Mchief
May 10 2005, 03:25 PM
Ok this idea was spawned from
http://www.unknownworlds.com/forums/index....showtopic=93086Witch in my opinion is a very good idea
Basically a marine structure that attacks kahara at the cellular level (not killing but disrupting cellular functions)
But this idea also has the effect in making it a game-toppling item
So I made this chamber
---Infection chamber---
This chamber boosts the kahara natural effectiveness on map as well as overwhelming some of the nanite types the commander has access to
-Cost 20 res
-Lp = restwr
Build time = dbl res twr
Looks like the top half of the res twr with root like things coming out the bottom
Effects
- Acts like any other chamber currently built (def, sense, move)
-Bacterium blockage literally eats any small amount of nanites (med packs, ammo packs, catalysts) that comes with in its range (about that of sensory range) (note if the commander is a good shot and does a direct drop on marines head he still gets pack, the pack only dies if it hits the ground next to infection chamber)
-Bacterium engulf any structures that stays in its range for to long (15 seconds will do) rendering them useless and continually degrading (i.e. continually damaged)
This chamber would provide an exilant means of balance to the air cleaner in the for mentioned post as it gives the kahara a way to attack at the nano lvl but it doesn’t do the same stuff
Theslan
May 10 2005, 04:44 PM
Well, this is an interesting take of the idea.
I like the idea of making med spam ineffective within X amount of radius (unless the comm drops it directly).
'Engulfing' structures is bad. This means if a gorge rushes to a RT or even MS without comm noticing (it /could/ happen) means the gorge singlehandedly killed MS. Too powerful, and it seems too close to an alien seige. I do like the inactive idea, allowing some strategic placement (ie, putting on a RT, deny res for marine or putting one in MS, effectively shutting down the base). Still... it's too powerful... my main concern is putting one at MS basically shuts down armslab/AA/obs/IPs and even the comm chair!
If you still don't see why this chamber is too powerful, let me give you an example. Take for instance ns_eclipse. Marines manages to lock down CC with relative ease, denying the second hive just about when fades came out. They have a PG/TF with turrets (no seige yet). Gorge waddles in the vent between SJ3 and CC. Gorge builds chamber. 15 seconds later, everything in CC shuts down because the chamber engulfs the PG/TF, making them inactive. Aliens clean up, marines can't phase into CC because PG is inactive!
Resource cost is WAY too high. I don't think anyone is going to build a 20-res chamber just by chance a med-spammed marine happens to come this way, tipping the balance to aliens. On the flip-side, reducing the cost to 5-10 makes it pretty cheap for aliens to use the inactiveness to its full potential.
Some relative interesting ideas, but very very powerful. Please modify it, since the current form would make aliens win nearly 100%
Mchief
May 10 2005, 04:49 PM
ok working on new method give me a sec
Mchief
May 10 2005, 04:52 PM
ok instead of engulfing any structure the infestaion chamber can only engulf unbuilt structures ( ie com drops tf only to have it become engulfed and it becomes none sellable) as built structures would have basic nanite defence systems but i still want the degrading as the chambers bactiruim is trying to digest the structure
every thing else is the same
( and the 20 res is for the abilitys it gets from the other chambers)
Theslan
May 10 2005, 05:22 PM
What do you mean the 20 res is the ability it gets from other chambers? Does it gain abilities depending which def/mov/sen is built first?
As for unbuilt structures... eh... it works. There are still some problems with it, making it harder for marines to sneak somewhere and put a PG up. Furthermore, it gives the aliens a technique to annoy the marines from building that TF/turrets before the chamber does something to it (Not sure what you want the chamber to do. It's already inactive).
I have to say why bother with this chamber? This version, besides the no-medspam provides not too many good counters to make it worth 20 res. The first version made it very powerful.
Btw, I have to ask: does this chamber decrease the time a weapon stays on the ground before it disappears?
