I really think that some chambers need to be used more. Now, I know that the devs want each chamber to be used equally over unchaining, and so do I. This is why I made this thread - to give some ideas on chamber changes.

First off, I think that all aliens should have a built in 7% damage/second health regeneration. This would open up one DC slot, as well as make DCs less used first, because the aliens don't need a regeneration.

Defense: 1250 health. Protects aliens, and allows them to live longer. All alien projectiles can go right through a DC (including OC spikes). When within 600 units of a defense chamber, all aliens have a 30% chance/second of redeeming when close to death (35% health or less). Also, the defense chamber will boost all chamber's health within 250 units by 100, including the hive, and make all marine weaponry do 4% less damage to aliens when within 200 units. The defense chamber will heal aliens and structures within 400 units at a rate of 4 health/second (making the DCs regen less useful). All of these will stack with more than 1 DC. When within 100 units of a DC, defensive upgrades are free and take 1/2 as long. This does not stack. Provides the upgrades Carapace, Redemption and Fear.

Carapace: Each level of carapace will add 33.33% more armor to aliens. This allows some aliens to get major advantages, while others get less of an advantage.

Redemption: With each level of redemption, the aliens get a 45%/level chance of redeeming when below 35% health/second.

Fear: When an alien is below 25% health, he will gain speed. This is to help the alien escape (notice how low the damage is, this is to make sure the upgrade is used to escape, not to attack).

Level 1: 17% speed boost as long as below 25% health.
Level 2: 34% speed boost as long as below 25% health.
Level 3: 50% speed boost as long as below 25% health.


Sensory: 700 health. 10 resources. Acts as the hive's eye. Any marine within LoS of a sensory chamber will show up on hive sight as blue. Also, any alien within 700 units will become cloaked 3 seconds after attacking, or coming into range. This will stack, allowing faster cloaking with more chambers (I.E., with 1 chamber it takes 3 seconds, 2 chambers takes 1.5 seconds, 3 chambers takes 1 second, 4 chambers takes .75 seconds, 5 chambers takes .6 seconds, 6 takes .5 seconds, 7 takes .4 seconds, and 8 takes .33 seconds). This also cloaks structures to the same extent. An alien within 300 units will gain a 3% boost to damage with all attacks. This stacks. When within 100 units of an SC, sensory upgrades are free and take 1/2 as long. This does not stack. Provides the upgrades Cloaking, SoF and Focus.

Cloaking: The alien will cloak. Each level reduces the time needed to cloak.

Level 1: 3 seconds.
Level 2: 2 seconds.
Level 1: 1 second.


Focus: Each level will raise damage done by all slot 1 attacks.

Level 1: 15% boost.
Level 2: 30% boost.
Level 3: 45% boost.


SoF: Each level will show marines within 800, 1600 and 2400 units on hive sight (by level).


Movement Chamber: 900 health. 10 resources. Boosts aliens metabolism, putting movement into the alien's and hive's system. When a movement chamber is within healing range of a hive, respawning is 6% faster. This stacks with more than one MC. An alien within 600 units will have a 15% energy/second boost, and a 10 unit/second boost to speed. Also, all structures will execute their abilities 5% faster, even hives (we already talked about respawning, though, which gains a 6% boost per MC instead of just 5%). All aliens within 300 units will make 5% less noise, which extends into hit noises if the alien has silence. All of these abilities stack with more than 1 MC. When within 100 units of an MC, movement upgrades are free and take 1/2 as long. This does not stack. Provides the Celerity, Adrenaline and Silence upgrades.


Celerity: Boosts movement speed by 30 units/second/level.

Silence: Each level makes the alien progressively quieter, with level 1 making 50% as much, level 2 making 15% as much, and level 3 making no noise except for hit-noises (which are always made).

Adrenaline: Boosts an alien's energy gain by 33%, 66% and 100% from levels 1-3.



So, these chambers have been changed, buffed in most spots, but each chamber was slightly nerfed (SC got a 100 health deduction, DCs have a 4 health/second regeneration and don't allow the upgrade regeneration, and MCs have 100 less health and only a 15% energy boost, instead of 25%).