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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
NolSinkler
Marines, as of right now, have quite a few ways to defend a key point. Turrets, siege, elec. TFs, mines.

Aliens have OCs for defense.

The aliens need more structures to defend/atack key points across the map.

So, we have 4 branches.

Defend:

Spike Chamber: The current offense chamber. 10 resources. Shoots a spike for 15 damage, at about a rate of 1/second. This damage doubles if the chamber is near a hive. 1000 health.

Alien Specific defense:

Acid Mine: (not under this chamber branch at all, it's a fade attack). A fade attack, put in slot 3 (replacing metabolize). The fade shoots a mine, which will instantly plant itself when it lands. It has an arcing flight, like bilebomb. When stepped on, it will explode, doing 75 damage to all nearby marines, and 150 damage to all nearby structures. Uses 90% of the fade's energy. RoF: .1/second.

Spore Mine: Costs 10 resources. A gorge can purchase a spore mine. Inside this sporemine is an extremely powerful version of spores, doing a massive 6 times the damage/second (42 damage/second). This lasts for 7 seconds after explosion.


Offense:

Vibration Chamber: 75 resources. Takes 120 seconds of being used to build. 5000 health. Slightly smaller then a hive. This chamber senses all marines around it within a 750 unit radius. It will then send vibrations (like the onos stomp) in all directions around it, any time that a marine is sensed. These vibration can travel up to 1000 units, and travel at 500 units/second. They cannot go through walls, however can follow turns in hallways. Any marine that gets hit will take 250 damage. Marine structures, if in the path, will take a minor 50 damage. RoF: .25/second. These vibrations can be jumped over, much like stomp.

Infestation: 300 health. The gorge can build infestation. For every 1 resource spent, a small area is covered. This will stick marines to it for 4 seconds, and the marine will not be able to move/shoot. He will also take 10 damage/second. This can be destroyed with any weapon, but all non-explosives do 1/2 damage.

Upgrade:

Defense Chamber: 15 resources. Provides the Regeneration, Carapace and Redemption upgrades. Regeneration nerfed to only heal 2% health.level, but now 1% armor/level is healed, while health is being healed (and regen from health overflows). Redemption buffed to 50%/level/second. Carapace always adds an extra 1/3 of your armor/level. 1250 health. Also heals nearby aliens/alien structures at a rate of 25 health/second.

Sensory Chamber: 10 resources. Provides the Cloaking, SoF and Focus upgrades. Cloaking now makes you 90/95/100% invisible from level 1-3, along with the faster cloaking. Focus now adds a 25% boost/level to damage to all attacks, and no longer slows down RoF. 800 health. Any marine near a sensory chamber will appear on hive sight as a blue circle. Also, the sensory chamber will parasite marines that touch it. Extends the range of all nearby (500 units) chambers by 150 units (my favorite idea). This does not stack.

Movement Chamber: 15 resources. Provides the Celerity, Silence and Adrenaline upgrades. Celerity raised to 35 units/second/level. Adrenaline raises energy gain by 4%/second/level, instead of just 33% faster/level. 1100 health. Any alien within 450 units of a movement chamber will gain a 15% boost to speed, and a 10% adrenaline boost every 3 seconds. Both of these stack. They also can travel to a random hive that is not the closest hive by "+using" the chamber.



Advanced: These are chambers that will help your team immesely, more then any other chambers.

Resource Tower: 15 resources. 3500 health. Gives your team 1 resource every 4 seconds. .2 seconds/resource are taken away with each alien on the team (so in a 10 vs. 10, each RT makes resources 2 times as fast).

Hive: 50 resources. 12000 health. Allows a new upgrade chamber to be built. Also unlocks a new ability. Any alien within 600 units of it heals by 15% health, gets a 20% faster RoF on all attacks, and all attacks are 25% stronger.


Just my ideas... hive5.gif
keep_it_Gangsta
hmmmm

Nice thought, although I dont exactly agree with your suggestions.

One thing I will say is, back in 1.04 OC's were good, could kill people and were worth building, which is just not the case anymore in 3.

CURRENT OC SUCK, bring back 1.04 OCs!!!
RobB
you know... the alien's (new) point of style is to be everywhere personal... that means, that the ocs arent meant to be build anyway except in hard to patrol areas (large funnels or stuff).
Da_Scarlet_M
Hmmm it sounds good but getting rid of matabolize..... hmm the fads cannot heal themselfs instead plant mines? i dunno sounds like weakness. It may just be me but when i am a fade i wouldn't like not being able to heal quickly and when i get hit bad, i would have to hide for a while for regen or go back to have/DC. But the other stuff. although the vibration chamber sounds a little to powerfull. 1 gorge builds it and all the ohters come to help it shouldn't take to long to do also the range and the only way to get around it is to fly(JP)...... lets face it its pretty hard to fly without touching anything or running out of fuil that far and then to attack it you would need to defend yourself from aliens and from hitting the ground to die. not possible to get 5000 hp down that quick although you can jump it but one false move and the 100 hp is gone. but thats what i gotta say...
Ripur
This is simular to your acid bomb, but i think would be more usefull for early area control.