PRTe
May 11 2005, 01:58 PM
from this idea i think the chamber needs serious tweaking. 20 res seems way too much although the chamber itself is very powerful. the feasibility of getting this chamber is greatly reduced since it is probably better off getting a RT first. i feel that the cost of all chambers should stay at 10 res because RTs should be the most valuable structure in the game next to the hive, considering their huge impact on gameplay throughout the game. so perhaps reduce the effects of this chamber to compensate for the lower cost?
and i think the part about eating the medpacks, ammopacks and catalysts is rather overpowered. if you look at the other thread it simply suggests reduce the effects of alien upgrades/ weapons etc. to totally remove medpacks/ammopacks/catalysts the aliens could simply overpower the marines in the range of the chamber. this would make HA/JP rushes extremely ineffective if one of these chambers is built in the hive, especially JP since med/ammo/cat can't be dropped on them directly, so they have no support. and dont think new commanders are very good at directly dropping med/ammo/cat on marines so that's a lose for the marines.
MistenTH
May 11 2005, 03:25 PM
You can't med accurately at all if it lags.
Mchief
May 12 2005, 12:27 AM
ok to explane why its costs 20 res lets say you droped a infection chamber and a oc in a passage first as some def for the hive now you have a marine come in and attack the oc which because of the no med zone is not killed but dmgd and the one gorge that built the two chambers now drops a def chamber next to the hive and as soon as the chamber finishs building the same bactuirm that the def releses to heal is now emited from the infection chamber
(long story short this chamber gains the static ability of any other active chamber type other that oc)
BulletHead
May 12 2005, 01:49 AM
Bacterial Enrichment Chamber
Cost: 20 Res
HP: 1000
Time to Build 15/45 seconds (gorge / w/o gorge)
Effect: Any marine building/object within 250 units (half of sensories range) slowly becomes overrun with bacterium- after 30 seconds of this, the object is cut off from the nanite-network, and shuts down. This does NOT affect Command Chairs, Infantry Portals, or Phase Gates, due to the high powered inter-molecular Nanites used to transport marines vast distances. Electrified Structures take 45 seconds to fully engulf, with the electricity shutting off after 15 seconds. Dropped med/ammo packs take only a second to be covered, while catalyst packs take 5 seconds due to their highly excited nature. Basic Weapons take 5 seconds to engulf, and advanced weapons take 10. THIS STACKS WITH OTHER CHAMBERS AT A x(5%) ratio (so every chamber increases the speed of engulfment by 5%, up to a limit of 5 chambers per area)
Counters Welding the afflicted structures/objects removes the bacterium at a rate of 10% total + current rate of spread a second. Destroying the chamber will break the nano-gridlock, slowly returning the items to normal (at the same speed as a single chamber takes to engulf them)- The Marine Anti-Microbial Air Scrubber will counter ONE of these chambers per scrubber.
How about this?
Mchief
May 12 2005, 03:58 AM
well that would really clear things up
2 things
1 electrifyed structure would be some what imune as they litteraly have a charge flowwing through them and bactirium have enought time as lager life forms dealing with eleced stuff
2 the engulfed structures would take dmg every few seconds as the infection is eating the structure
other than those two points good job in simplifying my idea
Theslan
May 12 2005, 04:00 PM
Bullethead, good take on the idea.
My main concern is the exploited nature of this chamber. Build it near MS, all the sudden, the weapons dropped are gone, or the armslab is deactivated. With my previous example, build it in the vent in CC (in ns_ecilpse, you take down a TF farm in 15 seconds. Of course, there are counters, but I fine it somewhat annoying playing 'Turn on TF farm, turn off TF farm' with the aliens.
Building one of these near a hive would make that hive almost impossible to seige. Considering the stackage, the marine would have to keep welding the TF/seige/turrets to keep everything alive while fighting aliens and a bilebomb gorge.
I like the medspam drop on ground for one second rule; I realized having it disappear immediately when touching the ground was too powerful.
Mchief: what do you mean emitting the same bacterium as def chamber? Are you saying that depending on what the upgrade chambers aliens have, the infection chamber has the same attribute? Meaningly, it can regen/adren/cloak if aliens have all three upgrades?
Mchief
May 12 2005, 04:09 PM
well yes it did have that ability in the first idea
and secondly the air cleaner will put odds with this chamber sort of canceling both there effects out
BulletHead
May 12 2005, 07:42 PM
| QUOTE (Theslan @ May 12 2005, 11:00 AM) |
Bullethead, good take on the idea.
