can then pick up and place elsewhere (In range of others of course)? Team res cost could be the same as a regular cyst, but this way a gorge can place it when and where he needs it (And lose it if it's not placed when he dies). Alternately, just have a gorge cyst cost 5 pres or something, maybe a personal limit of 2-3 cysts, and let the commander 'upgrade' gorge cysts to regular ones at the cost of the same team res cost as the number of cysts converted (Individual cost being the same as a regular commander-placed cyst that is).
That would work !
Once the infestation reaches the Command Chair, the process begins. One Gorge enters the chair to provide the necessary height. Another climbs on its shoulders to access the controls.
A Gorge Lab is quickly established, staffed by microscopic Gorges who work tirelessly to unlock the secrets of Frontiersman Technology, stopping only to change their lab coats when they become dirtied. Once the research progresses to a certain point, the Gorgecom gives the order. Nanites are called into service.
The armature forms. A chosen Gorge, tested many times in the field of battle, enters the machine.
Servos whir; miniguns spin up in diagnostics; an Exogorge is born.
ahh yes sorry, i didnt mention that moving the structures wouldn't cost the gorge anything
thou shall slide!
The commander needs a shift hive, build a shift structure, wait until it matures to get echo and then teleport structures that are nearby the shift structure to other locations that have infestation. It costs tres while doing so.
The gorge on the other hand can do this on the field. Its done quicker and more in a direct manner but its also more limited (gorge has to walk all the way and can carry only a limited amount of structures) and risks losing the structure while in transit to its new location.
So one thing requires the correct tech + techstructure and tres, its essentially teleporting structures. The other method requires no tech (could make it researchable though), no tres/pres and its done by manually moving things around but takes workload of the commander and adds flexibility to gorges.
Yes, part of the risks involved. Could always allow commanders to enable gorges to carry things on a personal basis to prevent potential grief.
I think its fair that the crag would be lost - if the crag is unguarded its pretty much lost anyway. At least the gorge is fairly good at sliding away when he's in trouble
thou shall slide!
Structures should cost p-res and you should only be able to build what the commander has researched. This way you can work in tandem and not overrule the commander's decisions.
The structure just vanishing when the Gorge is killed would work, but the structure being placed where the Gorge was killed might minimise the griefing potential.
Wouldn't it be fun if, as a gorge, you relocate commander dropped structures to better positions?
E.g. alien commander drops a crag, but its no longer in a useful spot, so you can hold "e" on it and it shrinks and dissolves. Then you could bring up your build menu and select it from there, and build the crag like you would normally with hydras.
This means you could now:
-put this crag into a safe location like on the ceiling or a wall etc.
-or move it closer to your gorge fort.
-or digest it, and slide away if your fort is failing! to save the crag and place it somewhere else.
This would work for all commander structures (except harvesters of course), so now you could strategically place whips on walls and ceilings too, to increase their effectiveness.
I don't think trolling would be much of an issue, since you would only be able to relocate structures onto infestation.
And maybe if a gorge is being a troll, the commander could click on the gorge and select a lock option, so that gorge can no longer move structures.
Moving structures could be used to grief your own team mates. So, no. I don't want to see that become an option. It is part of being a good alien commander to know where to place structures. It is part of the fun of being an alien commander to plan your structure placement. The moment your team mates can move around structures without your knowledge or consent, your master plan could be unraveled. Not fun at all.
Here are my compiled suggestions for the Gorge class:
01 - Hydras
hydras now cost zero personal resources, down from 3
hydra hit points increased 33%
hydras now deal additional poison damage over 6 seconds. Remember that mechanical units are immune to poison
02 - Clogs
base clog health is unchanged
clog health now also increases depending on how many other clogs are connected in the chain
each gorge can place up to 12 clogs, up from 10
03 - Gorges: The base defender
Gorges can now build whips. They cost 9 personal resources each. They can only be built on infestation and only on the ground.
@Lofung - I agree, but it is clear the dev team want this change, so maybe this could be a good alternative compromise for those of us who want to play the old gorge way
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Perhaps to keep the shift useful in late game, however, maybe have gorge-moves reset the structure's maturity? So you could either have a gorge move the structure for free but have it be weaker on rebuilding, or pay for the shift to move it in it's present state.
He then found them in his menu like hydras and clots.
Crags + Whips on the ceiling? xD
Shades hidden in vents?
Marine Starting Gun should ###### up the Aliens 50 res life form yo... Seems Legit.
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So, a gorge carrying a crag would become a mobile AoE healing station.
And a gorge carrying a shade would become a mobile cloaking field. >:D
So, a gorge carrying a crag would become a mobile AoE healing station.
And a gorge carrying a shade would become a mobile cloaking field. >:D
Yes! And whilst he is carrying them he should have them cute'ly placed on his back/head!
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In all seriousness... no... that would be totally imba!! xD
Gorge carrying a shift for permanent heal and bile-bomb AT THE SAME TIME!
Marine Starting Gun should ###### up the Aliens 50 res life form yo... Seems Legit.
NS2_Siege007 Remake.
Gorge was my favorite alien class in the original game, but I see no reason at all to play them now. Their previous role has been taken from them, and the things they do now are easily overshadowed by other mechanics. Heal? People run past me to the Hive because it's more efficient than me standing there breathing on them. Aliens don't exactly have a mobility problem. Spit? Play another alien that's more combat-oriented. Bile Bomb is arguably the only good thing about Gorges. Those little turrets and clogs? They're really insignificant.