The evolution chamber
crypt
Join Date: 2004-04-22 Member: 28091Members, Constellation
I recently saw how sewlek added a evolution chamber in his beta-mod. There it was used for lifeform-upgrades but it got me the idea for a new function. Basically the khamm can use it to research some special upgrades for the team which make each game a bit more unique. I want to emphasise, that non of the upgrades should be game-defining or "must-have". Rather they should allow for some individual strategies. I also didn't want simple upgrades like "+5% damage for aliens" to keep the asymetry of marines and aliens.
So without further ado, here are 8 example upgrades I came up with (ideas were rather rushed):
1. Ressource towers gather ressources 10% faster - 20 res
2. Parasite won't get removed by a medpack/armory - 15 res
3. Buildings and players evolve 10% faster - 15 res
4. Drifter get +20% hp and armor - 10 res
5. Attacking a whip/hive will spawn 3 babblers to defend it (45 sec cooldown) -25 res
6. Infestation spreads 20% faster - 20 res
7. Buildings move 25% faster - 10 res
8. When a marine gets killed he leaves behind a spore-cloud for a short time - 25 res
So for example: If the khamm goes for a defensive strategy he might want to get upgrade 1, for fast expansion upgrade 6 and so on. I'm sure others can come up with even better ideas.
Tell me what you think (or maybe if there are previous threads with the same idea)!
So without further ado, here are 8 example upgrades I came up with (ideas were rather rushed):
1. Ressource towers gather ressources 10% faster - 20 res
2. Parasite won't get removed by a medpack/armory - 15 res
3. Buildings and players evolve 10% faster - 15 res
4. Drifter get +20% hp and armor - 10 res
5. Attacking a whip/hive will spawn 3 babblers to defend it (45 sec cooldown) -25 res
6. Infestation spreads 20% faster - 20 res
7. Buildings move 25% faster - 10 res
8. When a marine gets killed he leaves behind a spore-cloud for a short time - 25 res
So for example: If the khamm goes for a defensive strategy he might want to get upgrade 1, for fast expansion upgrade 6 and so on. I'm sure others can come up with even better ideas.
Tell me what you think (or maybe if there are previous threads with the same idea)!
Comments
The only thing that worries me is that khams could end up only using tried-and-true special upgrades rather than experimenting every game (as every game is different, following one blueprint is not a good idea).
Example:
Shade Hive:
I)Drifters go invisible standing still - 20 res
II) Parasite won't get removed by a medpack/armory - 15 res
III) Extend Shade cloaking area - 15 res
Shift Hive:
I) Infestation spreads 20% faster - 20 res
II) Resource Tower (harvesters) gather 10% faster - 20 res
III) Buildings and players evolve 10% faster - 15 res
Crag Hive:
I) Drifter get +20% hp and armor - 10 res
II) When a marine gets killed he leaves behind a spore-cloud for a short time - 25 res
III) Attacking a whip/hive will spawn 3 babblers to defend it (45 sec cooldown) -25 res
I feel that additions from now onwards need an obvious cause to all players (not just the commander). If they gain an extra ability, it's because they bought it or picked something up. Basically, every effect needs a visible cause.
I guess that's true, even the current Khammander is a bit micro-manage-y for my taste
Marines have it a bit easy