Since aliens need a fair amount of team work to break down rine defences (umbra, bb, and fade swipe etc.) having them patrol whole areas is not a very good idea. a single rine with a GL can do more damage than a team of aliens.
SinSpawn
QUOTE
Spike Chamber: The current offense chamber. 10 resources. Shoots a spike for 15 damage, at about a rate of 1/second. This damage doubles if the chamber is near a hive. 1000 health.


Is this one your idea or is the bold part yours? Cause the OC does actually 50 dmg.

QUOTE
Parasite Mine: Costs 2 resources. A skulk can drop a paramine, which is very, very small, hardly noticable by marines at all. When stepped on, the marine will be parasited, and will take 20 damage. If the marine approaches a hive, the "the enemy approaches" sound plays.

It would be annoying to hear 15+ marines parasited and hear 15 "the enemy approaches". and it would be noticed quite well unless it was the smallest model ever.

QUOTE
Acid Mine: (not under this chamber branch at all, it's a fade attack). A fade attack, put in slot 3 (replacing metabolize). The fade shoots a mine, which will instantly plant itself when it lands. It has an arcing flight, like bilebomb. When stepped on, it will explode, doing 100 damage to all nearby marines, and 200 damage to all nearby structures. Uses 90% of the fade's energy.

could be abused? doesn't sound that user friendly...well...I mean there is xeno and you idea is so much more powerful then xeno :O and xeno causes the skulk to die at the cost of using that ability.

bleh can't examine anymore smile-fix.gif
AvengerX
Aliens don't have as many structures because they have more lifeforms and because all of the life forms move really fast (execpt gorge and somewhat onos) the aliens can cover a lot more ground without needing structures to hold down territory
Verthandi
QUOTE (NolSinkler @ Aug 23 2004, 01:52 AM)
Marines, as of right now, have quite a few ways to defend a key point.  Turrets, siege, elec. TFs, mines.

Aliens have OCs for defense.

The aliens need more structures to defend/atack key points across the map.

So, we have 4 branches.

Defend:

Spike Chamber:  The current offense chamber.  10 resources.  Shoots a spike for 15 damage, at about a rate of 1/second.  This damage doubles if the chamber is near a hive.  1000 health.

Alien Specific defense:

Acid Mine:  (not under this chamber branch at all, it's a fade attack).  A fade attack, put in slot 3 (replacing metabolize).  The fade shoots a mine, which will instantly plant itself when it lands.  It has an arcing flight, like bilebomb.  When stepped on, it will explode, doing 100 damage to all nearby marines, and 200 damage to all nearby structures.  Uses 90% of the fade's energy.

Spore Mine:  Costs 10 resources.  A gorge can purchase a spore mine.  Inside this sporemine is an extremely powerful version of spores, doing a massive 6 times the damage/second (42 damage/second).  This lasts for 7 seconds after explosion.

Parasite Mine:  Costs 2 resources.  A skulk can drop a paramine, which is very, very small, hardly noticable by marines at all.  When stepped on, the marine will be parasited, and will take 20 damage.  If the marine approaches a hive, the "the enemy approaches" sound plays.



Offense:

Vibration Chamber:  75 resources.  Takes 120 seconds of being used to build.  5000 health.  Slightly smaller then a hive.  This chamber senses all marines around it within a 750 unit radius.  It will then send vibrations (like the onos stomp) in all directions around it, any time that a marine is sensed.  These vibration can travel up to 1000 units, and travel at 500 units/second.  They cannot go through walls, however can follow turns in hallways.  Any marine that gets hit will take 250 damage.  Marine structures, if in the path, will take a minor 50 damage.  RoF: .25/second.  These vibrations can be jumped over, much like stomp.

Infestation:  300 health.  The gorge can build infestation.  For every 1 resource spent, a small area is covered.  This will stick marines to it for 4 seconds, and the marine will not be able to move/shoot.  He will also take 10 damage/second.  This can be destroyed with any weapon, but all non-explosives do 1/2 damage.

Upgrade:

Defense Chamber:  15 resources.  Provides the Regeneration, Carapace and Redemption upgrades.  Regeneration nerfed to only heal 2% health.level, but now 1% armor/level is healed, while health is being healed (and regen from health overflows).  Redemption buffed to 50%/level/second.  Carapace always adds an extra 1/3 of your armor/level.  1250 health.  Also heals nearby aliens/alien structures at a rate of 25 health/second.

