Mchief
Mar 15 2005, 10:05 PM
currently the chambers that the gorges drop only grow into the casings when compleated and that was ok but as the games is progressing they all need a beef and here it is. once a chamber is compleated 3 circles are added to the chamber circle that is placed on the ground one is allways filled in, now say a gorge happens to come across a lvl one chamber and happens to have an extra 10 res on hand ( or paw...... claw?) anywho he goes up to said chamber and hits a menu icon that says upgrade chamber, the 10 res is spent and the chamber becomes disabled ( like when its first placed) the chamber then gets a secondary circle that shows growth and it starts to get bigger ( or could grow more spikes ) and gets more hp . when upgraded the chamber reactivates and has more power or area of effect and does these things better.
DarkFrost
Mar 15 2005, 10:46 PM
The only chamber that could/should benifit from anything like this is the offence chamber, as it becomes more deterent than deadly in the marine mid game.
MrBananaMan
Mar 15 2005, 10:55 PM
i think using that for offense chambers would be a great idea. sorry though i havent thought about the usefulness of this on other chambers.
NukeAJS
Mar 15 2005, 11:07 PM
The usefulness of it on other chambers would be having a lvl 3 DC chamber with 3600 health and heals 30 hp a tick.
You would have to take down the entire lvl3 DC to get rid of all the dcs "inside of it."
The benefit would be it takes longer to kill, and it is either in an on or off state. With 3 seperate DCs you might have enough time to kill two but than you yourself are killed. If you do the same thing to a lvl3 DC (essentially 3 DCs in one body) you would damage it to one-third health and it would still operate as 3 DCs (still healing 30 HP a tick).
I think that's what he means. The effect on a SC would be kind of weak since SCs are very weak as is and you need them spread out to work correctly in battle anyways.
Taaketa
Mar 15 2005, 11:16 PM
Aliens have been fairly well beefed up in this bulid, I don't think they need anymore beefing.
Scrap
Mar 15 2005, 11:27 PM
intresting idea.It makes sense to that bacteria chambers evolve just like aliens.
And i support every idea that makes you feel like in a base outside of hive for aliens.

2 paws up!
Maxx1
Mar 15 2005, 11:41 PM
Maybe if you nerf the chainbers first then boost them with the levels it would add more balance.
eg
lvl 0 chainber just gives upgrades (maybe allow the MC and SC to retain cloaking and hiveport as it may otherwise be too much of a nerf)
lvl 1 chainber gains current properties (regeneration, sof,adren)
lvl 2 chainber gains more hp and effect radius
its not a bad idea and would make defending the "special" chainbers very important thus adding more strategy to alien gameplay.
Silencer9
Mar 16 2005, 03:03 PM
Nice idea but the marines would need something helpful then, too
or it will just be more unbalanced again!
MrBananaMan
Mar 16 2005, 08:09 PM
| QUOTE (Silencer9 @ Mar 16 2005, 10:03 AM) |
Nice idea but the marines would need something helpful then, too or it will just be more unbalanced again! |
yeah thats what the trump card siege is for.
theclam
Mar 16 2005, 08:48 PM
If you put this in, then the chambers would be horribly unbalanced. Then you'd have to nerf them down, but then single chambers would be way too weak.
Personally, I think the system is fine now. Instead of upgrading your chambers for a larger AoE and a greater effect, just drop another one in a different place.
RobB
Mar 16 2005, 09:55 PM
| QUOTE (Maxx! @ Mar 16 2005, 12:41 AM) |
Maybe if you nerf the chainbers first then boost them with the levels it would add more balance.
eg lvl 0 chainber just gives upgrades (maybe allow the MC and SC to retain cloaking and hiveport as it may otherwise be too much of a nerf) lvl 1 chainber gains current properties (regeneration, sof,adren) lvl 2 chainber gains more hp and effect radius
its not a bad idea and would make defending the "special" chainbers very important thus adding more strategy to alien gameplay. |
if you would do THAT, chambers would have to cost 5 res and lvl 1 chamber upgrade 2 res, lvl 3 would cost between 3 and 5 res.
lvl 0 chambers would be way to weak, and the suggestion would come to melt 1 and 2 together and increase the price... so:
2 Levels:
lvl 0 = Now
lvl 1 = increased range OR damage OR effect (i prefer last for DC/MC/SC, middle for OC)
schkorpio
Mar 16 2005, 10:17 PM
why not just build more chambers though? if you build more normal chambers and space them out correctly then they are more effective against things like GL and marines that run past
NEX9
Mar 17 2005, 02:26 AM
you obiously didnt read it all sckorpio
ok here's a exsample
three dcs at the end of a hall, say it takes a lmg clip each dc to kil them *i know not correct math
so thats 3 lmg clips, the lone marine uses two clips two dc down half way thro his third a alien chomps him dead
now with the new chambers the chamber would still be alive and operating at the same capasity as 3 chambers would, it would then heal its self also at a rate of what three chambers would
in turn you have blown that 20 extra rez and you wont be blowing another 20 extra to repair hte damages to have hte same rine sneak back in and kill two again
instead you can now have two lvl 3 chambers instead of walking away with a single dc every 15 minute, were your franticaly trying to save rez and get mates to help you defend it
me i havent commented on this idea yet
i arnt to fond of this idea, but ican see its percs and its down side
percs allows multi chamber building in areas that need it but they cant fit
down side the lack of being able to see a large area of structure under attack thro hive sight, and the consistant spamm of structure under attack
tho i belive theres a mod/plugin out there some were it allows you to build chambers in side of chambers, you can find them cusstom map servers useing it
essentialy you have or can drop every chamber perfectly on the same spot this in turn allows each chamber to take one spec of damage then the next chamber takes a spec of damage, there rather hard to kil bar a seige gun or a gl or hg
tho sevral HA will do the job on lvl 3
theclam
Mar 17 2005, 02:53 AM
| QUOTE (NEX9 @ Mar 16 2005, 09:26 PM) |
you obiously didnt read it all sckorpio
ok here's a exsample
three dcs at the end of a hall, say it takes a lmg clip each dc to kil them *i know not correct math so thats 3 lmg clips, the lone marine uses two clips two dc down half way thro his third a alien chomps him dead
now with the new chambers the chamber would still be alive and operating at the same capasity as 3 chambers would, it would then heal its self also at a rate of what three chambers would
in turn you have blown that 20 extra rez and you wont be blowing another 20 extra to repair hte damages to have hte same rine sneak back in and kill two again instead you can now have two lvl 3 chambers instead of walking away with a single dc every 15 minute, were your franticaly trying to save rez and get mates to help you defend it |
That's what you get for putting your chambers in a place that is easy for the marines to reach and for not protecting them. If a marine comes upon undefended chambers, he should be able kill them in a reasonable amount of time.
