Evolution Node - Round Lengthener

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Symbiosis
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Evolution Node - Round Lengthener

Post by Symbiosis » 15 Jun 2017, 06:44

Summary (a quick, 2-3 sentence summary): At round start, the Queen selects a hive. Something the Queen can "plant" is an Evolution node. This Node causes Xenos within 10 tiles to evolve at a factor = to 100%+ % xenos remaining/20. WThis would only impact T2+. Xenos outside of this range evolve at a rate determined by the balance team (maybe 80%?)

Benefits (How this will benefit the server and game as a whole): This slows down evolution ever so slightly, while also giving a buff to the Aliens to make them fight more ferociously "if" shit hits the fan and Marines push towards the hive. Slows the rounds down slightly, less steamrollish. Also gives an alternate "objective" for the Marines to push towards.

Details (Description of how you think this would work, the benefits, etc): Queen dumps the lode in the hive, can only be one up at a time. This would create a more defensible hive (could create a cool down between creating a new one if destroyed and also a halt on evolution) as the aliens will strive to protect it.

Implementation (Optional, if you have an idea how to implement it): Coding. Beep Boop.
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dylanstrategie
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Re: Evolution Node - Round Lengthener

Post by dylanstrategie » 15 Jun 2017, 08:06

I am still very opposed to a local evolution buff because it screws over the Xenos that are out in the colony weeding, hunting for survivors and creating pathways in buildings

Already been tried, didn't work out

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Snypehunter007
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Re: Evolution Node - Round Lengthener

Post by Snypehunter007 » 18 Jun 2017, 20:20

Reviewed and discussed with BMC.

Denied due to encouraging xenos to sit and camp instead of spreading out.
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