My main concern is the exploited nature of this chamber. Build it near MS, all the sudden, the weapons dropped are gone, or the armslab is deactivated. With my previous example, build it in the vent in CC (in ns_ecilpse, you take down a TF farm in 15 seconds. Of course, there are counters, but I fine it somewhat annoying playing 'Turn on TF farm, turn off TF farm' with the aliens.
Building one of these near a hive would make that hive almost impossible to seige. Considering the stackage, the marine would have to keep welding the TF/seige/turrets to keep everything alive while fighting aliens and a bilebomb gorge.
I like the medspam drop on ground for one second rule; I realized having it disappear immediately when touching the ground was too powerful.
Mchief: what do you mean emitting the same bacterium as def chamber? Are you saying that depending on what the upgrade chambers aliens have, the infection chamber has the same attribute? Meaningly, it can regen/adren/cloak if aliens have all three upgrades? |
No-
just build one of his other ideas- the Nanotech Multi-Purpose Atmospheric Scrubber
It is the counter to this
OR weld the structures
Also, as I said, the ACTIVE command chair would have a radius around it in which it would PREVENT this chamber from working
DC_Darkling
May 12 2005, 07:50 PM
I like this idea, but indeed.. some things should be adapted.
What bullet says is great.. But a few aditions/adaptations.
First base protection.. Since a CC is, if I remember correctly, the source from the nanites. (ok, not the source but the hub which controls all) Its naturally not affected. nanites are to stacked near it.
I also think that ANY building in X range of a build (or active, depending on balance) CC is imune to this chamber. (making that base rush impossible)
If we also take a build but inactive CC (better, incase comm needs to logoff) comms can chose to spend res to "protect" outposts by placing and building CCs. There expensive enought.
I know, CCs are never ment to be spammed, but I am open to suggestions.
BulletHead
May 12 2005, 09:29 PM
By active I meant built
Theslan
May 12 2005, 11:08 PM
Given the scrubber listed on the first post, it could be balanced.
It could give the aliens another way to stall the seiges. A plus.
BulletHead, you didn't say a built CC protects the buildings surronding it, but rather IPs/PG/CC are unaffected by this chamber. But given that a CC is nearby, this makes sense, and avoids a gorge spending 20 res to shut down MS because he put a chamber in a vent near MS (ns_nothing comes into mind). Another plus.
This idea could possibly be implemented, but it has to go with the scrubber. It's either both ideas are in or not, because this chamber is rather powerful. Alternately, I can see CC spams at lockdowns in order to prevent this chamber from making outposts from being inactive. That is, if scrubber is not put in.
Other than that, I can't seem to see any other exploits that this chamber can do that it isn't supposed to do.
Mchief: So are you saying that these chambers will imitate the upgrade chambers (stacking regen/cloak together if sensory and defense chambers are built)?
Richienz
May 13 2005, 02:11 AM
If another chamber is implemented it should be atleast be a decent one. This idea seems pointless if you ask me, it could only be used in a limited number of situations in most of which the gorge that built it would be shot down before he could even finish the building.
BulletHead
May 13 2005, 05:49 AM
You win a ribbon!
<RIBBON>I WON THIS BY NOT READING THE THREAD!</RIBBON>
This would have a MULTITUDE of uses ranging from anti-siege to the halting of expansion!
Richienz
May 13 2005, 07:38 AM
No I read the thread and it's pretty fkn useless imo
Omniblade
May 13 2005, 10:02 AM
ya see, theres this thing called backing up your statements, if you think it's useless, state why, as there have been plenty of uses mentioned and I think the idea's for the two buildings are the most innovative and atmospheric one's we've seen in a long time, I highly recomend this gets a look at
but really, just saying, yeah it's fknin useless without stateing what you don't like about it , I mean just look at the two earlier, slowing expansions and halting seiges.. two very useful abilityes, WHY are these abilities useless??
BulletHead
May 13 2005, 09:54 PM
*shrug* they aren't. They are very usefull!
Mchief
May 26 2005, 03:23 PM
ya basicaly this chamber will act like every other chamber that is currently active and shut down buildings all in one
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