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Exterminatus - Rival Species 2 => Player Discussion => Topic started by: zenarion on March 12, 2006, 03:36:46 PM



Title: Tyranid Spawns
Post by: zenarion on March 12, 2006, 03:36:46 PM
How will this brood spawning thing work? Will a player start out with his brood? Or does he have to purchase it at some map entity?

Suggestion 1
I have this vision, that a player emerges from a spawning pool, toghether with his brood. Imagine rushing out from a thing similar to the Zerg Spawning Pool in Starcraft :)

Suggestion 2
A brood containing of the player, and his AI followers hatch from eggs, also similar to Starcraft. Am i being really fluff-incorrect now?


Title: Tyranid Spawns
Post by: Wolf on March 12, 2006, 03:41:27 PM
eggs are very incorrect as to my knowledge ^^, spawning pools would suit the start of the game/ main base, but you also need a spawn for later on in the game when youve moved forward the map and you need a more closer to front line spawn


Title: Tyranid Spawns
Post by: Typheron on March 12, 2006, 04:33:37 PM
suggestion 3
Mysetic spores, drop from the sky containing the player and crash into a spawning pool. Player than emerges from said pool and spore is "absorbed" into the pool. Brood emergies with player from pool.

in a similar way to the t.hawk the camera folows the pod down adnt hen follows the nid creatre out of the pool at which poiint you take control of it, zooming into its head.


Title: Tyranid Spawns
Post by: Darknar on March 12, 2006, 06:31:54 PM
sounds cool

although wont all those aminations slow the server down


Title: Tyranid Spawns
Post by: ChromeAngel on March 12, 2006, 07:41:09 PM
What I have in mind is something more similar to how the marines will be spawned.

Basicly a very large tyranid creature will fly in, carrying spawning players and bots inside iself, land and them the synapse creature and his brood get out (at which point the player gains control of the synapse).

This allows both teams to use the same area as a spawn as the mission progresses.


Title: Tyranid Spawns
Post by: migb on March 12, 2006, 08:33:50 PM
That's a nice suggestion too, Chrome.

My favorite solution is the mysetic spores from the sky, even though we need to find a way to get rid of it again.
Maybe it could just stay there, but be exchanged for a low-poly non-physics version that wouldn't take up too much server power.


Title: Tyranid Spawns
Post by: zenarion on March 13, 2006, 02:06:20 PM
Chrome are you referring to a Harridan? Beings inside it works too...
What i dont like, is being dropped down from the sky. Will the Harridan drop the players onto right areas? Cuz being dropped onto some kind of skyscraper, or river of lava is not a good thing.


Title: Tyranid Spawns
Post by: Razielk on March 13, 2006, 02:24:33 PM
From what I understand, the Harridan type nid would work in the same way as the thunderhawk- landing in areas designated by the mapper then lets the players go and flys off.

The drop off nid will have to be pretty big to accomidate all those players and their broods though...


Title: Tyranid Spawns
Post by: migb on March 13, 2006, 02:48:53 PM
Quote from: "Razielk"
From what I understand, the Harridan type nid would work in the same way as the thunderhawk- landing in areas designated by the mapper then lets the players go and flys off.

The drop off nid will have to be pretty big to accomidate all those players and their broods though...

Yes, Chrome was emphasising very large creature.
It could also be so that each player + minions spawns on their own carrier creature, then they won't need to be as huge, but there would be more of them.

If people are dropped from the sky, be it from Harridans, Mysetic Spores or Drop Pods, they shouldn't just be dropped randomly.
Have some landing-safe areas, such as an open city square or a rooftop, and drop people at random places within that area, advoiding the spawn-in-a-lava-pool death.


Title: Tyranid Spawns
Post by: Typheron on March 13, 2006, 08:08:46 PM
the nid arrival is to work just liek the space marine arrival, this alloows the use of a sigle site that could be captured for either to arrive on.

just one has a big flying critter and the other has the t.hawk.

although what about having different spawning types?

say for the intal spawn its drop pods or mysetic spores (as both races typically assult a world like this to establish a beach head).

after the inital spawn then its harrian and t.hawk time.


Title: Tyranid Spawns
Post by: migb on March 13, 2006, 11:09:43 PM
Yeah, nice idea.
Say it's an Imperial invasion on a Tyranid-infested world (after defeating planetary defence, but before the Nids have got time to "clean" the planet and leave), then the first spawn-points would be from drop pods.
As soon as a landing site is cleared, and any anti-aircraft Tyranid bioconstructs are destroyed, the T-hawks will land additional reinforcements.

Tyranids start game on ground, respawns from flying carrier creatures. When they are being pressed into their lair, they spawn from spawning pools instead.

