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Post by contributor on Sept 4, 2016 18:41:27 GMT -5
This might be for Templar 3, but it was just a random thought. As an alternative to spawn holes, it would be fun to include some chrysalis or eggsacks. Basic mechanic would be that they appear as a unit on the screen but have no moves and do no damage. You can destroy them now, but they have much more hp than an enemy so you would spend more time doing it. Either at a given time, or by randomized chance the Chrysalis/Egg would hatch, spawning an enemy. Maybe scittering or hunter for an egg sack and Goliath/Brood Mother/Carapace for a chrysalis. It would make for an interesting dynamic-take time and destroy now or blitz by knowing that later there will be a swarm. They could be combined with traditional spawn points as well. Might be ideal for Hydra, who could lay down fire that would deal damage over time and take out a lot of the unborn xennies.
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Post by Brutus Aurelius on Sept 4, 2016 18:49:45 GMT -5
This might be for Templar 3, but it was just a random thought. As an alternative to spawn holes, it would be fun to include some chrysalis or eggsacks. Basic mechanic would be that they appear a unit on the screen but have no moves and do no damage. You can destroy them now, but they have much more hp than an enemy so you would spend more time doing it. Either at a given time, or by randomized chance the Chrysalis/Egg would hatch, spawning an enemy. Maybe scittering or hunter for and egg sack and Goliath/Brood Mother/Carapace for a chrysalis. It would make for an interesting dynamic-take time and destroy now or blitz by knowing that later there will be a swarm. They could be combined with traditional spawn points as well. Might be ideal for Hydra, who could lay down fire that would deal damage over time and take out a lot of the unborn xennies. Or they could be like the ones in TA, where you need to crush them or destroy them. Maybe after a certain number of turns they spawn something nasty, like a Goliath.
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Post by Chaotic Entropy on Sept 4, 2016 19:13:32 GMT -5
Maybe the more turns they gestate for, the nastier the enemy. Destroy it now and it just spawns a skittering, wait too long and it will self spawn something far bigger.
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Post by En1gma on Sept 4, 2016 20:58:06 GMT -5
Shit. Looks like we have a Lich on the field, should've scorched that chrysalis earlier.
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Post by fallen on Sept 4, 2016 21:54:07 GMT -5
This might be for Templar 3, but it was just a random thought. As an alternative to spawn holes, it would be fun to include some chrysalis or eggsacks. Basic mechanic would be that they appear as a unit on the screen but have no moves and do no damage. You can destroy them now, but they have much more hp than an enemy so you would spend more time doing it. Either at a given time, or by randomized chance the Chrysalis/Egg would hatch, spawning an enemy. Maybe scittering or hunter for an egg sack and Goliath/Brood Mother/Carapace for a chrysalis. It would make for an interesting dynamic-take time and destroy now or blitz by knowing that later there will be a swarm. They could be combined with traditional spawn points as well. Might be ideal for Hydra, who could lay down fire that would deal damage over time and take out a lot of the unborn xennies. ... these exist in the game in many levels. We called them spawning towers. They work exactly as you described.
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Post by contributor on Sept 5, 2016 10:58:36 GMT -5
fallen, really, I hadn't noticed those towers in all my trips through the game. Sorry, I guess I didn't explain the difference very well. The difference is that egg sacks would be a one-off thing. Once the egg hatches it's done. So you might walk into a room that's 30% covered in eggs. You'ld have no idea when which ones would hatch. Maybe they would all hatch in one spectacular burst! So you have to decide to start killing them as you walk through, or just ignore them hoping for the best later on... The idea came to me in the Kaldun Hive missions. It would be a cool dynamic, with the feeling that you're coming into their nest and exterminating. The scene of a room absolutely full of eggs would be fun. Again Hydra's would rule here, extermination by fire as the eggs slowly cook to death before hatching.
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Post by fallen on Sept 5, 2016 11:25:29 GMT -5
contributor - thanks for the clarification. Eggs do sound cool, and something that would be more time intensive to hunt down, giving you a better option to ignore as they would only pop a single enemy. The spawning towers will knock out streams of enemies, so it is a harder decision to go by. The Kaldun Scittering Hive is specifically littered with spawning towers. They are everywhere. Stationary monsters, some with the ability to shoot back, others without. High HP. They sit on top of a spawning point, which operates as long as the spawning tower is alive. As soon as the tower is killed, the spawning point deactivates. They are everywhere in those levels. One of the favorite parts of the game, as they give you direct ability to influence / destroy the enemy's spawning map.
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Post by Cory Trese on Sept 12, 2016 9:03:57 GMT -5
These definitely received some positive reviews on Steam. I think people like the eggs/spawning eggs idea.
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Post by contributor on Sept 12, 2016 10:53:16 GMT -5
I see a lot of potential. It would be cool if you could fit it into the upcoming levels. Another dynamic is that eggs could be used to block the path of the Templars. You would have to cut through clusters just to complete the mission, or capture a good bit of high ground. Could be a fun new twist on a boss fight too. Fight the Brood Queen in her lair chock full of eggs. Or maybe she lays as you fight her
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Post by En1gma on Sept 12, 2016 11:41:03 GMT -5
I love the visual of turning the corner and seeing a room lined with the pods, and you have to either race through them or start popping them as you move, hoping not to take too long and run the risk of having them hatch around you.
What is that level where you need to retrieve the information to the south and there are like three TPs lined up north to south... Across from the middle TP where you run into the ambushes in that long hall would be a perfect place for them: there are a few Hunters or Skits in them, but the real threat comes from the pods they guard-- kill them now? risk leaving them to hatch and block your way on the return trip?
They could also be used in many places instead of having the enemies just spawn-- have the room pre-filled with the pods and show them bursting to spawn the fight and populate the field.
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