Title: Mode Discussion - Tree of Life Post by: ChromeAngel on December 31, 2005, 10:34:44 AM One of the four game modes shortlisted, by the team for Exterminatus - Rival Species 2 (a one week poll to settle this subject will start on January the seventh).
Tree of Life ++Full Mode Description (http://www.40ksource.com/mode.php?mode=tyranid/tree)++ Closest of the four modes to the original Rival Species. Essentially team deathmatch with a "tree" structure of varying mission objectives on each map. Personally I am most concerned this mode may lack the feeling of a large Tyranid invasion, feeling more like opposed kill teams. Questions? Suggestions? Title: Mode Discussion - Tree of Life Post by: Egarb on January 01, 2006, 11:59:07 AM If your concerned about it not being Nidish enough, make gameplay for the different teams different, for the marines perhaps it feels like kill teams, they need to go in and blow up a hive building, get a holy artifact from an infested holy site, or whatever.
But for the tyranids have it different, they have only one objective; Amass biomatter for the hive. Have the tyranid team do somthing weird to keep it interesting, for example, maybe the biggest source of meat is the other team, the tyranids need not only kill the imperials, but also need to drag their corpes elsewhere for processing, or somthing equally nidish. Well... it looks like all i came up with is a TDM with funny objectives, meh. Title: Mode Discussion - Tree of Life Post by: migb on January 01, 2006, 12:48:53 PM Cool idea, egarb 8)
I don't really like this setting, too much a standart TDM, but the "amass biomass" objective is cool, could be used in another setting, perhaps. Maybe we could have astropaths/ecclisary staff/inquisitor staff that the Space Marines tries to save, also providing Tyranids with an easy resource for biomass. Title: Mode Discussion - Tree of Life Post by: The Vastator on January 01, 2006, 12:56:04 PM Quote the tyranids need not only kill the imperials, but also need to drag their corpes elsewhere for processing, or somthing equally nidish. interesting. Or we could just stick up with the "desperate defense" scenario.. maybe the marines should use a more defensive approach while hordes of nyds crawl onward. Title: Mode Discussion - Tree of Life Post by: ChromeAngel on January 01, 2006, 01:08:51 PM Quote from: "The Vastator" Quote the tyranids need not only kill the imperials, but also need to drag their corpes elsewhere for processing, or somthing equally nidish. interesting. Or we could just stick up with the "desperate defense" scenario.. maybe the marines should use a more defensive approach while hordes of nyds crawl onward. Remember each nid in that "horde" would need it's own player. Title: Mode Discussion - Tree of Life Post by: The Vastator on January 01, 2006, 01:36:01 PM yeah, sorry but I read this before the Synapse mode, that's the best ;)
Title: Mode Discussion - Tree of Life Post by: Wolf on January 01, 2006, 01:48:09 PM the problem with this mode is its lack of fighting, most people here play RS1, the team v team mode does get tiresome, plus this mode lacks the feel of a nid horde charging towards you, which i very much like
Title: Mode Discussion - Tree of Life Post by: blackt on January 01, 2006, 11:44:08 PM somekind of hide and seek? :wink:
Lictors or Genestealers versus Marines Nids try to find sources for biomass, while Marines try to keep them away from this sources? well dunno :oops: Title: Mode Discussion - Tree of Life Post by: zenarion on January 04, 2006, 06:15:18 PM that one i like. Lictors :)
Now that there are only 2 races in the game, you can make LOADS of different classes for them. In a battle where every tyranid is a player and not AI, that would rock: Tyranid base class - Gaunt with fleshborer/claws. After earning points (RS1 system of course :D) a nid player can choose other classes: Genestealer - runs fast, climbs walls(?), strong as hell. After playing as a genestealer, you can become a Lictor. Lictor has partially transparent skin and internal organs, and is almost invisible if not moving. And to Chrome, there are really a LOT of classes in this mode, and weapons. some of them might be shorted off. Like the Guardsman knife can be attached to the lasgun and become a bayonette. One less weapon to take up slots and to model. I noticed that MANY Tyranid classes were armed with "Claws". Almost all of them. can that be changed to either Scything Talons or Crushing Claws on different nids. The ranged weapon on a nid could be a secondary fire attack for the close combat claws/talons, so the nid player won't have to swap between only two weapons at the same time. Some special attacks could be added tho. Lictors could get their camouflage switched on/off. Gaunts and Stealers could leap at prey. For some reason i like the "drag back and devour" concept. Could Rippers do that for a player? They run up to a corpse, eat it, go back to their spawnpoint and dive into the pools off goo. The player has to watch over them, so they do not get killed by the opposing team. Title: Mode Discussion - Tree of Life Post by: ChromeAngel on January 04, 2006, 07:46:51 PM I had planned on tyranid weapons being combo weapons like that, more natural then switching.
Title: Mode Discussion - Tree of Life Post by: migb on January 04, 2006, 10:58:53 PM Thank you Chrome, I hate switching weapons. :wink:
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