Keeping true it the fluff, only one race should ever spawn in 'pods in every map, and that would be the race that has spacecraft superiority on that side of the planet.


Title: Tyranid Spawns
Post by: Khargoth on April 14, 2006, 01:15:27 PM
I think the Harridan is a great idea, considering it can carry something like 20 Gargoyles in the tabletop game...

MigB, I think that's a great idea, because you can do the exact reverse with Tyranids invading a Space-Marine held world. I think Exterminatus is a great opportunity to add vehicles to this game, the physics engine already supports them very well. Using the Battlefield games was discussed as an idea for a while, but a lot of people wanted it more infantry-based. I think in both situations, you could give the defenders access to heavier defence, such as 'fexes for nids, and Predator tanks for SM. Plus, it'd be cool to get behind the controls a Hydra gun battery  :twisted:


Title: Tyranid Spawns
Post by: zenarion on April 14, 2006, 10:15:25 PM
Hydra gun is that turret looking thing? They would be awesome. Placed as a separate entity though, for mapping made easier. That could be used as spawn protection, or for blocking off certain points on a map when you make it invincible, so NOBODY can pass.

About vehicles, i don't know. First i would like to witness the team make a descent mod with just ground troops, and then see which holes need capping in the arsenals of both species. Adding vehicles just for the fun of it might actually make the game rather unbalanced. Although, placing a Rhino just as a prop is not a bad idea. Why not place a Predator with guns working as spawn protection/blocking off/enclosing the map?


Title: Tyranid Spawns
Post by: migb on April 14, 2006, 10:40:02 PM
Hmm... it really wouldn't make any sense to have an automated turret that fires at both teams, as there is no 'third team'.

But you could have a turret blocking the short route, and then have an optional objective for Tyranids to destroy the turret for faster access.

I support zens idea, let's get a simple marine-only game working before adding tanks.


Title: Tyranid Spawns
Post by: Khargoth on April 16, 2006, 10:45:40 AM
Agreed. I'm simply opinionating that vehicles should eventually become an integral part of the gameplay. For example, a Hydra Gun Battery doesn't have much of a chance against a Predator, but a pred can be ripped to bits quite easily by Genestealers. In other words, it should be very much like the tabletop game. Playing without vehicles or heavier support is very difficult, and heavy units are very vulnerable without some infantry support. RS has always seemed to be very team-based, and adding vehicles adds another dimension to this co-operative play.


Title: Tyranid Spawns
Post by: Eltharyon on April 17, 2006, 10:19:37 PM
Quote
Tyranids start game on ground, respawns from flying carrier creatures. When they are being pressed into their lair, they spawn from spawning pools instead.


I like this idea.


Quote
Keeping true it the fluff, only one race should ever spawn in 'pods in every map, and that would be the race that has spacecraft superiority on that side of the planet.


I agree, although there might be a few scenarios where it is imaginable.


Generally, did we discuss "wave respawns" yet? Is that the plan for the respawn system?, I'm a bit out of the loop...

The way I imagine it it could be a very effective mechanism against spawn camping. Troops spawning in the dropship while its en route would enforce a wave mechanism. When you're pushed back into your base /lair individual respawns make sense as well (better chance to react to threats).


As to vehicles: They're tricky, and for least frustration I would limit them to static or scripted roles.

For example, you could have a map where some vehicle killer bio mechanism holds a bridge. Once that has been destroyed a convoy of vehicles (AI) could proceed over the bridge and take the control point there, effectively securing it for the Marines. The Tyranids could have similar "monstrous creatures". To keep it simple, however, I'd keep any vehicles as static spawn protection at the most!


Title: Tyranid Spawns
Post by: Khargoth on April 18, 2006, 05:28:09 PM
Quote
As to vehicles: They're tricky, and for least frustration I would limit them to static or scripted roles.

For example, you could have a map where some vehicle killer bio mechanism holds a bridge. Once that has been destroyed a convoy of vehicles (AI) could proceed over the bridge and take the control point there, effectively securing it for the Marines. The Tyranids could have similar "monstrous creatures". To keep it simple, however, I'd keep any vehicles as static spawn protection at the most!

aw man, ruin all my fun... you could have a look at the coding for the existing vehicles (buggy mostly), they already have scripting for movement physics, as well as mounted weapons...


Title: Tyranid Spawns
Post by: Typheron on April 18, 2006, 06:35:17 PM
the talk in the dev team is no useable vechiles, nothign you can drive, nothing you can fly, zip.

thyere will be AI controlled stuff for spawn protection, area holding and various objectives that are planned much later on.


Title: Tyranid Spawns
Post by: zenarion on April 18, 2006, 07:08:10 PM
That i like. Some missions could be based around that: escorting some enormous bomb into the heart of a nid infestation.