Drifters

KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
edited November 2012 in Ideas and Suggestions
<div class="IPBDescription">A possible key to give khammanders more things to do early game</div>Like alot of people have pointed out already, the role of Khammander can be a bit dull early game. Marine commanders have alot of things to do at this point in the game, and their constant direct interaction with marines makes them invaluable. I believe the same can be achieved through the drifter. Personally I find them super handy already by placing them on key spots to spy on the marines, but their role could be expanded a bit further.

Enzyme for one is nice when you can spam it (aka have tons of tres) since its very short in duration and thus not really that good early game since tres better spend elsewhere. Perhaps this ability could be made more valuable early game by allowing drifters to channel the ability for a lower res cost (or no res cost?) to assist skulks killing RTs and other structures. Channeling enzyme will keep the drifter uncloaked so marines can shoot it down.

I'd also like drifters to help constructing buildings (maybe using the same enzyme channeling ability if its free of tres), but also lower the construction time speed of buildings as compensation and to avoid gorges to be useless. Drifter construction can't be stacked.

Comments

  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    I have thought for a long time it would be gd if drifters could heal/help build structures , I think they only way would be to make it an upgrade at the hive to make it balanced
  • AnsomAnsom Join Date: 2012-11-03 Member: 166364Members
    I'm all for making Gorges more useless.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited November 2012
    <!--quoteo(post=2012439:date=Nov 6 2012, 10:59 AM:name=Ansom)--><div class='quotetop'>QUOTE (Ansom @ Nov 6 2012, 10:59 AM) <a href="index.php?act=findpost&pid=2012439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm all for making Gorges more useless.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have you even read the whole post? The only thing where drifters and gorges overlap would be building construction and I said that the default build speed of a building would be slower as well as compensation so gorges can still do their part in constructing stuff. Its not a replacement of one with the other, if a gorges helps constructing a building that a drifter is also constructing, the enzyme would help a gorge heal spray to build faster as well. People complained before that constructing buildings as a gorge is dull since it takes so long. Guess you can't please everybody.
  • ApocalipsusApocalipsus Join Date: 2003-10-21 Member: 21838Members
    Drifters could place some webs like the gorge from ns1. A limit of 10 webs shared among them all.
    A marine traped on the web would move rather slowly for a few seconds (3-5) and an alert could be send to the aliens so they know someone moving to that spot
  • AnsomAnsom Join Date: 2012-11-03 Member: 166364Members
    Right. Give away another one of the Gorge's signature abilities to another unit and then nerf it.

    Again, I'm all for making Gorges more useless.
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    edited November 2012
    <!--quoteo(post=2012439:date=Nov 6 2012, 09:59 AM:name=Ansom)--><div class='quotetop'>QUOTE (Ansom @ Nov 6 2012, 09:59 AM) <a href="index.php?act=findpost&pid=2012439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm all for making Gorges more useless.<!--QuoteEnd--></div><!--QuoteEEnd-->


    No not for making gorges useless but as it is if a marine RT gets damaged they can repair it with a 5 res welder or send a mac aliens can only gorge heal it but as you need to be a gorge to do that end game it can be hard as you would need 1 of your players to risk the pres (hardly any1 wants to watse 10 pres to go gorge for a min,, even less if it would mean lossing there current lifeform) Once hyper is back i will ofc take this as my duty as I always did b4 they toke hyper out.

    I am all for making welder useful take out mac's (how you like those apples?)
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited November 2012
    <!--quoteo(post=2012446:date=Nov 6 2012, 11:07 AM:name=Ansom)--><div class='quotetop'>QUOTE (Ansom @ Nov 6 2012, 11:07 AM) <a href="index.php?act=findpost&pid=2012446"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right. Give away another one of the Gorge's signature abilities to another unit and then nerf it.

    Again, I'm all for making Gorges more useless.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I still think you have a wrong idea of what I'm saying here, but whatever, your entitled to your opinion. Its a synergy of two things, not a replacement.
  • AnsomAnsom Join Date: 2012-11-03 Member: 166364Members
    edited November 2012
    You want to give the Gorge's signature construction increase ability to Drifters.

    -1 Gorge

    You then want to nerf the rate at which Gorge's increase construction to compensate for two units now being able to speed up construction.

    -1 Gorge

    Your suggestion is not "Give two cookies to two lads." It's "Break the cookie and give each half." But, even if you were giving away two cookies, I'd say no, because it just makes the Gorge less special. The Gorge has suffered enough in the transition.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited November 2012
    <!--quoteo(post=2012457:date=Nov 6 2012, 11:15 AM:name=Ansom)--><div class='quotetop'>QUOTE (Ansom @ Nov 6 2012, 11:15 AM) <a href="index.php?act=findpost&pid=2012457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You want to give the Gorge's signature construction increase ability to Drifters.

    -1 Gorge

    You then want to nerf the rate at which Gorge's increase construction to compensate for two units now being able to speed up construction.

    -1 Gorge

    So, this is a suggestion of quantity over quality, really. I'm all for making Gorges more useless.

    Your suggestion is not "Give two cookies to two lads." It's "Break the cookie and give each half."