Sensory Chamber:  10 resources.  Provides the Cloaking, SoF and Focus upgrades.  Cloaking now makes you 90/95/100% invisible from level 1-3, along with the faster cloaking.  Focus now adds a 25% boost/level to damage to all attacks, and no longer slows down RoF.  800 health.  Any marine near a sensory chamber will appear on hive sight as a blue circle.  Also, the sensory chamber will parasite marines that touch it.  Extends the range of all nearby (500 units) chambers by 150 units (my favorite idea).  This does not stack.

Movement Chamber:  15 resources.  Provides the Celerity, Silence and Adrenaline upgrades.  Celerity raised to 35 units/second/level.  Adrenaline raises energy gain by 4%/second/level, instead of just 33% faster/level.  1100 health.  Any alien within 450 units of a movement chamber will gain a 15% boost to speed, and a 10% adrenaline boost every 3 seconds.  Both of these stack.  They also can travel to a random hive that is not the closest hive by "+using" the chamber. 



Advanced:  These are chambers that will help your team immesely, more then any other chambers.

Resource Tower:  15 resources.  3500 health.  Gives your team 1 resource every 4 seconds.  .2 seconds/resource are taken away with each alien on the team (so in a 10 vs. 10, each RT makes resources 2 times as fast).

Hive:  50 resources.  12000 health.  Allows a new upgrade chamber to be built.  Also unlocks a new ability.  Any alien within 600 units of it heals by 15% health, gets a 20% faster RoF on all attacks, and all attacks are 25% stronger.


Just my ideas...
  1. Defense
    1. The Spike Chamber is essentially an OC, with weaker default damage, but the possibility of a bonus from the Hive. This will actually make the 'Spike Chamber'/OC more useless, since the majority are built in remote locations (as opposed to the Hive).
    2. This Acid Mine could be very spammable. In fact, this would be the 1.x Bile Bomb, with the added feature of a proximity fuse, and increased damage. And this time around, three Fades, each firing one of these would kill everybody short of HAs. Maybe a little too powerful...
    3. ...as with Spore Mines. At 42 damage/second, this might also be slightly too effective, and at 10 resources, too expensive as well. With some tweaking, it could possibly work (provided it gets past the fact that Marines already have Mines).
    4. Parasite Mine gets a big 'no'. I could Parasite the Marine twice for no resources at all and achieve the exact same effect.

  2. Offense
    1. The Vibration Chamber is like the Siege Cannon, but it kills Marines. Sneak one in near the Marines' base and think of the result. Would probably also increase turtling.
    2. Infestation would be the epitome of uselessness. Everybody would just shoot it.

  3. Upgrades
    First of all, the three Chambers should cost the same amount of resources, and preferably, have the same amount of Health. This prevents any external factors from affecting which Chamber is chosen first (should theoretically make them easier to 'balance').
    • I've always liked the idea of Health and Armor being regenerated simultaneously, so the new Regeneration would be nice to see.
    • The improvement in Redemption is near-negligible.
    • Compared to now, Carapace would be less effective on low-level Aliens, and stronger on high-level Aliens; not a good change.
    • Cloaking is basically what it is now, although 100% Cloaking would be distinctly advantageous.
    • A similar change to Focus was proposed, but not implemented. I think it should be.
    • I also like the other changes on the Sensory Chamber effects (especially the Marine detection one, very useful)
    • The Movement Chamber should also affect other Chambers nearby (since both DCs and SCs do so) such as by increasing the rate at which they work (faster Healing, and faster Cloaking).

  4. Advanced
    • Any changes on the Resource system would require extensive testing, and something as radical as this is no exception.
    • Increasing the Hive's resource cost would encourage more early Fades. This could be good or bad.
    • 7000HP is not a lot, but 12000 is too much. Maybe near middle-ground, say, 10000 or so, would be good.
    • The Aliens should receive combat advantages when defending the Hive, so those bonuses are good. Maybe even an increase in speed as well? smile-fix.gif
Phew, that was tiring...
Bait_Boy
for the most part, the idead were good, except for:
replacing metabolize
the viberation chamber (sounds kinda obcene doesnt it?)
the infestation chamber
parasite mines
not sure about the bonus for the OCs near a hive
NolSinkler
Ok, changed first post (like fade mines weakened, and removed parasite mine, increasd SC cost back to 15).

Oh, BTW, fade mines wouldn't neccesarily be the 3.0 fade bilebomb. It uses 90% energy. But, I admit it is a little too strong for a hive 2 ability.

And,
QUOTE (SinSpawn)
Is this one your idea or is the bold part yours? Cause the OC does actually 50 dmg.
is NOT true. It USED to do 50 damage, when the OCs used spit. But now it does 20 damage, and is more accurate.
NolSinkler
Bump
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