Author Topic: A deevolve-to-granger structure  (Read 3295 times)

kempelen

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A deevolve-to-granger structure
« on: December 27, 2006, 05:53:21 pm »
Hi,

Adding a limited idea to the deevolve threads.

As Human players can buy Construction Kit, when the Reactor and the Armory is still up, thus can make Telenodes, Aliens could have a similar structure.

The sctructure would cost usual 8 or 10 points, should be built near the OM (to survive after last egg dies). Alien standing on that structure (any race) could deevolve to granger (and only to granger). So when the annoying "The overmind needs spawns" message comes, this would give another chance to the team. :)

(When pressing evolve button on that strucutre, Granger would be available on the list.)

Deevolving to granger would cost whatever points, 5, 9 or the point what would a granger need to go back to the current race, I don't care.

The structure may be limited to S3 or S2-S3. (As many limitations as you wish, but a last chance would be quite useful. :) )

Another option: booster might provide this function instead a new structure. Or advanced booster. Anything. :-)

Best regards,
Lion

Stof

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A deevolve-to-granger structure
« Reply #1 on: December 27, 2006, 06:11:22 pm »
I think such structure will be largly useless. After all, when humans successfuly rush the alien base to the eggs, why would they leave such structure around? And since it costs more or less the same amount of BP than an egg, you might as well build one and spare yourself the trouble of waiting for somebody to devolve to granger.

Anyway, I don't think it's a good idea. Aliens already spend far too little time defending their base, no need to give them more reasons to leave the base undefended.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

kempelen

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A deevolve-to-granger structure
« Reply #2 on: December 27, 2006, 07:19:35 pm »
Quote from: "Stof"
..., when humans successfuly rush the alien base to the eggs, why would they leave such structure around?


It's for maps where spreading eggs around looks a better strategy than making a base (e.g. transit) or maps where the way to base is very long. If humans find all eggs, but they leave the om (last, to avoid warning), this would be very useful.

Making a spare egg: way different, coz there is no warning "the overmind has only one egg left".

Comparing to nodes and armory: it's very seldom that we lose nodes and make a new one using armory. But those seldom lucky cases could be provided to aliens too. :-)

Comparing to camping vs leaving base: yes, you are right, that's why it would be useful to have another backup chance. If hummies camp, aliens must go, otherwise there is no fight. :P

But just an idea... might be a bad one.
Lion

ps: I am just so sad hearing "overmind needs spawns" while working out a strategy near human base, and forget about one rifleman leaving their base! (Especially if we were avg. better players for 40 minutes.) In most cases you can't win without 1-2-3 tyrant-suicides.

Risujin

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A deevolve-to-granger structure
« Reply #3 on: December 31, 2006, 08:41:33 pm »
Play Balance mod rev 14. Devolve anywhere to an offensive class, devolve to builder next to Overmind.

kempelen

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A deevolve-to-granger structure
« Reply #4 on: January 02, 2007, 02:57:29 pm »
Great! Thank you! :-)