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Post by overseer on Dec 29, 2012 15:14:56 GMT -5
I was just playing a game and was entertained by a thought .. what if there was a consumable armoury item able to disable.a xeno spawn point like a hull patchir something, or better yet a profession (GREATER ARCHITECT or something) with limited ability to repair hull breaches eleminating a spawn point or two? I am sure the programming would be too labor intense and the effect wouldn't have much impact but it sounded cool to me!
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Post by Cory Trese on Dec 30, 2012 11:47:02 GMT -5
That is an interesting idea. I think one of the challenges would be balancing levels to make use of it. Also, often the xeno spawn points are in out of the way locations and in the first 100 levels we didn't really make a clear type of visual indicator consistently for xeno spawns (our bad on that one.) It is an interesting concept. it makes me think about the idea and suggest another alternative -- what if Xeno couldn't spawn into flames + flamers + flame grenades? Similar outcome
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Post by slayernz on Jan 6, 2013 17:08:14 GMT -5
I like the ability to take out a spawn point. Some of the missions encourage you to "Eliminate Xeno's" ... but you can't really do that if they spawn all the time.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 7, 2013 0:48:06 GMT -5
Perhaps make different kinds of spawn points?
1. Eggs - Can be destroyed by fire and melee attacks. 2. Hull Breach - Can be "destroyed" by mending the walls or floors. 3. Astral Gates - Can only be deactivated by destroying its generator, which might not even be on the map and, thus, indestructible in some cases. Good for campaigns where it stretches out to a few maps.
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Post by slayernz on Jan 8, 2013 0:39:02 GMT -5
Duct Tape for hull breach repairs.
Boiling water (5 minute minimum) = hard boild Alien eggs
Astral Gates are the tricky ones ...
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Post by Cory Trese on Jan 8, 2013 0:46:10 GMT -5
There are Xeno Egg sacks you can destroy, they're featured in some of the levels Andrew created.
I will look into tying them to Xeno Spawning and maybe we can accomplish what you're talking about.
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Post by overseer on Jan 8, 2013 10:09:41 GMT -5
maybe if xenos just couldn't spawn into an occupied tile. the balance would basically be built in to doing that (if this was going to be pursued) because you would basically stand on the spawn dedicating a templar to disable it. he would have to step off eventually if its an extraction map then the player would have to form strategies around that like not leaving the trooper too far behind or if its worth having a him stay put a turn to plug up a spawn ect... that wouldn't require any map changes and such. plus if you gave a spawn hp, targeting would get tricky if a xeno was standing on a spawn point.
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Post by Lt. Hathaway on Jan 8, 2013 10:38:04 GMT -5
I just had the most terrible image of Xenos that start out as weak spawn and grow bigger and more powerful every few turns. The fact that these Narvidian levels are averaging 40 turns, lol... run back to the extraction site only to find 12 giant Elder Nest Guardian Xenos.
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Post by slayernz on Jan 8, 2013 17:40:39 GMT -5
What ... A creature that gestates inside a living human host? And has concentrated acid for blood?
Look man, I only need to know one thing. Where they are.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jan 8, 2013 19:47:47 GMT -5
The Lt.'s idea scares me.
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Post by Cory Trese on Jan 9, 2013 2:27:45 GMT -5
maybe if xenos just couldn't spawn into an occupied tile. the balance would basically be built in to doing that (if this was going to be pursued) because you would basically stand on the spawn dedicating a templar to disable it. he would have to step off eventually if its an extraction map then the player would have to form strategies around that like not leaving the trooper too far behind or if its worth having a him stay put a turn to plug up a spawn ect... that wouldn't require any map changes and such. plus if you gave a spawn hp, targeting would get tricky if a xeno was standing on a spawn point. Great suggestion ... also, I think not very difficult to add to the code.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 9, 2013 3:02:46 GMT -5
How about a percentile chance where the alien would burrow into the Leviathan Suit, worm its way into the Templar and cause him to explode into bits of flesh and bones? Would that be difficult to code?
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Post by Cory Trese on Jan 9, 2013 3:21:33 GMT -5
It would be possible but my head exploded into a pink cloud of flesh and bone a few minutes ago so ... no go.
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Post by vindalloo on Jan 10, 2013 11:27:18 GMT -5
Heres an idea i got from a similar game. And this shouldnt be instead of destroying or sealing a spawn point.
If a Templer is within a certain distance of a spawning point it wont be used by the culprits.
They way you could se it, if theres a monster of a warrior stood watching a spawn point with his nasty boomstick pointed at it wait for some fool to stick his head out. Well dont stick your head out.
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Post by slayernz on Jan 10, 2013 20:03:12 GMT -5
Sentry cannons. That's what you need. Your knights carry one or two each and they can position it in front of a hive. Xeno's that pop their heads out get blatted ... Sentry cannons have 20 rounds of ammo each, a range of 3, and automatically target anything in the firing arc in front of them (including fellow knights).
Man I watched Aliens too much ...
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