Summary (a quick, 2-3 sentence summary):
Adds a new T3 evolution for the Hive(Trump)lord; the Hive Tyrant.
Benefits (How this will benefit the server and game as a whole):
Completes the evolutionary ladder for the Hivelord stream. Adds a new caste with interesting new options.
Note that I'm generally kicking ideas around here, so I'm definitely open to feedback or changes to the details listed below.
Details (Description of how you think this would work, the benefits, etc):
Adds the Hive Tyrant caste that evolves from the Hive Lord.
Has moderate (Ravager level) health and armour.
Can claw apart girders, welded vents and tiles of rock (its damage is not increased however; this capacity derives from specialized claws that are too clumsy to utilize on marines unless perhaps, they're stunned).
Has 200 plasma Corrosive Acid.
Gains the ability to produce a limited number of each of the following structures; the amount you have deployed, and the maximum you can deploy of each is displayed in your Status tab; all of these structures are non-blocking. When you build a structure type above your maximum for that type, the oldest instance of it is automatically destroyed:
Acid Mines: These detonate when destroyed, or walked over and splashes acid on its tile and all adjacent tiles, dealing moderate Burn damage. Can only be built on weeds. Has membrane resin durability. Costs 75 Plasma.
Pheromone Pod: These emit pheromones of a single type chosen by the Hive Tyrant at creation. Can only be built on weeds. Has resin door durability. Costs 200 Plasma.
Plasma Battery: Produces an organic plasma 'batteries' that generates and store up to ~400 plasma each. Aliens can drain the batteries while adjacent with an verb. Can only be built on weeds. Has resin door durability. Costs 100 Plasma.
Regeneration Pod: Produces a pod that aliens can enter after a short delay (~1 second) to rapidly regenerate health. Can only be built on weeds. Has resin door durability. Costs 200 Plasma.
Otherwise identical to the Hivelord.
Ancient Hive Tyrant text reads: "It's good to be king; make this Hive great again."
Implementation (Optional, if you have an idea how to implement it):
Coding, spriting.
Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
- Surrealistik
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Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
Last edited by Surrealistik on 20 Jun 2016, 00:08, edited 4 times in total.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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- oprayx73
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
Nope. -1
Aliens don't need to touch asteroid at all, and no reason to give them someone that does. Hivelord's plasma regen and overrall use is already godlike, leave 'em be
Aliens don't need to touch asteroid at all, and no reason to give them someone that does. Hivelord's plasma regen and overrall use is already godlike, leave 'em be
Cut them xenos up with yer machete!
Muhrene Name : Boris Bourbon
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Muhrene Name : Boris Bourbon
Synthetic Name : Abraham
Predator Name : Cuthun Dak'te
- Varnock
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
While I like it, I don't see this happening anytime soon due to how much coding and spriting it would require.
I need to make the hive great again though, and want this super bad.
Regeneration pods might be OP, just pheromone pods sound pretty strong to me.
Batteries I actually really really like. Using other xenos as batteries makes for sad times when they need to evolve/upgrade.
The mines I don't think we need unless eggwalls are officially confirmed as against the rules as I see those as being the xeno mine counterpart.
Oh yeah, and digging for xenos isn't ever going to be a thing if memory serves.
I need to make the hive great again though, and want this super bad.
Regeneration pods might be OP, just pheromone pods sound pretty strong to me.
Batteries I actually really really like. Using other xenos as batteries makes for sad times when they need to evolve/upgrade.
The mines I don't think we need unless eggwalls are officially confirmed as against the rules as I see those as being the xeno mine counterpart.
Oh yeah, and digging for xenos isn't ever going to be a thing if memory serves.
- Surrealistik
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
I disagree about there being no reason to give the ultimate engineering alien the ability to expand hives into rock, but opinion noted.oprayx73 wrote:Nope. -1
Aliens don't need to touch asteroid at all, and no reason to give them someone that does. Hivelord's plasma regen and overrall use is already godlike, leave 'em be
Also the Hive Tyrant's plasma regen and capacity will remain more or less identical.
The strength of the regen pods can be tweaked both by the maximum # the Hive Tyrant can build, and the rate at which they improve regeneration (was thinking 2-3x base regeneration when on weeds).Varnock wrote:While I like it, I don't see this happening anytime soon due to how much coding and spriting it would require.
I need to make the hive great again though, and want this super bad.
Regeneration pods might be OP, just pheromone pods sound pretty strong to me.
Batteries I actually really really like. Using other xenos as batteries makes for sad times when they need to evolve/upgrade.
The mines I don't think we need unless eggwalls are officially confirmed as against the rules as I see those as being the xeno mine counterpart.
Oh yeah, and digging for xenos isn't ever going to be a thing if memory serves.
Mines are intended as an 'official' trap for the aliens and is there in anticipation of either facehugger/eggwall removal or removal of letting non-Carrier aliens carry facehuggers.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
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- coroneljones
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
This is all I see nowSurrealistik wrote:
Has moderate (Ravager level) health and armour.
Can claw apart girders and tiles of rock.
Moving onto the suggestion,eh,we have too many tier 3s i think,atleast for now
Hivelords arent ment to be a combat caste,the drone tree is either support or building,in the end
The carrier itself focusing on offensive support
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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-Credit goes to SovietCyanide
- Surrealistik
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
It's still very much a non-combat alien.coroneljones wrote:This is all I see now
Moving onto the suggestion,eh,we have too many tier 3s i think,atleast for now
Hivelords arent ment to be a combat caste,the drone tree is either support or building,in the end
The carrier itself focusing on offensive support
Its actual damage didn't get increased; the powerful, specialized claws that would enable it to shear girders and rock are too clumsy to utilize against marines.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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- coroneljones
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
Hmm not the damage?Surrealistik wrote: It's still very much a non-combat alien.
Its actual damage didn't get increased; the powerful, specialized claws that would enable it to shear girders and rock are too clumsy to utilize against marines.
Might actually work,though the pheromone generator might be a bit OP as mentionee before,even more if multiple are stacked near each other
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- Surrealistik
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
No, damage would be identical; unless specified otherwise, it is identical to the Hivelord.coroneljones wrote:Hmm not the damage?
Might actually work,though the pheromone generator might be a bit OP as mentionee before,even more if multiple are stacked near each other
Pheromone generator balance depends on how many you can build, which is tweakable.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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- Varnock
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Re: Hivelord T3 Evolution: Hive Tyrant (or something else IDK whatever man)
You know what, that's not a bad idea. Why not just make it so it can't actually fight? Fully lose combat capabilities for maximum over-resin.
I feel like that would be the only way to balance this kind of building machine, because otherwise you could just camp a ladder forever.
It would also place more emphasis on the traps and hive layout I feel, since you need to account for being unable to assist in real combat.
Disarming should stay a thing, of course, just so they can still nest, but I feel taking slashing from them might be a good tradeoff for the things you suggest.
I feel like that would be the only way to balance this kind of building machine, because otherwise you could just camp a ladder forever.
It would also place more emphasis on the traps and hive layout I feel, since you need to account for being unable to assist in real combat.
Disarming should stay a thing, of course, just so they can still nest, but I feel taking slashing from them might be a good tradeoff for the things you suggest.