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Infection Research: You Decide!


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Poll: Do we get rid of Infection Research for the UNSC or Nerf it? (62 member(s) have cast votes)

Do we get rid of Infection Research for the UNSC or Nerf it?

  1. Keep it as is! I'm a sadist! (4 votes [6.45%] - View)

    Percentage of vote: 6.45%

  2. Nerf it to a more sane level. (19 votes [30.65%] - View)

    Percentage of vote: 30.65%

  3. Voted Get rid of it completely! (21 votes [33.87%] - View)

    Percentage of vote: 33.87%

  4. Add a seperate faction (see below) (18 votes [29.03%] - View)

    Percentage of vote: 29.03%

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#21 Emberblaque

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Posted 28 January 2013 - 01:00 PM

Another thing about having two different factions. If both are selectable then what incentive do players have to choose the non-Infection UNSC? Sounds like a prisoner's dilemma to me. No part of the mod's appeal should be based upon players trusting one another.

#22 sloosecannon

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Posted 28 January 2013 - 01:03 PM

Another thing about having two different factions. If both are selectable then what incentive do players have to choose the non-Infection UNSC? Sounds like a prisoner's dilemma to me. No part of the mod's appeal should be based upon players trusting one another.

Well, it would be better than having to trust that the other players won't research Infection... at least you'll know from the start that they're shooting for infection if they choose the Infection one
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#23 Unikraken

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Posted 28 January 2013 - 01:20 PM

I say get rid of it until you guys move onto Rebellion. That way you can have the ONI faction of the UNSC specialize in it. After all, Infection seems like more of a thing ONI would do.


Honestly I agree with this more than any other suggestion. It sounds right up ONI's alley and it's currently breaking gameplay balancing. I'm hugely in favor of just ripping it out at this point and looking at it again when we move to Rebellion.
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#24 Emberblaque

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Posted 28 January 2013 - 01:22 PM

Honestly I agree with this more than any other suggestion. It sounds right up ONI's alley and it's currently breaking gameplay balancing. I'm hugely in favor of just ripping it out at this point and looking at it again when we move to Rebellion.


I agree.

#25 Defender0

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Posted 28 January 2013 - 01:41 PM

Honestly I agree with this more than any other suggestion. It sounds right up ONI's alley and it's currently breaking gameplay balancing. I'm hugely in favor of just ripping it out at this point and looking at it again when we move to Rebellion.


seconded

#26 m468

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Posted 28 January 2013 - 02:51 PM

If it is possible could you place it as an option for the player to turn it on or off in the options menus like the flood itself? Or maybe get rid if the research and make it something that the flood (pirates) will do after a certain amount of time has passed? I don't know if these would be possible to do with the engine but there <they're* just ideas.
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#27 Unikraken

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Posted 28 January 2013 - 03:00 PM

If it is possible could you place it as an option for the player to turn it on or off in the options menus like the flood itself? Or maybe get rid if the research and make it something that the flood (pirates) will do after a certain amount of time has passed? I don't know if these would be possible to do with the engine but there just ideas.


This isn't possible.
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#28 CanadaMan7

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Posted 28 January 2013 - 03:07 PM

The flood infection research was my idea in the first place, and I can honestly the great experiment has pretty much failed. I'm in favor of ripping it out completely and beefing up the regular Flood raids if need be.

Nerfing the current research would be the equivalent of putting a band-aid over a bullet wound, a step in the right direction, but it would ultimately still be completely game-breaking.
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#29 m468

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Posted 28 January 2013 - 03:07 PM

I figured that it wasn't possible… But it was worth a try…
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#30 sloosecannon

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Posted 28 January 2013 - 04:29 PM

This isn't possible.

right... closest would be my admittedly funky workaround
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#31 Conran

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Posted 29 January 2013 - 01:03 PM

Hm, why not make it similiar to the ability of the Corsev Battlecruiser from vanilla rebellion, make it do a DoT and if the object dies while its effected, it's infected. Would mean you could feasabily keep the flood research and make it not too OP in one fell swoop.

#32 Unikraken

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Posted 29 January 2013 - 01:11 PM

Hm, why not make it similiar to the ability of the Corsev Battlecruiser from vanilla rebellion, make it do a DoT and if the object dies while its effected, it's infected. Would mean you could feasabily keep the flood research and make it not too OP in one fell swoop.


This is a nifty idea.

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#33 CanadaMan7

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Posted 29 January 2013 - 02:16 PM

Hm, why not make it similiar to the ability of the Corsev Battlecruiser from vanilla rebellion, make it do a DoT and if the object dies while its effected, it's infected. Would mean you could feasabily keep the flood research and make it not too OP in one fell swoop.


Are you referring to the actual infeciton ability of the Flood? Or the infection research?
Looks pretty useful though.

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#34 Conran

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Posted 29 January 2013 - 07:38 PM

Infection ability of the flood, it would solve the Infection research itself if applied i'd imagine though.

It would also help simulate the actual infection with it being a DoT, kind of deterioration (sp?) of a ship or structure until its internal defenses are overwhelmed, could even add a nifty particle effect to it while its affecting something too i'd hazard a guess.

#35 CanadaMan7

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Posted 29 January 2013 - 08:11 PM

I'll spend some time adapting it for Entrenchment and come back to you.

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#36 JasonAHawkins

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Posted 29 January 2013 - 08:31 PM

Could have a Particle Effect like http://www.moddb.com...lerts2#imagebox and have it say "Internal Defenses Compromised" and have a ETA till defenses are overwhelmed so you can see what ships get hit by that suggested flood DoT.
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#37 KhevaKins

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Posted 29 January 2013 - 08:57 PM

You really want those effects. But they are pretty sexy. Gives the game better atmosphere. As in I am an A.I who sees all.
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#38 JasonAHawkins

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Posted 29 January 2013 - 09:00 PM

Just a suggestion, i thought they were pretty cool back in 2010, and i still think they are. Even if they do not to become hull breach and subsystem disabled and such it would still be useful to have so you can tell when your ship is going to turn against you.
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#39 Emberblaque

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Posted 29 January 2013 - 09:05 PM

I've suggested to Canada that perhaps the effects would be acceptable if they only applied to capital ships. Waiting to hear his take on it.

#40 Unikraken

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Posted 29 January 2013 - 09:09 PM

I don't think we can do a countdown like you want.

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