    But, even if you were giving away two cookies, I'd say no, because it just makes the Gorge less special.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah here we go, I'm not talking about lowering gorges construction speed, I'm talking about lowering the building automatic construction speed. So in fact it would make gorges MORE valuable since a Khammander has to micro drifters for it and both together form a nice synergy since gorges can heal faster as well through the enzyme. The idea is to give a Khammander more things to do without stepping on gorge toes. :)
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    Ansom learn to read

    thats a couple of times now the OP has tried to tell you he didn't mention slowing down gorge build time, you got that yourself, god knows where from but. What he did say and you didn't read correctly was he would slow down normal construction time ie that time it takes to build without help. Please read more carefuly before writing.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited November 2012
    And if construction is that big of an issue to some, if you leave it out, drifters can still assist gorges solely based on enzyme channeling without having to touch construction speed of buildings. The heal spraying only lasts while the gorge has energy though so that might take a while still, more incentive to get the adrenaline upgrade and run over to a nearby shift to fill up on energy.

    The construction idea is just a possible means of providing a khammander with more things to do by microing drifters.

    The idea of the enzyme channeling is to improve whatever a particular lifeform does, much like a marine commander does already.
  • AnsomAnsom Join Date: 2012-11-03 Member: 166364Members
    I know how to read. Word better. "Slows down automatic building time" would have been sufficient.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited November 2012
    <!--quoteo(post=2012440:date=Nov 6 2012, 11:01 AM:name=Keldorn)--><div class='quotetop'>QUOTE (Keldorn @ Nov 6 2012, 11:01 AM) <a href="index.php?act=findpost&pid=2012440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you even read the whole post? The only thing where drifters and gorges overlap would be building construction and I said that<b> <u>the default build speed of a building</u></b> would be slower as well as compensation so gorges can still do their part in constructing stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seems pretty clear to me, but whatever.

    I didn't say "The build speed of a gorge", not even the "default build speed of a gorge" if you want to argue the default. Default in this case means the build speed without assistance of a gorge. So you can start argueing terms but I advise you to ask questions first before making your own conclusions/interpretations like you did here.
  • SafewoodSafewood Join Date: 2012-11-03 Member: 166381Members
    I think this is a great idea. My most favourite classes for Aliens is in fact Gorge and Khammander. However, you can use Drifters for more than just scouting. It's quite effective to go two Fades and Skulk with a Drifter to boost their attack speed when you're going to take down the Marines' second CC.
  • AnsomAnsom Join Date: 2012-11-03 Member: 166364Members
    Since you're talking about units, one naturally assumes you're speaking about their build speed increase. "The default build speed of a building" could be the default speed of that building <i>while being healed</i> by a Gorge or, in your idea, a drifter. Again, word better. <i>Automatic</i> building time cuts out unit modification. It's still a bad idea. I'd rather just heal the building at its current speed as a Gorge than have its automatic speed slowed to compensate for my signature ability being split between myself and a damn inanimate commander-controlled object.
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    he still doesn't get it lol I assume troll at this point,,

    Was a nice idea m8 and would add to alien commander which was you point. also Anso has never played marien comm its seems or he would realse that the your idea for a drifter would be the same as marines Mac's :P , which also has a 2nd ablity you can research thats saps aliens energy.
  • ChaosXBeingChaosXBeing Join Date: 2012-10-12 Member: 162114Members
    If I could just point something out:

    The great thing about NS2 is that it's an <i>asymmetric</i> multiplayer game. Adding a way for a drifter to speed up build time just makes it resemble a MAC more. If you really wanted to make it effect build speed though, maybe tweak an old idea: Have a drifter capable of <i>becoming</i> a structure, this build time naturally being shorter than if the structure had just been placed down.

    Though really I'd try and find a different route to take for another drifter ability as, really, 90% of alien buildings already go up nearly instantly. Maybe a better idea would be to move nutrient mist to the drifter? It'd make more sense than a cloud of mist just appearing, and the drifter already has enzyme cloud which is sort of similar. Maybe even combine the two abilities into one?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2012
    How about instead of muscling in on the Gorge's ability to heal/speed up structures, why not have the drifter support the Gorge instead. A native a Drifter ability to speed up the Gorge's construction like the enzyme does with attacks or the shift does with energy. I mean it is a support creature after all and this would tie in with how enzyme currently works

    Just some random thoughts (these would work similar to enzyme):
    Shift Hive, Drifters gain an energize cloud to replenish alien energy
    Shade Hive, Drifters can spew ink like the shade, but a much smaller cloud of course
    Crag Hive, Drifters can can make the Gorge health spray more potent
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited November 2012
    Alright, the main idea behind this thread is having a channeled version of the enzyme cloud that works the same as the current enzyme seen ingame, but costs less (free? or 1 tres orso) and leaves the drifter open for attacks. Basically it allows a khammander early game to assist skulks with killing RTs and helps gorges building since heal spray is also increased through enzyme. The current res cost of enzyme is too high to be used early game to be worth it. The construction idea was just something additionally to this original idea to give khammanders more things to do, but might prove to be too much of nuisance.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    <!--quoteo(post=2012703:date=Nov 6 2012, 04:01 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 6 2012, 04:01 PM) <a href="index.php?act=findpost&pid=2012703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about instead of muscling in on the Gorge's ability to heal/speed up structures, why not have the drifter support the Gorge instead. A native a Drifter ability to speed up the Gorge's construction like the enzyme does with attacks or the shift does with energy. I mean it is a support creature after all and this would tie in with how enzyme currently works

    Just some random thoughts (these would work similar to enzyme):
    Shift Hive, Drifters gain an energize cloud to replenish alien energy
    Shade Hive, Drifters can spew ink like the shade, but a much smaller cloud of course
    Crag Hive, Drifters can can make the Gorge health spray more potent<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice ideas :)
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