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Full Version: Nanite Infussion: Spores Only Affect
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Gecko_God_Of_Dooom
Automaticly avalable When game starts next to catpack icon.

Cost 1 rez a click (every 4 seconds)
Only works on light marines. (not Jps)
When active spores only does damage to health instead of armor.

1 rez every click(4 seconds) =the same rate a RT get rez.

this would only be used during a seige operation with light marines.
This is more geared toward 6vs6 comptive balance for pubs later (no offence)
typical_skeleton
I may be mistaken, but I think, in general, anti-spore upgrades are a no-no.
Heyman
you want to get rid of spores? do it the hard way and buy a heavy
Gecko_God_Of_Dooom
If i wanted to get rid of spores, I would get heavys, but I dont want to get Rid of them.
Lerks can effectivly show up around the 1 min mark.
Also, this isn't an upgrade. Upgrades are something you research, This is a Activated Effect. And can be Deactivated.
Zunni
Couple of reasons I like this..

Allows a counter to lerks, BUT it costs res, so it becomes a trade-off (might have it cost 2 res), it doesn't do anything else but allow a marine (with a comm that's paying attention) to stay alive and engage a sporing lerk without becoming instant skulk food......

I like it, I'll move it and let others rip it apart..
Theslan
So... this is a scan effect? A dropped item which the marine picks up? Does all the damage go to health or is there a fixed amount of damage affected by marines once they get nanite infusion?
Gecko_God_Of_Dooom
Think of it like an aura.
The comm activates it in the equipment menu right. and so then there is a like yellow thingy circling the box to show its active. (think of the look of autocasting in WC3) No equipment is dropped. Its just applied to every marine.

Idealy, they would still take health damage, that is the same as if they were taking normal damage. For example. If 3 points of damage delt by spore normaly.
it would take way 1 point of armor and 1 point of health.

With this on. It would only take away 1 point of health

(I dont know the exact numbers, or damage caculations right now for marine side so this is just to show you what I mean. If someone can provide the numbers ill calculate it all out)

one res I think would be good enough, 2 might be a little much but still okay.
Anything over that and it will not be used.

This would be activated during Seiges, or if the entire team went lerk. Thats realy about it. If the marines were down to one RT or even 2, it wouldn't be wise.

If this was active, it would be activated if there were at least 3 rts but prob 5.

If based off the clicking system, it would cost 1 rez to activate to make sure comms dont abuse by clicking on after a click, and off before the click.

The great thing is, This will not affect Marines embeded in base, it would be pointless to have it on while when the aliens have 3 hives and a couple of lerks sporing.
Theslan
I think the idea is pretty solid, and allows marines to retain some of their armor after lerk sporing... which always is very annoying.

The res cost can be dealt later, I'm more interesting in the idea itself.

So basically depending on the armor, that marine will take X amount of damage to health normally? Does this means marines with no armor (when infusion is activated) will take more damage than marines with armor (makes sense)?

I rather have this click on once, click off twice idea than to click every 4 seconds. It just adds more burden to the comm.

If this gets implemented, I hope the marines don't say "COMM! Turn on infusion!!!" like they whine about medpacks with 90 hp back in 1.0X.
Gecko_God_Of_Dooom
QUOTE (Theslan @ May 11 2005, 12:27 PM)
I rather have this click on once, click off twice idea than to click every 4 seconds. It just adds more burden to the comm.

So basically depending on the armor, that marine will take X amount of damage to health normally? Does this means marines with no armor (when infusion is activated) will take more damage than marines with armor (makes sense)?

Thats what im shuggestion. Comm clicks it on, it costs 1 rez, then every click its on is 1 rez.

2nd, thats a good point about the armor. I think ill leave that to descussion. Personaly, if they have no armor, They should take full damage as normal. That way it keeps welders still realitvly usefull.

Also it makes it so that 1 rez is fair(er)
2_of_Eight
Wow, I absolutely love this idea. It is a really bad thing for Marines when an early lerk appears; they probably don't have shotguns, and are quickly reduced to 0 armour, negating all the res used on armour upgrades. Welders cost res too, so the Lerk is worth its res in gold if used properly smile-fix.gif
This is why I think it's such a great idea; provide a viable counter. It's like... self-welding, only it's preventing part of the damage to the armour in the fire place! biggrin-fix.gif Great idea.
Gecko_God_Of_Dooom
Here a little math, to how much it would cost if you activated it during a seige.

A Seige operation last about 2 mins usualy, depending how much rez saved up and towers you have.

That means for 2 mins of seiging it would cost you 30 rez for spore protection during that time.
or 15 rez a minute +1 when activated
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