NEX9
Mar 17 2005, 03:17 AM
err, its a hyperthetical situation,
he can still kill the chamber in the "reeasinable" amount of time as killing three, its just a little more viable if hes dies
ok look at it this way he runns in kills two chamber half kills one and dies cos of a late sulk why should the whole alien team be punished for a late sulk, when that late sulk did his job and killed him, why should one rine death be a 20 rez penalty
EDIT:sorry zunni i was pmsing or something, i didnt think it fair he opened his mouth with out haveing anything to say, also its wasnt a put down/flame as such more like a slap on the back of the head, a wake up call, note i wasnt disagreeing with him, hes was being smart
Maxx1
Mar 17 2005, 10:38 AM
| QUOTE (RobB Posted on Mar 16 2005 @ 04:55 PM) |
| if you would do THAT, chambers would have to cost 5 res and lvl 1 chamber upgrade 2 res, lvl 3 would cost between 3 and 5 res. |
I didnt mean to imply that all the chamber upgrades would cost 10 res as 30 res for one fully upgraded chamber would be a bit much.I would say that about 18 for the whole buff process would suffice.With the lvl 0 chamber costing 10 res and aditional upgrades 4 res each.
| QUOTE (RobB Posted on Mar 16 2005 @ 04:55 PM) |
| lvl 0 chambers would be way to weak |
Indeed they would be weaker, and that was the point.It was meant to compensate for the eventual buff.
PRTe
Mar 17 2005, 10:43 AM
i would just like this for OCs cos they are far too weak right now
Zunni
Mar 17 2005, 04:28 PM
I can see a use for this that wasn't previously mentioned..
Vent DC's now get a nice boost.. so you aren't limited by space..
Nex9: Flaming another user because you disagree with them is not the way we operate around here.... So knock it off.. you will probably be receiving a warning in your mail box..
Blue_Mary
Mar 20 2005, 07:40 PM
3 Upgrades is too much. One is fine I think.
An upgrade would cost 10 Res, gives the chambers 50% more HP, and gives a boost to the abilities of the chambers.....
DC - Heals at 20 hp/tick
MC - Gives back 50% Adren a tick
SC - 25% bigger cloaking radius, 50% Bigger SOF radius, can see marines through walls in 33% of it's new radius.
OC - 30 Damage instead of 20, 25% faster firing rate.
Pro? You almost get 2 Chambers inside one, easier to hide one for a nice effect.
-WIth 50% more health, if the chamber gets shot with a total that is 100% of it's old health, instead of 1 of the 2 chambers dying if it wasn't like this, it'd live.
Con?
-Costs more (duh)
-With only 50% more health, they can STILL die easily if the aliens lose their position.
OCs arn't powered up TOO much because then it'd be chaos to take them down.
ChAtMaN
Mar 24 2005, 04:10 AM
heh you thought gorge nests was bad now O.o
dont blame me if it takes 5 seiges to kill one upgraded defence chamber XD
Mchief
Apr 15 2005, 04:24 PM
ok i wont
Beammeup
Apr 16 2005, 02:10 AM
Fyi the new upgrd system would help squeez in as much heal as u want in a small area... U an only drop what 10? chambers of the same type in 1 area so now 10 dcs x10 upgrds is 2x the heal

. Not that anyone really spends the res for this only thing i see this being used for is siege and only nubs play that XD.
DaJMasta
Apr 16 2005, 02:14 AM
as much as i do like this idea, what if chambers got levels like aliens get abilities. More hives = stronger, larger, more powerful chambers.
Come to think of it it would be a really neat idea to use with the new SC
kill4thrills
Apr 18 2005, 05:45 PM
i'm not really fond of this idea as well. i think the chambers are balanced well right now. if it does get implemented, i would like to see a limit on the chamber levels per given hive, so aliens would only be able to upgrade once at hive 1, and then 1 more time at hive 2, and then again at hive 3
MrBananaMan
Apr 18 2005, 10:06 PM
it would be cool if higher lvl oc's could shoot spores or maybe parasite marines, or shoot them with sticky stuff to slow them down, or anything else.
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